In an eventful fifth, Link traveled to the Yarna Desert and the Angler Tunnel, emerging with the Fins that will allow him to swim in the many rivers and lakes of Koholint.
Diving into Part Six, we’ll move the commercial quest almost to its conclusion, before diving into Martha’s Bay and the Catfish Jaws Dungeon.
On this page:
- The route to Martha’s Bay tutorial
- Link Awakening Business Sequence: Part Four: Hibiscus, Goat Letter, Broom, Fish Hook, Necklace and Scale
- Catfish Maw Tutorial
- The route to Martha’s Bay tutorial
- Learning the Mambo de Manbo
- Outside the Manbo cave
In the last part of our guide, we suggest acquiring the Ocarina from the Shrine of Dreams in Mabe Village in anticipation of a helpful song available immediately after the Fisherman’s Tunnel (take a look if you don’t currently have Ocarina).
Ocarina in hand, you must swim immediately west of the entrance to the Fisherman’s Tunnel and into an opening in the cliff flanked by two reliefs of fish.
Inside you will find Manbo, a friendly sunfish who floats full time and ready to share his song with passing adventurers:
[su_quote]I am Manbo, son of the Sunfish! Do you have an ocarina? Hahaha, Then I can show you my song! Bloop![/su_quote]
Watch the short sequence as Manbo and his friends play their song and you’ll get Manbo’s Mambo added to your ocarina. Manbo explains:
[su_quote]When you play my mambo, you can warp to a warp point around the island! Try this tune in the dungeons too! And since today is a special day, I will also let you go to the Manbo pond. Cha Cha Cha![/su_quote]
An even larger slice of Koholint Island is now open to you with the Flippers you found in Angler’s Tunnel, and this warp song will certainly come in handy as you travel to your next goal (on the Game Boy versions, the melody will only take you to the Manbo pond).
Guiding the pink ghost to his old home
Speaking of which, your friend Owl still hasn’t shown up to tell you where to go next, although the mysterious voice in Angler’s Tunnel did mention a bay.
You may already have a good idea of where you are, however, your search is about to go off the rails – after a short time wandering around, you will suddenly find yourself haunted by a pink ghost (which will prevent you from entering the dungeons). It requires:
[su_quote]… the house … take me … … the house … in the bay …[/su_quote]
The ghost house can be found immediately west of the secluded bay where you found Marin in Part 5. Head to Mabe Village and travel east past the beach.
(Before entering the house, you might want to do a quick jump through the line of wells between the trees to find the Martha’s Bay warp point, assuming you haven’t activated it already.)
Inside the house, the ghost will float sadly examining his old possessions:
[su_quote]… Nostalgia … … unchanged … … boo hoo …[/su_quote]
Eventually, it will make another request from you:
[su_quote]… Enough…… graveyard …… Take me… my grave…[/su_quote]
Leading the pink ghost to his grave
The grave can be found to the west of the witch’s house. The fastest way is to play Manbo’s Mambo and head to Manbo’s Pond. While wandering, the ghost will usefully clarify:
[su_quote]… take me … my grave … … with the flowers …[/su_quote]
Approach the grave and the Ghost will thank you while you let it rest.
[su_quote]… Thank you…… a bottle… for yourself… put something inside …… goodbye…[/su_quote]
(The fairy bottles are exclusive to the Switch version – you can pick up another one at the fishing lake rods.)
Finally, his friend Owl will arrive, apologizing for his lateness:
[su_quote]Hoot! It’s been some time since our paths crossed, boy. You must dive into the waters of Martha’s Bay to enter the jaws of the catfish… The closer you get to the Wind Fish, the more restless it sleeps. Keep going! Hoot![/su_quote]
At this point, you could search the bay as there is no barrier to enter the Catfish Maw. However, a good part of the rest of the game’s negotiation sequence is already available and worth following. Best of all, it will (eventually) get you where you are going anyway.
Link Awakening Business Sequence: Part Four: Hibiscus, Goat Letter, Broom, Fish Hook, Necklace, and Scale
Step Nine: Hibiscus for the Goat Letter
The previous part of our guide included steps six through eight of the negotiation sequence (Stick, Honeycomb, Pineapple, Hibiscus). Go back to that guide if you’re not already stuck.
Having received the Hibiscus from Papahl near the Mountain Waterfall, you may recall finding a goat in Animal Village in search of one. Her name is Christine and she lives in the third house in the north of town.
