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Welcome to the Legend of Zelda Oracle of Seasons Walkthrough. This is a complete 100% Oracle of Seasons guide, including strategies for all bosses and dungeons along with the collection of all Pieces of Heart, Magic Rings and upgrades.
Differences in a Linked Game Upon defeating Onox for the first time in Oracle of Seasons, you’ll receive the “Labrynna Secret” to use for Oracle of Ages, starting a linked game there. There are a great many differences in a linked game of Ages. You begin the game with the same sword you had in Ages, and Impa gives you the Wooden Shield. You begin with four hearts instead of the usual three. Your name remains the same, as well as the name you gave to Bipin and Blossom’s son. Moreover, he continues to grow up in a linked game, depending on the choices you made for him in the previous game. Twinrova makes appearances in several new cutscenes.
Maple travels on a flying saucer, making her faster. Many characters now carry secrets accessible via passwords (see more on that below). Rosa (and other Subrosians) make several cameo appearances from Oracle of Seasons. The location of the Zora guard who will grant you access to the Sea of Storms changes in a linked game.
Now he will be found in the present, as will the Skull Pirates’ ship. On the other side of Maku Road in the present will be an extra cave opening. This takes you into a profoundly difficult bonus dungeon, the Hero’s Cave.
The reward at the end of this grueling level is the Armor Ring L-3. After clearing Moonlit Grotto, Princess Zelda comes from Hyrule but gets herself in trouble.
Enter the Black Tower at any time and Vire will challenge you to rescue her. You must get through several floors of ladders and flames, a la Donkey Kong, before you can reach Zelda. Once you do, however, she’s safe–for now. Toward the end of a linked game, Zelda once again leaves Impa’s sight and gets herself in trouble. Now she gets captured by Twinrova. Upon defeating Veran, Din and Nayru combine their powers to aid Link, and the Maku Tree opens the way to the Room of Rites, where Twinrova is holding Zelda.
![Nes Nes](http://downloadgamestorrents.com/wp-content/uploads/2013/07/The-Legend-of-Zelda-Oracle-of-Seasons-Nintendo3DS-600x300.png)
Go there for the true final battle of the Oracle games, against Twinrova and then Ganon. Upon defeating Ganon, you’ll receive the “Hero’s Secret.” Use it to start a new file on either Seasons or Ages. It will be exactly a totally clean, new file except that Link begins with four hearts instead of three, and the “Ring Secret” will transfer every single Magic Ring from the first two game sessions. Using the Password System The password system in the Oracle games is a bit complicated.
If you beat Seasons first, then you’ll receive the “Labrynna Secret,” a password that shows up at the end of the credits for this game. Start up a new file on Ages with that password to begin a linked game there. Now some of the characters you find in Ages will give you secrets (i.e. Passwords) related to characters whom you met in Seasons. Write these down!
Return to Seasons and speak to the characters in question, giving them the password to activate the secret. Some characters will give you the item outright, but others will require you to complete some sort of challenge or mini-game in order to obtain it. Once you have the item, the character will then give you another secret/password to take with you back to Labrynna. At this point, return to Ages and give this password now to Farore in the Hall of Secrets inside the Maku Tree in order to make the item materialize in Ages as well. Like I said, it’s a complicated system–but immensely useful!
Below is a list of secrets that you can obtain in a linked game of Oracle of Ages (i.e. Playing Seasons first, Ages second). Hero’s Secret Play through either Oracle of Ages or Seasons first, then play through the other as a linked game. After defeating both Veran and Onox, the way will be opened to the Room of Rites. Therein defeat both Twinrova and Ganon to see the true ending to the Oracle series. Wait through the ending credits, and this password will appear on the screen; write it down.
Next insert whichever game you didn’t play as the first one, and use this password to start a new file. In this way, you will begin a new sequence and can collect some things that you couldn’t previously in the first sequence! (For example, if you played Ages to Seasons, now with the Hero’s Secret play Seasons to Ages in order to collect things that you can only in a linked game of Ages, which you would’ve missed previously.). King Zora Secret There is only a single Zora to be found in all the land of Holodrum, and he’s in the Hero’s Cave just outside Horon Village; he’ll be reachable after you’ve cleared Poison Moth’s Lair. Get the password from him and pass it on to King Zora in the present, and the fish king will sharpen your sword into the mighty Master Sword! Note that if you only have the Wooden Sword at this point, it’ll be upgraded to a Noble Sword, but the Master Sword can still be found later at the end of the trade sequence.
