Angler's Tunnel: Difference between revisions

From Zelda Wiki, the Zelda encyclopedia
Jump to navigation Jump to search
No edit summary
(Reorganisation)
Line 1: Line 1:
{{Dungeons| name = Angler's Tunnel
{{Dungeons| name = Angler's Tunnel
|image = [[File:LAangler'stunnelafter.jpg]]
|image = [[File:LAangler'stunnelafter.jpg]]
|location = Base of [[Tal Tal Heights]]
|location = [[Tal Tal Heights]]
|game = ''[[The Legend of Zelda: Link's Awakening|Link's Awakening]]''
|game = ''[[The Legend of Zelda: Link's Awakening|Link's Awakening]]''
|item = [[Flippers]], [[Surf Harp]]
|item = [[Flippers]]
|mini-boss = [[Cueball]]
|mini-boss = [[Cueball]]
|boss =  [[Angler Fish]]
|boss =  [[Angler Fish]]
|element = {{Element|Water}}
|element = {{Element|Water}}
|quest = [[Eight Instruments of the Sirens#Surf Harp|Surf Harp]]
}}
}}


The '''[[Angler's Tunnel]]''' is the fourth dungeon in ''[[The Legend of Zelda: Link's Awakening|Link's Awakening]]''. The entrance to this tunnel is
The '''[[Angler's Tunnel]]''' is the fourth dungeon in ''[[The Legend of Zelda: Link's Awakening|Link's Awakening]]'' and the location of the [[Eight Instruments of the Sirens#Surf Harp|Surf Harp]]. The entrance to this tunnel, which is shaped like a fish's head, is behind a raging waterfall at the base of the [[Tal Tal Mountain Range]]. The mini-boss of the dungeon is [[Cueball]], whose backside is vulnerable to the sword. The main item of this dungeon is the [[Flippers]], which allow [[Link]] to swim and dive. This is necessary for fighting the boss, the [[Angler Fish]], who is the only boss in ''Link's Awakening'' that challenges Link to a side-view battle underwater. This is also the first boss in [[The Legend of Zelda (Series)|the series]] fought underwater.
behind a raging waterfall on the base of [[Tal Tal Heights]], just north of [[Animal Village]]. Much like [[Tail Cave]] and [[Key Cavern]], the dungeons before it, Angler's Tunnel also requires a key. The [[Angler Key]] is in the [[Yarna Desert]], south-east of Animal Village. But a sleeping walrus blocks [[Link]]'s path, and thus he must return to [[Mabe Village]] and ask for [[Marin]]'s assistance. When taken to the walrus, she will sing the [[Ballad of the Wind Fish]] and the walrus will wake up and leave. The key is being held by a [[Lanmola]]s who will drop the key once defeated. With the key in hand, Link needs to reach the keyhole by traveling to north-west [[Ukuku Prairie]] and continue to go east until he finds the keyhole. Upon inserting the key into its keyhole, the waterfall will stop and will reveal a riverside tunnel in the shape of a large fish. To actually get into the dungeon, Link must climb the Tal Tal Mountain Range and drop down from a cliff. The interior of this dungeon is mostly gray flooring with blue-green walls. This dungeon also has a few blue-green tiles and is flooded in a few areas.


The main tool of this dungeon are the [[Flippers]], which are obviously necessary to swim to new rooms and is a must to defeat the dungeon's boss. The boss of this dungeon is the [[Angler Fish]], and is the only boss in ''Link's Awakening'' that challenges Link to a side-view battle underwater. The Angler Fish guards the fourth [[Eight Instruments of the Sirens|Instrument of the Siren]], the [[Surf Harp]].
==Entrance==
Much like [[Tail Cave]] and [[Key Cavern]], Angler's Tunnel requires a key. The [[Angler Key]] is in the [[Yarna Desert]], east of [[Animal Village]]. But a sleeping [[walrus]] blocks Link's path, and thus he must return to [[Mabe Village]] and ask for [[Marin]]'s assistance. After being taken to the walrus, she sings the [[Ballad of the Wind Fish]], waking the walrus and allowing Link to pass. Marin then goes to sing for the animals in Animal Village.


When looked on a map, the dungeon is in the shape of either a small fish or a fishing hook. This dungeon is probably a reference to the boss's name, Angler Fish and may suggest that this dungeon belongs to it, or a possible reference to the dungeon's shape - an angler is another word for a fisherman.
The key is guarded by a [[Lanmola]], who will drop the key once defeated. With the key in hand, Link travels to [[Tal Tal Heights]], where the Angler Keyhole is embedded in the rock before a waterfall. Upon inserting the key into its keyhole, the waterfall stops and reveals a riverside tunnel in the shape of a large fish. However, to actually get into the dungeon, Link must climb the Tal Tal Mountain Range and drop down from a cliff.
 
