Abobo's Big Adventure/Level 4: Zeldabobo

Abobo will fall into a The Legend of Zelda-style dungeon. When he lands, he will hold a shield. The room he lands in has a door in all directions except west, with the east door requiring a key.

Getting the map
The door to the south takes you to an uncrossable river, so your only choice is to go north. This room contains three Choco Kisses. Kill all of them to open the next door. The next room has a similar system, although you have to fight three Skeletons instead. These take three hits instead of one. The next one has four Octoroks. Wait for one to shoot a rock at you, make sure it hits your shield and kill them all. The next room contains eight Choco Kisses. Get past them, killing any that get in your way and grab the map.

Getting the Stepladder
Once all Choco Kisses are dead, the door to the south will open. Go through it. Kill the two Mermen in the next room and proceed. You don't have to kill the Skeletons in the next room, just make sure you can move the spike trap in the south-east and get into the staircase under it. In here, kill the Spiky and the Metro so that you can get the Stepladder. Don't worry about being hit when leaving, you'll respawn in the centre of the room.

Getting the first key
Backtrack to the room where you first came in and go south. With the Stepladder, you can cross the river. Avoid the enemies and go west. You will end up in a maze-like area with Shyguys. Run through, killing the Shyguys on the way. Dash south. You can't get the key from here, it's only just too far away. Avoiding Dig Dug, push the shining block and go east. If you do get inflated by Dig Dug, do your best to avoid the enemies, particularly the Bob-Omb when it stops moving. Avoiding the spike traps, eliminate the Skeletons and stab the subtle crack in the southern wall. Run down the stairs here. Toad will complain about the princess being in another dungeon. Stab the Bill Blaster and run out. Go back to the room with the Skeletons and the spike traps and move north, then west. Grab the key and backtrack to the room where you started, unlocking the door.

Getting the compass and the second key
Eliminate the Octoroks and move north. Even with the Stepladder, there is no way to get the key from here. Push the shining block and grab the compass. There's nothing of interest to the east, so go back to the room with the Octoroks and move west. Mr. Informer will tell you that the Old Man hates beef. Kill him for an achievement (when you later return, he will tell you to rot in hell) and continue east. Eliminate the enemies (stab the Bob-Omb as well if you aren't low on health) and continue. The next room has a face-like design. Run over the water with the Stepladder and move south. Kill or avoid the Tektikes in this room. Push the shining block for a way through. Dash through this room, avoiding the many spike traps. Avoid the Mermen's fireballs while running around the pool here and move west. Run through, avoiding the enemies, and grab the key to the north. Now, you have to backtrack all the way to the other side of the room with the key.

To the boss
Go north to the room where you found the compass and move west. Avoiding the fire-breathing statues, continue west. Killing the Manhandla is optional, but necessary if you want to defeat the boss faster. To get rid of it, stab its snappers until they're all gone. Then, run down the stairs, kill the enemies and grab the beef, which will refill your health when you get it. This is an upgraded sword. You get separate achievements for beating the boss with the beef and with the sword, so you may want to replay this level without getting the beef. Go back up the stairs and east. If you haven't yet and have the beef, stab the Bob-Omb while you still can. A projectile also works. Get rid of the enemies and continue east. Get rid of the enemies here and continue north for an army of Ghosts and a key. After eliminating the Ghosts and getting the key, return south and move east. Avoid the Mermen's fireballs and continue south. The next room is the home of Aquamentus. The door behind him won't open with a regular key, so move south. Avoid the spike traps, kill the Ghosts and move west. There's nothing special to the north, so kill the enemies and unlock the southern door. This room contains lots of Flurries and the Magical Key, which is needed to open the door behind Aquamentus. Grab the key, kill the Flurries if you wish and return to Aquamentus. You can either stab his head until he dies or use the Stepladder to sneak past him.

Old Man
When you enter, the Old Man will be in the room. The door behind you will close. Four antennae will rise from the corners of the room and zap him. Hitting him will now have no effect. Dying here does not send you back to the start, it sends you to Aquamentus' room instead. He has several items, all of which have different effects:
 * The Book of Magic is usually the first thing he throws at you. When he recites the spells, enemies will appear all over the place.
 * The Magic Wand shoots projectiles at you. When he wields this when you're stabbing him, run away. The projectiles turn you into a snail for ten seconds. This not only slows you down, the fact that you're slower makes you extremely vulnerable. If you get hit by the first projectile, the second will cause damage.
 * The Red Ring shoots laser beams all over the place. Do your best to avoid these.
 * The Red Candle shoots fire at you. Run around to avoid the flames.

Destroy the pillars first. They take two hits each. Once they are gone, the Old Man's bubble is gone. After this, stab him whenever you get the chance.

Old Men?
When the Old Man's got one bar of energy left, he wields the Magical Sword and splits in three. They just run around, using a Spin Attack from time to time. Just stab them and get out of the way when one of them holds out their sword. Do your best not to get hit, as they do a lot of damage.

Old Giant
When you kill the last one, he will drink a potion, turning him into a giant. You can just keep stabbing him until he raises a foot. When he stamps for the first time, shockwaves travel diagonally. When he stamps for the second time, shockwaves travel horizontally and vertically. When he stamps for the third time, targets appear in some areas. Stay away from these, as rocks fall onto these targets after a few seconds. It's easy to fill up your Rage meter here. The Rage move does two bars of damage, which is a lot more than one stab does. When he's low on health, he does a lot of stamping. When he's dead, he explodes. His head makes a big hole in the wall, leading you to Princess Zelda. Run through. Zelda will be holding the Triforce, which Abobo steals, thinking it is pie, and eats it. Zelda complains, but doesn't realize that the Triforce makes Abobo extremely powerful, so Abobo kills her. Abobo hears calls for help coming from the stairs below and runs in. He spots Aboboy, and is very happy to see him. However, Aboboy suddenly makes an evil face and turns into Amazon, who breaks out of the rope. Abobo is too shocked to react, so Amazon flies away in a jetpack sticking up his middle finger and saying that he knows where Aboboy is, which angers Abobo. He notices balloons and a pump. He inflates the balloons (which show a frowning face), ties them to his back and flies up.