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#36 The Pirates Stronghold
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Maneuver the boat into a small inlet and to the dock. The scene shows a large structure shaped like a dragon. Skipper is visibly shaken. He tells Link the only reason he is functional is because of the Timeshift stone in the boat. He is no longer worried. Leaving the dock there is a pathway going up a wide staircase. At the top are Thunder Keese. To the right and then left is a wall with a door. Two giant Yellow Chuchus are in the way. Open the door and go in.
Entering this room Link sees a staircase going down to a round platform that has a pedestal in the center. To the left is a screened room with two large robot devices. To the far left is an Iron Grated door. To the right is a doorway blocked by barbed wire. To the far right is an unlocked door. As Link moves down the steps, Fi appears. She tells him to look. She looks at the pedestal and tells Link that it is meant to hold a Timeshift stone.
Open the door at the far right and follow the hallway to another room occupied by two Lizalfos. Take them out. Link may get a Lizard Tail or two as a reward. Leave this room and follow another hallway to a room where part of the floor is Sinksand. Take out the Electro Spume residing there. Dash across the Sinksand and open the door. Go down the hallway a short distance and turn left to see a small Timeshift Zone. As Link walks toward it, Fi appears to tell him that it is a "Timeshift Orb" in the pedestal. She tells Link it was designed to be carried to different locations.
Pick up the Orb, turn around and go to the hallway. Turn left and follow another hallway to a room. As the Timeshift Zone moves with Link anything that is now rubble will be returned to its original state. The Timeshift Zone revives Technoblins. After defeating them, continue on to another room with a tall Beamos blocking a hallway. Slice him down to size and go into the hallway just a short distance. If Link goes too far there will be electric beams blocking a room with a large treasure chest. Open the chest to find a Silver (100) Rupee.
Pick up the Timeshift Orb and continue on into a cavern. As Link moves through the cavern the Timeshift Zone will cause columns to appear. Go up the ramp to the left and jump to the column. Turn right and jump to the next column. Continue on to a tunnel. Emerging from the tunnel, STOP and put the Orb down. There is an Iron Barred doorway ahead. To the left is another pathway leading to the other side. If Link carries the Orb, the Timeshift Zone will cause the pathway to be blocked by electric beams. On the other side pull down the lever mounted on the wall to the right. This releases the barred gate. Pick up the Timeshift Orb and go into another tunnel.
Link emerges in another cavern. Columns will appear as the Timeshift Orb is carried through the cavern. Deku Babas will also pop up. To get to the large treasure chest, get close without causing the columns to rise in front of the chest. Put the Orb down and dash across the Sinksand. The prize is an Evil Crystal. Go back to the Orb and leave this cavern. In the tunnel are three Deku Babas. One bomb will be shared among them. Up next is a Technoblin, then two more Deku Babas.
As Link enters this cavern, an Electro Spume will pop up on the right. Put the Orb down, walk up close and strike the Electro Spume with a charged sword. There is another on the left side of the cavern. Pick up the Orb and do the same with this one. In the middle of the cavern are two Deku Babas. Equip the Hook Beetle and cut their vines. Link will also be visited by two Technoblins. On the other side of the cavern is a stone entry blocked by Iron bars. To the left of the cavern is a room with two entryways. In the room is a switch plate that raises the Iron bars to the stone entry. The crate in the room must be put on the switch plate to keep the bars raised. But when those bars rise another set of bars drop blocking the right entry to the room. The only way to move the crate is when it is within the Timeshift Zone. If the Timeshift Zone reaches the entry on the left, it will then be blocked by electric beams. The trick is:
Walk up to the entry to the right side of the room and set the Timeshift Orb outside of the entry. Go inside and move the crate to the switch plate. The bars at the stone entry will rise and the bars at the room entry will drop. The room entry to the left is still out of the Timeshift Zone so it is open. The Sinksand is still there but just a small area. Dash out of the room to solid ground and pick up the Timeshift Orb.
In the next room look to the right to see a barrel. If Link needs a Fairy in his bottle, he can smash the barrel for one. If Link tries to go into the large room ahead while carrying the Orb, electric beams will block the doorway. Carry the Orb to the doorway on the left of this room and set it down. The Beamos in the middle of the room is still rubble, but the Beamos to the right is now active. Time Link’s attack well and slice him down to size. Move the Timeshift Orb far enough into the room to activate the other Beamos and then cut him down. Now move the Orb to the corner where the first Beamos was and set it down. Go into the room with the large treasure chest and open it to find an Evil Crystal. Turn around and look to the middle of the wall to see a lever. Pull it down to raise the Iron bars blocking the doorway to the Beamos room. In the large room are two inactive Armos guarding a barred doorway. Go pick up the Timeshift Orb and place it to the left of the doorway in such a way as to just touch the Armos with the Timeshift zone. Equip the Gust Bellows to wind him up and take him down. Staying just outside the Timeshift Zone helps protect Link from any hits. Do the same with the other Armos and the bars will drop.
Go through the doorway to find that Link is back in the room with the pedestal. Put the Orb in the pedestal and the Iron Grate over the door lifts. A scene shows the outside structure, like that of dragon’s jaws, opening. Fi appears to tell Link the Timeshift caused a change in the structure. She suggests that Link go outside to assess the situation. Go out the now clear door.
Link emerges on a platform with a long walkway. Turn around and look above the door to see a Claw Shield. Equip the Clawshots to reach this shield and one across the way. At the end of this upper walkway is a Goddes Cube. Strike it with the charged sword to send its energy into the clouds. Drop down and walk toward the dock.
Fi will appear to tell Link that the masts and sails he sees are likely from the ship that protects Nayru’s Flame. She gives Link the ability to dowse for the ship. Go to the boat and talk to Skipper. He is surprised his ship isn’t here. He is happy that Link found a clue, but thinks he must search the entire sea to find it. He feels his ship most likely is invisible, but the good news is that when it is attacked, it becomes visible for an instant and Link might get a look at it. Head toward the large seaport and equip the dowsing. When the beep is high, take a few shots with the cannon. When the ship is hit, it will be momentarily visible. Skipper tells Link to keep pounding away at it with the cannon. After a few hits—
-Cut Scene-
The water disappears and the ship slides to a stop in the sand. Link climbs aboard and looks around. The ship looks deserted.
-End Cut Scene-