Troy Secret After clearing Poison Moth’s Lair, find Guru Guru in the Eastern Suburbs, and he’ll give you a password. Next you need to find Troy in Labrynna, but unfortunately he’s not in his house in Lynna City as he usually is–he’s gone off on an expedition to Rolling Ridge, so there we must go as well. You’ll find him at Target Carts, and as you’ll probably guess, he won’t give you your prize until you successfully hit all 12 targets in the game. Keep trying until you get all 12, and Troy will reward you with Bombchus. Elder Secret Once you cure Biggoron by giving him the Lava Soup, a red Goron will now appear nearby, a descendant of the Goron Elder from ancient Rolling Ridge who wishes to learn more about his ancestor’s diary. Go now to this same Goron Elder in Labrynna’s past at the Goron Shooting Gallery, and he’ll give you the Biggoron’s Sword.
Or at least he will after you prove yourself by scoring 300 points in the target practice game with it. It’s much harder to wield in a mini-game like this than your other swords have been because it’s so big, heavy, and (therefore) slow.
But keep practicing until you get it, and then Biggoron’s Sword will be all yours. Tokay Secret After you’ve vanquished the Great Moblin at his fortress and sent him packing to Sunken City, visit him at his lackluster new home. Now return to what’s left of his fortress to find a friendly Moblin waiting on you to give you a secret about the Tokays of Crescent Island. Armed with that password, go to present-day Crescent Island to the Wild Tokay Museum and give the Tokay there the password. Now he will resurrect the Wild Tokay challenge, wherein you must toss meat to all the Tokays who pass you, both on the right and the left. If you’re successful, then the Tokay in charge you will grant you a Bomb Bag upgrade.
Mamamu Secret After clearing Poison Moth’s Lair, return to the Floodgate Keeper’s house to find the mother of Mamamu Yan, who gives you a password to pass on to her daughter. Now go to Mamamu Yan in Lynna City in the present, but her dog has gone missing.
It’s your task to go throughout the town looking for it and to return it to her. Search all over the city, and even on the outskirts of town (it’ll show up on a screen randomly, so just keep at it). Once you find it, pick it up and bring it back to her. In return, she’ll give you the Snowshoe Ring.
. Added 'Shuffle Dungeon Hearts', which adds the floor hearts that bosses drop to the pool.
This adds an extra floor drop to dungeons 1-8, and can result in levels having 0-3 hearts or 0-3 items. Enabled 'Allow Important Items in 9' to be selected for all level 9s. This means important items not needed to enter 9 may be found in level 9. Updated 'Shuffle Dungeon Start Room' - now, this can cause you to enter the dungeon from any edge (not necessarily the bottom). This option no longer hides the level numbers.
Added 'Book to Understand Old Men' - if selected, prior to picking up the book, the old men will all say the same thing. The exception is that the man guarding level 9 will always tell you level 9 entry (if not the full triforce).
Added 'Book is an Atlas' - if selected, picking up the book will yield all dungeon maps. Split 'Hide Dungeon Numbers' to its own checkbox. Added 'Hidden Health' option, which hides a player's health/removes the low health beeping. Good luck remembering how much damage you can take!. In the 'Shapes' mode of dungeons, the map placement algorithm has been updated to make the map easier to find. In the 'Shapes' mode of dungeons, it is now possible for items to drop in stair rooms where items can normally be found on the floor (so the diamond, spiral, and 'corridor' staircases specifically). Added an option to change the 'LEVEL' text in dungeons to a different text.
Random includes a number not of options not listed in the dropdown. Added a 'Summary' tab, that summarizes most key options that may be selected in the randomizer. Added two 'Custom' presets.
