The Legend of Zelda: Oracle of Ages/Zora Seas and Jabu-Jabu's Belly

The will tell you that  left, so now is the time to save.

Before the next quest


Now that you have the Mermaid Suit, you can explore the sea bottom around Crescent Island.

During Ambi's age there is a cave in the south-west. Go down to the end and dive in to bypass the blockade and surface on the other side and enter the cave. Talk to the to receive the L-2  Iron Shield (in a linked game, if you owned the Iron Shield already, you will get the L-3  Mirror Shield instead).

During Zelda's age, there is a passage under the north coast of Crescent Island. This is a small maze, so most of the passages are dead-ends. Swim following one wall (e.g. clockwise keeping to the "external" side), and you will eventually reach a cave. Open the chest inside to receive the last Piece of Heart (last one except if you still have to get one from Gasha trees or Maple).

Ambi's Palace
Return to Ambi's age and go to. You will meet again at the palace entrance, and he tells you of a secret path to the palace, since the front door is packed with guards. You need to push four buttons in each corner of the palace garden, but you should hide from the line of sight of the Palace Guards, otherwise they will throw you out of the palace and you have to sneak in again. Once all four buttons are pressed, go east where the four statues moved away to reveal the stairs behind the bush. Go down and dive in the small pond there. Swim through the underwater passage, emerge at the end and go upstairs.

You are now inside the palace. The s here won't throw you out, but instead attack you. Move one block away and go west first. After two rooms you can get the Gold Luck Ring. Go all the way east; if you need healing, then go north to find two Faeries, otherwise just climb upstairs and go through a few rooms. You will meet in the last one.

Boss: Veran
This boss needs some preparation. First, equip yourself with Switch Hook and Seed Shooter with Mystery Seeds. Veran is inside 's body, so you cannot attack her directly. You need to shoot her with Mystery Seeds from the Seed Shooter.

Veran will warp around and throw fireballs in all direction. Once you shoot her, then Veran will leave Nayru's body, but you need to drag her away from Nayru, so use Switch Hook on her spirit to move her away from Nayru. After that she will finally take her true form and you can attack her with the sword. Hit her once and she will return into Nayru's Body, so you need to repeat the steps twice to defeat her.

Intermission
Nayru returns to her sense and comes in, but Veran takes over her body and calls the Guards. Ralph arrives here, so Nayru brings the three of you to Zelda's age. Nayru teaches you the Tune of Ages, with which you can travel forth and back in time. The tells that one  is inside a Fish.

Climb up the Maku Tree to the roof and you can find two Gasha Seeds there. Do you have a Magic Potion in your inventory? If not, then you can buy one at 's shop for 300 Rupees, swipe one from Maple or get it from a Gasha tree.

Using the Tune of Ages, you can now reach two class-4 Gasha spots on Talus Peaks.

Zora Seas
Earlier on, on Talus Peaks, you had to switch between two different time ages to navigate the area. Now, in the Zora Seas, you have to switch between two time ages and also between surface and sea bottom.

Equip the Switch Hook on button A and the Tune of Ages on button B.

During Zelda's age, go to the South Shore and swim in the water to the south-west. Go onshore where you see a hut on an islet. The fisherwoman inside explains that ths islet is drifting from the west to the east through the centuries. Exit the hut and play the Tune of Ages on the west end.
 * Ambi's age: Swim west, then north on another islet and play the Tune of Ages there.
 * Zelda's age: Dive in and go east (south is a dead-end). Use the Switch Hook on the diamond and surface. Play the Tune of Ages on the isle.
 * Ambi's age: Go all the way west, then south and land on the next isle. Play the Tune of Ages just by the stairs or you'll be teleported back.
 * Zelda's age: Now dive, go south and use the Switch Hook on the diamond. Go west and you're in.

Zora Village


Four quick explorations of Zora Village, before you continue to the King's palace:
 * Zelda's age, surface: get Gale Seeds from the tree; a [[File:Zelda Oracles Ring 31.png]] Green Holy Ring from a chest to the north; you can also bomb a wall to enter the Zora graveyard.
 * Zelda's age, underwater: the Zora inhabitants give various information; of more immediate interest, a chest on the west side holds a [[File:Zelda Oracles Gasha Seed.png]] Gasha Seed.
 * Ambi's age, surface: in the south-west corner, plant a Gasha seed in a class-4 spot; then, get the Gale seeds to set a warp point.
 * Ambi's age, underwater: just talk to the several Zoras.