==Themes and Navigation==
The interior of this dungeon is mostly gray flooring with blue-green walls. This dungeon also has a few blue-green tiles and is flooded in a few areas. To get past these flooded areas, the [[Flippers]] are required, which are fortunately the item contained in the dungeon. However, to reach it Link must fight the mini-boss, [[Cueball]]. Link fights this monster in a room with some shallow water and a large column, forcing both Link and Cueball to move on the edges of the room. Cueball is large, and takes up all of the space between the column and wall, forcing Link to run from him. Only Cueball's backside is vulnerable to Link's sword. Defeating this monster allows Link to reach the room where the Flippers are hidden.
 
There is a tile puzzle in the next room, which can be solved by stepping on the flashing tiles in order. This order must also be used for another identical set of tiles elsewhere in the dungeon, despite that set not flashing. This opens the way to the Nightmare key, which unlocks the room where the boss, the [[Angler Fish]] is fought. The battle takes place underwater, and the giant fish attacks by charging at Link and the wall. Hitting the wall makes rocks fall from the ceiling. Smaller fish also swim through, who can be killed with one swing but do not charge Link directly.
 
When looked on a map, the dungeon is in the shape of either a small fish or a fishing hook. This dungeon is probably a reference to the boss's name, Angler Fish, or a possible reference to the dungeon's shape - an angler is another word for a fisherman. Water is a very importent aspect of the dungeon, as it was originally behind a waterfall and many areas can only be accessed by swimming.
 
==Enemies and Traps==
*[[Cheep-Cheep]]
*[[Iron Mask]]
*[[Peahat]]
*[[Spark]]
*[[Spiked Beetle]]
*[[Stalfos]]
*[[Star]]
*[[Tektite#Water Tektite|Water Tektite]]
*[[Whisp]]
*[[Zol]]


== Trivia ==
== Trivia ==
 
*The Angler Fish is the first fish-like creature that has been the final boss of a dungeon.
It is the first time that a fish-like creature has been the final boss of a dungeon.


See also: [[Angler Key]]
See also: [[Angler Key]]

Revision as of 20:15, 8 January 2011

Template:Dungeons

The Angler's Tunnel is the fourth dungeon in Link's Awakening and the location of the Surf Harp. The entrance to this tunnel, which is shaped like a fish's head, is behind a raging waterfall at the base of the Tal Tal Mountain Range. The mini-boss of the dungeon is Cueball, whose backside is vulnerable to the sword. The main item of this dungeon is the Flippers, which allow Link to swim and dive. This is necessary for fighting the boss, the Angler Fish, who is the only boss in Link's Awakening that challenges Link to a side-view battle underwater. This is also the first boss in the series fought underwater.

Entrance

Much like Tail Cave and Key Cavern, Angler's Tunnel requires a key. The Angler Key is in the Yarna Desert, east of Animal Village. But a sleeping walrus blocks Link's path, and thus he must return to Mabe Village and ask for Marin's assistance. After being taken to the walrus, she sings the Ballad of the Wind Fish, waking the walrus and allowing Link to pass. Marin then goes to sing for the animals in Animal Village.

The key is guarded by a Lanmola, who will drop the key once defeated. With the key in hand, Link travels to Tal Tal Heights, where the Angler Keyhole is embedded in the rock before a waterfall. Upon inserting the key into its keyhole, the waterfall stops and reveals a riverside tunnel in the shape of a large fish. However, to actually get into the dungeon, Link must climb the Tal Tal Mountain Range and drop down from a cliff.

Themes and Navigation

The interior of this dungeon is mostly gray flooring with blue-green walls. This dungeon also has a few blue-green tiles and is flooded in a few areas. To get past these flooded areas, the Flippers are required, which are fortunately the item contained in the dungeon. However, to reach it Link must fight the mini-boss, Cueball. Link fights this monster in a room with some shallow water and a large column, forcing both Link and Cueball to move on the edges of the room. Cueball is large, and takes up all of the space between the column and wall, forcing Link to run from him. Only Cueball's backside is vulnerable to Link's sword. Defeating this monster allows Link to reach the room where the Flippers are hidden.

There is a tile puzzle in the next room, which can be solved by stepping on the flashing tiles in order. This order must also be used for another identical set of tiles elsewhere in the dungeon, despite that set not flashing. This opens the way to the Nightmare key, which unlocks the room where the boss, the Angler Fish is fought. The battle takes place underwater, and the giant fish attacks by charging at Link and the wall. Hitting the wall makes rocks fall from the ceiling. Smaller fish also swim through, who can be killed with one swing but do not charge Link directly.

When looked on a map, the dungeon is in the shape of either a small fish or a fishing hook. This dungeon is probably a reference to the boss's name, Angler Fish, or a possible reference to the dungeon's shape - an angler is another word for a fisherman. Water is a very importent aspect of the dungeon, as it was originally behind a waterfall and many areas can only be accessed by swimming.

Enemies and Traps

Trivia

  • The Angler Fish is the first fish-like creature that has been the final boss of a dungeon.

See also: Angler Key

Gallery

Template:Link's Awakening Dungeons