When you paste flags into the preset box, they will be saved, allowing you to keep your custom presets more easily. Removed the 'Virtual Boy' palette from levels, due to the fact that it was difficult for those with color blindness to see. Numerous bug fixes and UI changes have been added, which are too numerous to fit in such a small space. Fixed a bug where the wrong vcredistx86 file was distributed, meaning that people who had not previously installed the right version couldn't open the randomizer. We apologize sincerely for the inconvenience. Fixed a bug where items could spawn on top of dungeon blocks (requiring key clips) in some mixed/2nd quest dungeons. Due to the above fix, 'Randomize Dungeon Rooms' will now shuffle rooms across all selected dungeon rooms.
This means that you may see rooms switch around in 2nd quest dungeons (aka different stair rooms or regular rooms). Fixed a bug that prevented the wood sword cave from appearing at the grave (strictly, it could appear before, but had a 0.16% chance of doing so). Fixed a bug that prevented the wood sword cave from appearing at the vanilla Level 2 location on 1st quest overworld. (Due to the fact that this is a lake on 2nd/mixed, it should never appear there in those variants). Fixed a bug where blue moblins would appear on the overworld with messed up palettes in some places. Updated the logic when wizzrobes are placed on the overworld to prevent them from appearing in certain difficult-to-pass screens.
Thanks to fiskbit, updated the code for Wizzrobes to enable them to be able to phase through certain overworld obstacles, reducing the chance they will be trapped in certain places. Miscellaneous other fixes to small bugs. Added 'Randomize Dungeon Shapes', allowing for dungeons to have randomly determined shapes. Added flags to allow for 2nd quest rooms and doors in the Shapes mode.
Added a flag to allow for 2nd quest enemies to be mixed into 1st quest dungeon maps. Added 'Add Life or Money' rooms, allowing those rooms from 2nd quest to be integrated into 1st quest, replacing normal old man rooms. Added 'Change Leave Your. Rooms', allowing you to have to pay hearts, money, bomb capacity, or keys to leave the room.
Added 'Speed Up Text', which triples the speed of the text in the game, allowing for quicker times. Fixed some helpful hints, to prevent hints like 'Fire the arrow to locate the bow' from appearing, when a different path could get to the item. Helpful Hints have been updated to have community text in 'non-helpful' places (such as shops/door repairs/etc.). Random% checkboxes have been rebalanced in some cases, to provide a better chance of the checkbox being unchecked in cases where there were dependent options. Changed sprites when you use an enemy sprite, resulting in enemy sprites becoming your 'helpers' in shops and dungeons. Many other bugs fixed, which have not been directly documented here, but have improve the game. As always, a big thanks to everyone who has helped out testing this madness.
A very large base of testers has assisted in the process of finding all of these bugs, and I definitely want to make sure they all know just how much I appreciate the awesome help they have provided. There are so many people, and I'm sure I will miss some (but will edit them in when they remind me!), but special thanks go out (in no particular order whatsoever) to AmazingAmpharos1, AdirondackRick, CrimsonAvix, skybilz, Jaylow7, kababesh, rcdrone, TGE, putz12, Panzerdave, theseawolf1, zman, jkoper, and many others for all of your time and effort! It has been greatly appreciated! Apologies for the delay on posting this update here, but we have now released Zelda Randomizer 2.5.2.
It can be picked up from the page, or automatically updated by launching the randomizer (or clicking the 'Check for Updates' button). Things we've added since 2.4 include, but are not limited to:. Drop changes! There are now 3 options related to changing what items enemies drop, the rate of drop, and the third option.
'Make Important Items Drops' - this fun option allows enemies to drop important items, such as magical swords, red rings, books, boomerangs, etc. Use this for a very unique experience, and feel free to try Insanity.
The game will now correctly place a drop in the skull room if Gannon is shuffled to a drop room (the drop will be laying on the floor, with no need to kill enemies to see it if it's there). 'Triforce' is no longer an item that can block level 9 if 'Allow Other Items to Block 9' is selected. Fixed some bugs where the ladder (or an item that leads to the ladder) could be water blocked in dungeons. We apologize for any angst this may have caused. Added Shuffle Level 9 Monsters - now you can have Gibdos/Darknuts/Goriyas in level 9 instead of Wizzrobes! (Beware: this makes it more likely you'll find wizzrobe dungeons elsewhere).
