Freshly-Picked Tingle's Rosy Rupeeland/Gooey Swamp

Gooey Swamp's landing spot is on coordinate B3. As Tingle lands, Pinkle will contact him. She warns to bring plenty of rupees, and I agree; try to have at least 5,000 rupees when exploring Gooey Swamp for the first time. This is especially true if for whatever reason Tingle does not yet have have a bodyguard employed on the Second Continent.

First things first -- getting the map. Just a short walk northeast of the landing point is an expedition camp. The Look-What-I-Found Kid is there, dressed as an expedition member. This time he is asking for 1500 rupees, which will hopefully not hurt Tingle's rupee reserves! After buying the map, speak with the real members of the expedition.

The Chief Explorer will explain that they are looking for three rare butterflies, and that a good place to check is just north of the camp. His assistant will inform Tingle that an empty jar is needed to capture a rare butterfly; he just so happens to be willing to haggle for one. The lowest price he will accept is 1,000 rupees. The medic is willing to haggle for recipe #17 (Tinglene), and will accept a bid of 2,000 rupees. If Tingle has a bodyguard and a lot of rupees, buying these things may be a good idea.

Heading north to B2, Tingle will spot another explorer. Talking to him will give you a better look at the strange insect themed object at the center of this isle. Reading the nearby bronze slate will provide a clue regarding Tingle's objectives in Gooey Swamp. Map the Insect Hall, as it is a landmark. If Tingle does not have a bodyguard, now is a good time to contract one from the local Bodyguard Salon.

Inside the easternmost hut in the Bodyguard Salon is a naked Salona missing his Green Hood. Outside is another Salona willing to haggle for the dialogue "UFO". 1,000 rupees is enough for him to tell you that you should look for the Green Hood near the giant yellow mushrooms to the southwest.

Head to A3 by way of B3, noting the giant rock blocking access to a tree filled with jewels. The ring of mushrooms is actually a mappable landmark. Once you've reached A3, take a moment to map the Bell Bell Flower. Investigating the flower will reveal a Ruby. You may have also noticed the Red Butterfly fluttering nearby. Have Tingle use a Empty Jar to trap the Red Butterfly. You can now return to B3 and sell the Red Butterfly to the Chief Explorer in exchange for 5,000 rupees.

West of the Bell Bell Flower is an explorer lounging about with a fan. For at least 250 rupees, this explorer will provide information regarding the locations of the three butterflies. To the north, you will find a strange ooze Covered Obelisk surrounded by a sizable amount of monsters. By now, Tingle should know hoe to make Tingle Bombs. Blow up the obelisk to reveal a beam of light that illuminates one of four orbs on the Insect Hall.

Just to the west of the light emitting obelisk is a yellow mushroom with the Worn-Out Rag hidden behind it. If you take this to the barreled Salona in the Bodyguard Salon, he will refuse to take it until it has been repaired. If you so desire, return home to Hometown Prairie and visit Chiko's Mum. For at least 1,750 rupees, she will repair the Worn-Out Rag and give you the Green Hood. Return to the naked Salona and ask for your 8,000 rupee reward!

Northwest of the mushroom behind which you found the Worn-Out Rag is asingle soft patch of dig able earth. Predictably enough, it conceals a secret grotto with a treasure chest. Inside is one of the Rupee Goods.

Directly north of that dig-able patch is the Gooey Orb, tap out some rupees as Tingle needs them bad! Again, traveling directly north there is another of the cracked objects containing a light beam. Use a Tingle Bomb to light up the second Covered Obelisk. East of the light emitting Obelisk Tingle can pick up some Sour Grapes he will need in the near future, the whole enclosed area here is also a landmark to be mapped.

The Frill Flower landmark is not far east from the Sour Grape tree. Map it off, tap it for a Gold Gem, then use an Empty Bottle to capture the Yellow Butterfly. Offering it to the Chief Explorer will get Tingle another 5,000 rupees. Southeast from the Frill Flower Tingle will spot the Journalist, who is in dire need of some Juice. If you wish, return home and pay 2,000 rupees to Bella for recipe #19 Queen Juice. Once the Journalist is revived, fleece him for 5,000 rupees.

East of the Journalist is another of the light emitting Obelisks. Toss a Tingle Bomb at it to illuminate the third Glowing Orb, then travel south.

Tingle will eventually spot Judge, Duke's bridge building brother. Offer him 1500 rupees to build the bridge to the Covered Obelisk, then toss a Tingle Bomb on it to finish the 4 Glowing Orbs objective. As you walk back across the bridge, tap the odd brown rock on the north side of the bridge. This is the Muddy Fish Head landmark.

Speak with the Explorer in the center of Gooey Swamp, the one hanging around the Insect Structure. Judge is now on the other side of Gooey Swamp, specifically the southwest. He wants 1222 rupees to repair the bridge to Steamy Marsh. With all 4 Glowing Orbs illuminated, it is time to call in a favour from an energetic Bee...

