The Legend of Zelda: Oracle of Seasons/Woods of Winter and Snake's Remains

'''Level 2- Snake's Remains Snake's Remains may be only the second dungeon, but it is far more treacherous than Gnarled Root Dungeon. Deadly traps and more powerful foes await.

The dungeon has two parts to it, and it proves a step up from before. You'll find being in here isn't so safe.

Dangerous Rooms and Tougher Battles
As soon as you enter the first room, you'll see it's dark, and the door ahead is locked. If you light both torches in this room with Ember Seeds, the door will open.

You can go north from there, or go west. Since there is a key located in the west path, you should go there first.

Small Key #1
Upon going that way, you'll encounter two spike traps and many Green Zols as you have to cross a narrow path. If you go to the far left of the path, you'll find a chest with five Rupees. Not much, but still something.

When you head further north, you'll get locked in a room with several Ropes, poisonous snakes. They'll charge at you if you get near them. Defeat them all to get the Small Key. Now, go back to the first room and head north.

Troublesome Traps
The room ahead seems harmless, but don't be tricked. The torches are bewitched, and they will shoot fireballs at you. They can't be stopped, so get out of this room fast and avoid the Zols. There is a small path to the southeast you can take.

The Compass
In this room, Ropes will actually fall from the ceiling! Avoid them and take a look at the block here. One block is not in formation with the rest. Push it one space to the right, and a chest will appear. Open it, and instead of getting the Dungeon Map first, it's the Compass. With it, go back through the torch trap room into the next one.

Rupee Payday
This time, you'll get locked in with both Ropes and Moblins. The Moblins are armed with bows, and will shoot arrows at you. However, before you defeat the enemies, take a good look at the blocks in this room. Notice how they're shaped like an arrow? Not just that, the arrow's pointing at a spot in the wall! Bomb that place, and you'll uncove a secret room. What's inside? 49 Green Rupees! Much better than 5!

Hardhat Beetles
After you snag that big payday, go back and defeat all the enemies to open up all the doors. However, the one you want to go through is the locked door.

This room has another new and very annoying enemy: Hardhat Beetles. Their shells are so strong, you can't defeat them with your sword. However, there are two pits in this room. If you knock the Hardhat Beetles into the pits, you'll be rid of them and make the door to the west open.

The Power Bracelet
Another type of Moblins, Pig Moblins, are in this room. However, they're on the other side of a large pit. You don't have the means to jump over it yet, but you do have bombs. Toss them over the pit so they blow up the Pig Moblins. If you run out of bombs, you can cut the plants for more, and they'll grow back. You can use the Boomerang to stun them, then bomb them. Once you defeat them, you'll be rewarded with a chest, and inside is the Power Bracelet. This bracelet's special powers make you strong when you wear it, and you can push or lift heavy objects while using it. Equip it, and go back to the last room.

The Dungeon Map
Try out the Power Bracelet on the pot in front the chest. You can pick it up, and toss it out of your way. Open the chest for the Dungeon Map.

Giant Traps of Doom
Now that you have the Power Bracelet, go back to the room where the arrow block is. This time, head east.

There are several Ropes falling into the room and a few Red Zols. There is another set of blocks like in the Compass room. Push the one out-of-place block to where it belongs. This will open the doors.

Small Key #2
The next room has a very dangerous trap in it: the Giant Blade Trap. These monstrosities sweep across the floors, taking out anything in their way. One is yellow, and the other is red. The yellow one moves fast, but the red is very fast. Run away from the traps to avoid taking damage, and go over to the chest in this room to get another Small Key.

‎ When you get past the giant spike traps, go south, because you're going to need two keys before moving on, and this path leads to another one.

Rolling Out
After you enter this room, you'll find several Keese, and several large, steel rollers blocking the path. By holding the button you've equipped it to, you can use the Power Bracelet to push the rollers out of your way. Push them as far as they can go, because they'll roll back after you let go, and they can hurt you.

Once you get past all the rollers, you'll reach a staircase. Go up it, and you'll actually end up leaving the dungeon for a minute.

A Gasha Seed
‎ You'll wind up at a small area with a chest. Inside is a Gasha Seed. Head left from there to reach a subsection of the dungeon.

Small key #3
‎ The first room of the subsection has a few Green Zols and Ropes. Ignore them. Simply cut the grass and move on.

The next room holds the Small Key, but there's a catch: take too long in here, and the chest goes away! You'll need to blow up the cracked blocks in your way with bombs, and hurry down the path to the chest. If you're fast, you'll get the Small Key. Now, go back to the main dungeon to the point where you went south.

Thwomped!
Blow up the cracked blocks and go east. If you're running low on bombs, cut the grass. There is a staircase at the end of the path. It will take you into the basement.

You'll find a Thwomp guards the path to the left. He'll smash you if you get too close. Try to lure him to drop, and then run over his head across the spikes and past the Keese.