Added Starting Tunic Color options - now Link can have a different color tunic than the normal green to start!. Added Replace Book Fire with Explosion - If selected, the power of the book to create fire will be replaced by an explosion (like a bomb).
The book can be purchased from a shop (replacing the most expensive shield, which will replace the book in the item shuffle). Book will cost 200 rupees, and if shops are shuffled, will be guaranteed to be found in exactly 1 shop on the overworld. Fixed some UI bugs, including accidental space at the start/end of flags. Change Start Screen - Link can now start on almost any overworld screen. Change Bomb Upgrade Men - the bomb upgrade men will be shuffled with other old men, possibly moving to other dungeons (dungeons 1-8). I bet you'd like to have more bombs!. Change Hungry Goriya - The hungry Goriya can be moved to any dungeon (including 9).
He may even block your path to Zelda!. Randomize Dungeon Rooms - now rooms can be moved between dungeons (for example, the 'reverse C' room may be found in level 4). Now you'll need better intuition to determine which dungeon you're in.
Allow Other Item to Block 9 - This option allows different items to possibly block level 9, instead of the triforce. Now you may need the Letter or Book to get in, as well as possibly the triforce. For more information, see the page (may take a couple of minutes to update). Randomize Boss HP - The boss HP (like regular enemies) can now be changed plus or minus up to 4 HP. Ready for a multi-bomb manhandla?.
Set enemy HP to 0 - You can set enemy/boss/Gannon HP to 0 now. A single hit can now possibly kill Gannon! Go go gadget wood sword!. Blackout - makes the dungeons pitch black. How well do you know your dungeons?. New Palettes added!.
New Link Shuffle sprites - thanks to LEmental for the great work!. Random% - now you can customize the features you want in random percent. Each check box has three states - when the checkbox contains a box, that option will be randomly selected as either on or off. Now have fun not even knowing your flags before you start! We have now released version 2.1 of the Randomizer. Included in this release are a few bug fixes:.
Fixed a bug in 2nd quest where enemies sometimes had some messed up sprites. Thanks to DH Stom for reporting!. Fixed a bug in the UI where you couldn't copy/paste flags if the flags had Deception hints.
Thanks to DrJasonKimball for reporting!. Fixed some text for Community hints that didn't properly wrap. Thanks to murfshay22 for reporting!. Added a few extra palettes for Shuffle Dungeon Palettes.
Thanks to QuestWizard for the suggestions!. Fixed the hint for the Power Bracelet rock in the northeast of the map to 'LOST HILLS' instead of 'ALONG THE COAST'. Thanks to Ategenos for reporting! Hopefully you're all practicing for the release race on the 23rd! Again that'll be at 1:29 PM on SRL. Tune in to for a restream of several of the racers, as well as commentary with TheGreenleafEffect and rep2369!
Interested in racing Randomizer 2.0 against other players? If so, come join us for the Randomizer release race (click the time link for conversion to your local time)! The flags for this race are: Q36CW3Y9, corresponding to a Maelstrom race, but with the Wood Sword at the start cave, and the White Sword in its own cave (wherever that ends up on the map). Everything else will be shuffled like mad! So get practicing, and we hope to see you there!
The race will be held on; you'll need an account there to join the race. If you use IRC, you can join the #tloz channel on the irc.speedrunslive.com server as well to talk to players, get hints etc. After all the hard work to put this together, we are pleased to finally release version 2.0 of the Zelda Randomizer! To download, feel free to click on either of the links at the end of this post.
I want to take a moment to thank all of the beta testers who helped test the product. Your feedback has been invaluable at taking a small project and turning it into a powerful randomizer. So thank you to everyone who has helped with this! We do race the Randomizer regularly on speedrunslive.com. If you join the IRC chat, feel free to stop by #tloz and say hi, and join in any races we have. I will post the official flags for this weekend's release race later tonight, so stay tuned for that information!