While in the Steamy Marsh, grab the Blue Butterfly. From Gooey Swamp head north, to the big area where the elevation drops, circle around it until you find the stairs, you will probably remember this area as it holds one of Steamy Marsh's landmarks. If you hand this butterfly over to the Chief Explorer, you'll earn another 5,000 rupees and provided you've found all three by now he'll reward you with a Rupee Good!

It is also worth mentioning, that at this point Tingle has access to all the items necessary to make the Tasty Stew for the Chef in Steamy Marsh; Thick Meat x4,Baby Shark x4, Bitter Newt x4. Mix those up in the Freeform Cooking mode and Tingle can trade it for recipe #15. The town Chef will buy any extras Tingle happens to concoct.

Head for Steamy Marsh's Beehive and speak with the Explorer there. He will translate between the Queen and Tingle. The Queen offers to take Tingle, on her back, to the Insect Hall. Like everything, there is a price; She will be satisfied with 500 rupees. Once Tingle has landed and revealed a permanent entrance, its time to tackle the Insect Cavern.

Insect Cavern
To gain entrance have Tingle payout 3,000 rupees to the Gate. Follow the path down to B1.

On B1 Tingle will encounter many large insect cocoons. Some contain monsters, and others rupees. 4 of them are puzzle pieces to be moved on to 4 buttons found on B1. After moving each into place, descend to B2.

On the B2, Tingle's old friend Teddy Todo will help him out... FOR FREE! Wow, right? There is also a Hand statue and a floor switch. When you step on the switch, Teddy Todo will take off. What a guy.

Follow the path to find a room with a floor switch, a golden scale, an insect, and a double faced wall. To solve the room, place a few rupees (10-15 should be enough) on the scale. The insect will be overcome with greed, allowing you to leave the room.

In the next room, Teddy Todo warns Tingle not to venture forward without a lot of energy, as there is poisonous gas ahead. Defeat the 3 scorpion type monsters without heading into the poison. Once that is accomplished, quickly go up by the giant Bug and to the east. In the next room, avoid combat if possible and take the ladder up to the surface.

Up top, Tingle will see a bomb plant and the top half of the poison causing bug. There are 3 scorpion monsters guarding him, but only the 2 between the bomb plant and the giant bug are of any importance. Kill the scorpions quickly, then throw the bomb at the giant bug. Repeat this 3 times and the giant bug's butt will explode, stopping the poison and allowing Tingle to continue back on B2. Before Tingle does continue, take this opportunity to map off the Insect Head on the map as it and the other Heads are landmarks!

As Tingle passes the charred bug bottom back on B2, inspect it for a rupee reward!

The next area has Tingle surrounded by a limited amount of light, so move strategically. Not far in, there is a scale which will summon a firefly insects to add light radius around Tingle. For 20 rupees I got 1 second of additional light, you decide if it is worth your rupees.

A bit further in, Teddy Todo will brag about his awesome glasses. Hug the walls as you travel north, there are hidden spikes here. Following the path, eventually leading south, there will be an east-west fork in the path. To the west, and north is a Hand statue; To the west and south are a few vases with rupees. To the east is a path to a ladder to B3.

On B3, immediately evident is a ladder on the minimap. To the north is a small area with a cracked wall, which once removed via Tingle Bomb requires a small bodyguard to get the Treasure cache. Inside the chest, there is a Rupee Good, the Cobweb Tights! Take the ladder down to B4.

B4 is very similar to B1, in that it is full of cocoons, switches and strange green pillars. Travel all around the floor to locate the switches, the puzzle piece cocoon, as well as the ladder leading upwards. Near the ladder is a wheel, which when tapped will bring up the second puzzle piece. It can be very irritating to move into the proper place if your body guard is hugging Tingle. For best results, tap your bodyguard away from the cocoon while placing it. There are only 2 puzzle piece cocoons, stand on the last switch then head up to B3, and then immediately after up to B2.

On B2 collect the Chrysalis and travel back to B4, and head to the northeast corner, and exit the screen to the east. Tingle will find himself in proper light, a Hand statue present as well. Continue east, where some very angry insects will rough Tingle up for 50 rupees with a lunge attack which is difficult to avoid. I suggest rumbling them to submission, as it will keep your rupees relatively even.

Before long, Tingle will be back in the dark with several forks to navigate. Choose the east path leading north two times.

There will be a scale located in a long east-west corridor with 3 paths south. The first and last path south lead to quick dead ends. The second path south has many dead ends, eventually leading to another scale and a large rock to be moved by a large bodyguard OR the ladder upwards. To reach the ladder upwards, travel south and west. To reach the scale and large rock, travel south and east. Beyond the large rock is a Rupee Good, the Prospector Bug!

On B3, the lights will be back on. Travel north to find a Hand statue, and east to reach a poisonous area. This area could cost Tingle nearly 500 or more rupees without a bit of foreknowledge. There are many large holes and small rocks blocking the path to escape the poison. The easiest way to describe the correct path is that of following an S shape, from its lower tail to its top tail. From the big insect butt, travel west.