Four smaller Thomps called Thwimps guard this area. However, a quick run past them without stopping will get you to safety. You'll reach the ladder that goes back upstairs.

Cracks in the Floor
This room has some more rollers in it. Push them out of the way. If you want to, look for a chest in here. It has 10 Rupees in it.

Once you get past the first set of rollers, the path will get more dangerous. There are pits and cracked floors. You don't want to push the rollers over cracked tiles: you may fall through! If you are wearing Roc's Ring, then you're safe. When you enter the room ahead, you'll face the mini-boss.

Facade
The mini-boss is Facade, a large, evil face. He has several vile attacks at his disposal. He can shoot out fire, which will scatter across the room, summon Beetles, which you can defeat easily and open holes in the floor, which will come after you. However, when Facade shows himself, he is vulnerable. Drop a bomb on his face to injure him. The Beetles will spawn bombs if you run out.

With enough hits, Facade will retreat, allowing you to move on. However, this won't be the last you see of him.

The Final Obstacles
After Facade is defeated, you'll be able to move on to the next room. Here, there are a few Keese and a Moblin. Defeat them to avoid conflict. Now, look for three pots in a corner. Use the Power Bracelet on the one furthest out, and then blow up the cracked wall behind it with a bomb. You'll open up another room.

PolsVoice Problems
This room is filled with PolsVoice, rabbit-like monsters. They can't be reached from where they are, and the torch in this room is bewitched like the two from earlier. Since you can't attack them, use bombs on them, and they'll be defeated. If you have a flute, you can use it to defeat them at once. PolsVoice have very sensitive ears, and can't stand loud noise.

When all the PolsVoice are defeated, the door in here will open. However, don't go ahead. Instead, backtrack to the room where you blew open the wall and head east. You reach a small block with a keyhole. Use your Small Key to on the block to open the path.

Enemy Hordes
This room has several Stalfos and Sparks, enemies that follow the edges of blocks and walls in a set path. You'll be shocked if they make contact with you. (unless you are wearing the Green Holy Ring, which negates electricity) defeat them, hit them with the boomerang, which will make a fairy appear.

The enemies in here don't guard anything in particular, so you can just go on through to the room to the east.

A pair of spike traps and numerous Ropes are in this room. Hurry past them before they can damage you. If they do, lift the pots in the room's upper-right corner to get hearts. After you get past, go south into the next room.

The Boss Key
Another new puzzle is in this room: moving platforms over a pit. Seeing as how you can't jump yet, you'll have to time your movements correctly to cross onto the platforms when they come together. You'll need to go to the right in here, not left, because the platform that moves furthest to the right will lead you to a path that ends a chest. Open it to get the Boss Key.

The Mysterious Turntable
Now that you've acquired the Boss Key, go back through the room where the PolsVoice where and go on to the room ahead.

A strange, new obstacle resides here: a turntable. Right now, the turntable is blue, and is showing a blue arrow going counter-clockwise. That means if you get on the turntable, you'll be moved counter-clockwise 90 degrees (west to south) You want to go that way, because it will lead to the boss. Note that when you do, the turntable will turn red, flashing a yellow arrow clockwise. That means you'll be moved clockwise 90 degrees if you hop back on it, but you don't need to.

Path to the Boss
The final thing keeping you from the boss is a set of three platforms moving across a pit. You can easily cross onto them to the other side of the pit, and defeat the Ropes from there.

Now, smash as many pots as you need to so you're at full health, and go east. Lift the pot out of the way with the Power Braclet, and head onward to fight the boss.

Boss: Dodongo
The boss of Snake's Remains is Dodongo, a fierce, fire-spitting lizard. His armored skin is impervious to your sword, and he will blast you with fire or charge at you if you get anywhere near him.

However, there is one big weakness to this monster: Dodongo dislikes smoke! He gets sick if it enters his body. When Dodongo opens his mouth to spit fire, toss a bomb inside his mouth.

When Dodongo eats the bomb, it will explode in his stomach, leaving him stunned. Even though Dodongo is unharmed by sword strikes, he has a soft underbelly. Using the Power Bracelet, pick the beast up and toss him onto the pit of spikes in the middle of the room. Dodongo will take damage! Keep stunning Dodongo with bombs, and tossing onto the pit, and the monster will surrender.

After Dodongo falls, you'll be rewarded with another Heart Container.

Now, you can progress to the room in the southeast corner, where you'll obtain the Gift of Time, the second Essence of Nature. Seeds sprout as seasons change with the Gift of Time!

Another Dream
After claiming the Gift of Time, you'll be warped out of the dungeon once more, and be contacted by the Maku Tree. The Gift of Time has restored more of his strength, and he has dreamt of Spool Swamp. Something strange is happening there, but exactly what could it be...?