The Legend of Zelda: Oracle of Seasons/Spool Swamp and Poison Moth's Lair

'''Level 3- Poison Moth's Lair Poison Moth's Lair is a very uninviting dungeon, filled with a melee of traps and many narrow corridors. You won't want to let your guard down, even for a second.

The moth-like carving outside the dungeon fortells the worst danger dwelling here. Keep that in mind.

Tough Monsters, Tricky Pitfalls
As head into the dungeon, you'll face monsters right away. Three Spiked Beetles roam the first room. You'll need a shield to defeat them, otherwise, you won't be able to progress. When they charge at you, make contact with your shield, and they'll flip over. Upside down, they can easily be slayed.

When they're all gone, the door here will open. Smash the pots for supplies, and you can consult an owl statue for hits if you explore the area to the west before going on.

A Path of Trouble
The next room has a Mini-Moldorm patrolling the floor. This creature will try to bump you away, and scuttles around in a random path. Four hits will take care of it.

To your left is a big pit. A platform is passing across it, but it never comes to you, so you can't reach it yet. You'll need to come back later. For now, continue around the corner.

Some more Spiked Beetles await. Just keep your shield up as before and keep moving. You'll also see a blue trampoline across the room. It holds no purpose right now.

Along the way, there is a second platform that doesn't come all the way over, so it's out of reach. All you can do is keep following the path. If only you could jump...

At the end of the path, you'll be attacked by Floormasters. Defeat them, and smash through the first few pots here. You'll see a switch that opens the door, but only when held down.

Go around the switch to the lower-right corner of the room to find two pots. Smash the one on the right and carefully push the one on the left down until you get it placed on the switch. You won't need the Power Bracelet to push it.

The following room contains Arm-Mimics, which will imitate your movements. A few sword slashes will defeat them, but they can be hard to corner. A Whisp is also present. Whisps rebound off walls and bump into you if you're in the way. Strike it with the boomerang to defeat it. This is the only effective weapon on a Whisp.

With all the enemies gone, you have a clear path to the staircase, but you'll need a key first. go west to find it.

A Rigged Floor and a Small Key
You'll see another path branches off to the south. If you try heading further west, you'll end up hitting a switch that causes all the brown-paneled floor to crumble.

The room at the end of the southern path has a few rollers you can push out of the way, but a few cracks in the floor. Carefully head forward until you reach the chest in here. Open it for a Small Key. You can get out through a shortcut if you push a small block up. It's located at the end of the path past the chest. Now, go back and climb the staircase.

Two PolsVoice are here. You can use bombs, but they have a secret weakness. If you play a flute, the loud music will overwhelm the PolsVoice.

PolsVoice despise anything loud and will flee when something noisy bugs them. Why? Their ears are just too big!

With the PolsVoice gone, push the block in the upper-right corner to go north.

The Dungeon Map
Defeat the two Mini-Moldorms, and a chest will appear. It has ten bombs inside, which hints on what to do next.

There is a small area marked on the floor, hinting to a hidden room. Bomb the spot in the marked area to uncover the entrance to the room.

Inside, you'll find the Dungeon Map.

After you get the Dungeon Map, go back the way you came. Now, push the block right next to the one you pushed before down. Then, go over to the block in the lower-left corner and push it out to go east.

Statue Symmetry
As you venture down the hall, you'll find two sets of six statues. One set is aligned perfectly, but the other one isn't. In order to proceed, you must put the statues in the right order.

There are 4 steps to putting them in the proper order:

With the statues realigned, the door will open.

Halls of Trouble
You'll find that the next few rooms are heavily guarded by enemies. Peahats, Mini-Moldorms, Whisps, and Green Zols all block your way forward. Each enemy is trying to keep you from getting to an important item in this dungeon. Fight your way through them, and when you get to the Whisps, go straight up.

The last line of defense is a pair of Hardhat Beetles and Green Zols. They guard a narrow walkway to a locked door. Carefully make your way past without falling, or else you'll end up tumbling down one floor into a room full of enemies and you'll have to climb back up. However, there is a chest with 30 Rupees as well.

The Roc's Feather
When you open the locked door, you'll find four Arm-Mimics and a green Spike Trap circling around the room. There is also a moving floor that can make defeating the Arm-Mimics a pain. Try to bunch them up and carefully defeat them.

When you've defeated them all, you'll be rewarded with A chest. Inside is the Roc's Feather (L-1). This feather makes you lighter, and allows you to jump one space at will. Now, you can jump over gaps, deep water, and even enemy attacks. You can also jump without moving, and hop over any traps or monsters in your way.

With Roc's Feather in hand, you're one step closer to confronting this dungeon's greatest threat.