The next series of rooms contain no poison, and only a few enemies. Pass up the ladder to explore the south, Tingle will be rewarded with a chest with 2,500 rupees. The room just west of the ladder has 2 vases within.

Follow the ladders upwards to the surface its time to bust some big ugly bug face. It should play out almost identically to the last similar encounter. Search the remains of the giant bug as you pass by traveling east on B3. Tingle hasn't escape the poison for long, the next giant bug encounter is not far away. The path up to B2 is straight forward, but not literally.

There will be a room with a scale, a bronze gate, and a wheel controlling the gate. When Tingle starts turning the wheel 4 insects will spawn and be immediately hostile. Weigh your bodyguard's life, reserves of Tingly/Tinglene, and your overall rupee reserve to decide if you use the scale or just rumble the insects into submission. Be warned that 4 bugs each rupees faster than 1 bug, and that they will respawn just slightly faster than Tingle can open the Gate completely. I suggest offering 300 rupees to the scale, but in my game I managed to kill them and open the gate milliseconds before being brought into combat.

After Tingle opens the gate, take the ladder to the surface to face the final giant bug face. This area is smaller than the other 2, but the strategy is very much the same. Blast the face 3 times with bombs and rejoice!

The rest of B2 contains a ladder to the surface (the island north of the dock in Gooey Marsh), a Hand statue and a large rock to be moved by a large body guard. Beyond the large rock is a Rupee Good, the Bug Eye Glasses! Taking the ladder to the surface Tingle can map the Anchor to the southwest of the island he is on.

To continue, return to B3 ad collect rupees from the remains of the giant bug. There is a chest here containing the recipe Gooey Tartare and a ladder leading to B4.

B4 has Tingle again facing a limited light radius, which can be remedied quickly with the scale right at the base of the ladder. This floor sees the return on the sirens from the Deku Temple, but this time they summon an insect which returns Tingle to the ladder; Somewhat akin to the Hand monsters from traditional Zelda games. There are also spikes all over the place.

If you, like Tingle and myself, are cheap and choose to do this floor with no assistance from filthy bugs, follow these instructions. From the ladder, hug the north wall and travel west. After a while Tingle will reach a room with 3 vases of rupees. From that room, hug the west wall, traveling south until you find a ladder to B5.

Once on B5 Tingle will find a Hand statue. The next room has you trapped in with 4 insects. Defeat them to continue to the final rooms of the Insect Cavern. There will be a wheel controlling a raisable platform; tap it up and inspect the lone cocoon upon it. Inside is Tingles oft friend, Teddy Todo. He offers to open the door behind him in exchange for the Chrysalis Tingle found early on in the Insect Cavern.

With the path to the Huge chest clear, Teddy Todo asks Tingle to ditch his bodyguard and team up with him. More treasure for Tingle that way, so agree to it.

Beetle King, Ultra Death Bug
This Boss fight plays out very similar to the one in the Hero Shrine. The main difference is the increased complexity of his attack pattern, or simply: more stuff to avoid as you bomb his face to oblivion. I recommend the bombs in the top right corner has a "home base" to plan your maneuvers from. He takes 3 bombs, and then he will transform into...

Undiscovered Parasitic Insect, Gargantu-Bug
This next form is on a whole new level in terms of "shmup"-ism, giant mouth lasers and all. Tingle will retain the same amount of balloons left un-popped during the Beetle King phase.

Its 4 "limbs" each expel a time bomb bug, which explode; Firing off one aimed, slow moving shot after roughly 4 seconds. They are not of much concern in the larger scheme. The head, now much bigger, uses its tentacle arms to protect itself every so often. The 2 attacks you must watch out for are the Mouth Laser and the Homing Fire Bleach. The Mouth Laser travels clockwise in my experience, and the Homing Bleach is initially aimed at Tingle but has a small charge time. To differentiate between the two, just watch the shade of tts face. If it starts becoming more red then it is preparing a Homing Bleach. It requires 5 bombs to defeat.

My advice to a clean victory is staying in the northeast, using the bombs to interrupt either of its overly dangerous attack, and if it manages to get Homing Fire Bleach flying through the air after Tingle to travel in a counter clockwise Oblong shape; Making as many bombing runs as possible to prevent any other attacks from surfacing.

Once Tingle has bombed its ugly mug from existence, hustle to collect the spoils; 40,000 rupees! Pinkle will congratulate Tingle and remind him to take the Super Rupee.

After being automatically transported outside Teddy Todo will ask for his cut of the 40,000 rupees. Give him 1,500 rupees.

After giving him his share, he will consume the Chrysalis and transform into a Drifter Bodyguard. Ask to hear about his story. When he is finished telling his story, he will give you the chance to hire him. I offered 2,500 rupees and he declined. Other sources say 5,000 rupees will work. I didn't particularly want to hire him, as Drifters come with many disadvantages. If during a play through you can contract him for less than 5,000, please report your findings!

Return Home, toss 54,000 rupees into the pond. Tingle will now be able to travel to Icy Plain.