During Zelda's age, enter King Zora's palace. A lonely liar says that the king fell ill and died long ago, and that the key to Eyeglass library was lost. This is false, and his lie will be exposed soon. You can get 200 Rupees from the chest.

Travel back in time and enter the Zora palace again. Give the Magic Potion to, and he will heal up. The lie you heard is now exposed: King Zora never died during Ambi's age; in fact, return to Zelda's age, and you will see that the King is alive and well, and he confirms he has been alive for 400 years. The Zora liar now admits that the King owns the key. Talk to the Zora King, and he will give you the Library Key. If you save from the polluted seawater, then you'll receive the permission to enter inside it.

Eyeglass Library
Now that you are during Zelda's age, you can use some Gale Seeds, travel to Yoll Graveyard and buy another magic potion (otherwise, you can try your chance for with Maple or the Gasha trees).

Leave the Palace and go all the way to the east, until you reach the library. During both Zelda's and Ambi's age, the library is closed, but there is a keyhole during Ambi's age. Use the key and enter the library. The wise men inside guard some Faerie Powder, but they require a Book of Seals to reach it. They also talk about the Great Faerie and an Octorok in a nearby island.

Return to Zelda's age and, surprisingly, the Eyeglass Library is now open! People inside say that the was turned into an octorok centuries earlier, but some faerie powder broke the curse. Get the Book of Seals from the old man in the back room.

Now go back to Ambi's age and reenter the back room in the library. Place the Book of Seals on the pedestal. It gives you the first directions about how to walk in the darkness to the second book of seals; the Cane of Somaria can also help, if you are in doubt.

When you reach the old man, as a reward he gives you the Faerie Powder. Now return to the cursed Great Faerie and use the Faerie Powder on her to break her curse. She in turn will clean the Zora Seas from the pollution.

Return to 400 years in the future: surprisingly, the pollution was cleaned up while Link was away, and even more surprisingly, everybody thinks that it was you who did it! Thanks to this misunderstanding, King Zora gives his permission to enter. Leave the palace, go to the "temple" nearby and will open his mouth, so you can enter.

Before entering the dungeon, check the map (press select): a small area in the south-east of the Zora Seas is still unexplored. Start from Ambi's age and use the Tune of Ages there to obtain a Whimsical Ring from the chest.

In chronological order, some oddities become apparent:
 * 1) During Ambi's age, Link unlocks the library gate; later, the Faerie Queen cleans up the Zora seas.
 * 2) Sometimes during the 400 years in-between, the Zora Seas get polluted again, the library gate gets closed again, and the keyhole is destroyed.
 * 3) During Zelda's age, Link finds that the library gates are closed and there is no keyhole. He leaves for a little while, and when he returns the library is open and people are inside. Maybe Link came too early that day, just few minutes before the library opened following a regular work schedule?
 * 4) Still during Zelda's age, Link leaves for a short while, and when he returns, the polluted sea got cleaned again. Although Link did only the first cleaning, everybody cheers him up as if he did both.

Dungeon, part 1
From the entrance, go north. Defeat the crabs and the Like-Like, and you can obtain the Compass.

Go west; this room requires the dungeon item to obtain the chest. Continue south; swim over the black pits and use the Switch Hook to move the diamonds near the four statues; the 1st Small Key will appear.

Nothing else can be done on this floor, for the moment. Go back north to the previous room, swim to the yellow area, then press B to emerge. Continue to the west (it is the only possible way), open the chest for the Dungeon Map. Look carefully at the map: the three floors superimposed make the shape of a fish, that is Jabu-Jab itself; the ground floor is the head, the first floor is the body and the second floor is the tail.

From the map chest, continue straight north for three rooms. Push the blocks and continue east. A Pegasus Seed can be useful to dodge the s there. If you go south, the Owl Statue will give you an useful hint about the dungeon structure, but the door is one-way. Take a little tour, get back to the spinning blade traps, but now use the 1st Small Key and climb the stairs to Jabu-Jabu's tail. Follow the only possible path. In the final room, the Owl Statue explains: the red button lowers the water, the blue buttons raise it. Right now, you have to press the red and lower the water.

Dungeon, part 2
Descend back to the "body" (1st floor). Proceed one room south, where the Owl Statue is; the "golden isle" went down with the water, and you can follow it by jumping in the hole on the right. Use the Switch Hook to reach a chest with a Like-Like Ring.

Jump off the ledge and explore the "head" (ground floor) without water. Note that all s become red s out of the water. One room south, push a block and open the chest for the 2nd Small Key.

Continue east. Use the Cane of Somaria to open a door and go further east. Climb the first staircase you see. Go north two rooms, then use the Switch Hook to continue west and upstairs. In the "tail" (floor 2), go north again, then use the 2nd Small Key to open the door. Press the blue button, and the water will rise again, but this time you are in a different body part.

Dungeon, part 3
From the switch room, go all the way south to a deep water pond. Swim across the pond to the "east fin" room (see map). Defeat the enemies and earn the 3rd Small Key.

Go back one room north and one west, and dive in the deep water. The floating isle floated away, leaving open the path to the chest. Open it for a Gasha Seed. Downstairs, the mini-boss is waiting.

Mini-boss: Angler Fish
You will need three items for this fight: the Roc's feather, the Seed Shooter loaded with Scent seeds, and obviously the sword.

Use the Roc's feather to dodge the fish's attacks, shoot scent seeds to make it fall, then slash its "lantern" with the sword. Repeat until victory.

Dungeon, part 4
Climb the stairs beyond the Angler Fish. Upstairs, press A to use the 3rd Small Key on the key block. The chest holds the L-2 Switch Hook. Use it on the visible diamond.

Check the map: there is still one chest in Jabu-Jabu's head (this floor). Get to that room, and you will realize that still the chest is inaccessible. Get on the yellow area, emerge to Jabu-Jabu's body, then go all way north and to the tail to the switch room to lower the water. Backtrack (with the help of the Swith Hook), and you can finally claim the 4th Small Key.

Time to raise the water again. Go to the east side of Jabu-Jabu's head (with the help of the Cane of Somaria), climb the stairs and go all the way north to the switch room, where you can raise the water.

Another tour to the head, where two unexplored rooms are left (check the map). Swim to the north-west corner, then climb down the stairs. Use the L-2 Switch Hook and the Roc's feather. Climb up to the room and defeat all enemies for the 5th Small Key.

Now go back to the tail, using a different path. In the room south from the last key, emerge in the "body", then continue south-east. Use the L-2 Switch Hook and continue east, then all the way north. In the room east from the switch room, you can now use the upgraded Switch Hook and cross to the other side. Use the 4th Small Key on the key block and proceed west, then south. You are back in the switch room, where you can further raise the water.

Dungeon, part 5
From the switch room, backtrack a bit and proceed south to the room with the chest (check the map). Use the L-2 Switch Hook and get the 6th Small Key.

Go downstairs to the body and check the map: there is only one chest left, in the "west fin" room. Swim all the way there, use the Switch Hook to reach the chest and collect the 7th Small Key.

Leave the room and dive into the "head" floor. Swim east and north, and descend the stairs.

With three keys in your possession, backtrack upstairs (use the L-2 Switch Hook), to the very end of Jabu-Jabu's tail (check the map), and use the three Small Keys. The two chests there hold a Gasha Seed and the  Boss Key.

How to get to the boss room? First, go on its same floor. Check the map, and go to the room exactly north of the boss. There, dive in the deep water and re-emerge from the other passage in the same room. Use the Seed Shooter (instead of the Seed Satchel) to hear what the Owl Statue says about the boss. Continue along the narrow ledge, all the way to the boss room.

Boss: Plasmarine
For this battle, all you need is the L-2 Switch Hook. You can also equip a ring that raises defence, because the sword will be useless.

Whenever the boss shoots a energy ball, reply with the Switch Hook, so that the boss will get hit by its own attack. Try and keep aligned horizontally or vertically with it. After a few hits, it should go down.

Obtain the Heart Container and proceed north to get the  Rolling Sea.


 * "The mystical song of the sea roars into a crashing wave that sweeps heroes out into adventure."