[su_quote]Oh, you brought me a hibiscus! How sweet! Well, as you are a gentleman, I have a request to make. You’ll hear? I would like you to take this letter to a Mr. Write who lives on the border of the Mysterious Forest, please! (You traded a hibiscus for a goat letter!… Great?!) You know, sometimes I can’t help but eat a delicious piece of paper, even if it’s a letter to my dear Mr. Write… How embarrassing![/su_quote]
(It is worth noting that if you return once you have delivered the letter to Mr. Write, Christine will give you a secret shell.)
Step Ten: Letter from Goat to Broom
Remember your first adventures and perhaps you remember a house in the northwest of the map, north of the Mysterious Forest. This is the home of Mr. Write, a fanatic of letter writing and the subject of Christine’s affection.
(It’s also transparently the same design as Dr. Wright, Mayoral’s advisor on Nintendo’s SimCity ports, and an obvious reference to SimCity creator Will Wright. Subsequent events are not supposed to be biographical.)
Hand over the Letter of the Goat and Mr. Write will be very pleased:
[su_quote]What is this?! A letter for me? I’m so happy! And look! The letter came with a photograph![/su_quote]
Christine has attached a photograph, not exactly a real image, but Mr. Write seems impressed anyway:
[su_quote]Hmm … she is so beautiful … I must give you something for your problems … Hmm … Well, it seems that all I have is this Broom … What will it be like? (You got a broomstick as a reward from Mr. Write! But that picture was not of…) Oh boy! Writing letters is a great hobby![/su_quote]
With Mr. Write successful, you should head to Mabe Village to find a new owner for your broom.
Step eleven: hook broom
While they’d forgive you for assuming that the person on Koholint Island who probably needs a broom would be the Witch who lives just seconds from Mr. Write, video game logic is rarely that convenient.
Instead, Grandma Yahoo can be found outside the house, immediately south of where BowWow is chained, complaining about a broken broom. Approach her with the replacement and she will enthusiastically say:
[su_quote]YAHOO! YAHOO! A new broom? For me? It is, isn’t it? OK! In exchange, you can have this fishing hook I found when I swept along the riverbank! (You traded the broom for the fishing hook! What will the fishing hook become?) YAHOO! A new broom! Superb![/su_quote]
Step twelve: fishing hook for necklace
The commercial search now finally brings us to Martha’s Bay, the area where we will find the next dungeon. Martha’s Bay is south of Kanalet Castle, west of Animal Village, and east of the ghost house. Play Mabo de Manbo and go to Animal Village.
Head west and take one of the stairs down to the water. Head south through the small entrance in the southeast corner of the bay – swim under the bridge and enter a side-scrolling area where you will find a fisherman.
Get out of the water and get on the boat, then talk to the fisherman:
[su_quote]Oh! What do you have in your hand? It’s not a fishing hook, is it? You better let me have it. I’ll give you my next catch if you let me have it… Keep your eyes open and look at a professional at work. The fisherman casts his line and quickly snags something: That’s a BIIIIG! (The fishing hook turned into a necklace! Ll-lucky!)[/su_quote]
Step thirteen: scale necklace
You won’t have to go far to find the owner of the necklace – look for the mermaid in the open water north of the bay:
[su_quote]Ahh! That’s! That is my necklace! Give him! Return it! I’ll give you a scale as I said! Promise! You will only take one! (You returned the Necklace and got a Mermaid Tail Scale. How will you use this?)[/su_quote]
The answer to that question will have to wait for now, as we have come as far as we can with our current abilities. Rest assured that we will finish the quest once we get out of the next dungeon.
Catfish Maw Tutorial
Enter the jaws of the catfish
The jaws of the catfish are quite difficult to miss as they are found in the southwestern corner of the bay. In the lower-left corner of the rock formations, you will find a stream of bubbles rising to the surface – swim above them and dive in (press B) to enter a short side-scrolling underwater area. Come up to the surface and enter the cave.
Catfish Maw: Locate the Compass
Catfish Maw Start Room
Welcome to the jaws of the catfish. The exit to this initial room is to the left of the room, a hint perhaps about the direction you will take a lot, early in this dungeon.
Pass and head left in the next room. In the next T-junction, you will find that you have to kill all the enemies before you can progress, a common element of this dungeon. Take the left exit when it opens.
Open the chest in the next room to receive the compass. (Helmasaur’s enemies in the screenshot should be attacked from behind for now.)
Catfish Maw: Acquire the Stone Beak
Once you have the compass, go down the available ladder to the left of the same room. You will enter a side-scrolling area with a sequence of chain platforms – stepping on the platforms further to the right will raise the ones to the left.
In the second set of these, avoid resting too much on the first stone and wait a bit longer on the second, this should ensure that you can reach platforms 3 and 4, and easily jump onto the ladder on the left side of the room.
Clear the next room of enemies and purple crystals – watch out for new red Stalfos that will throw bones at you and dodge your sword blows. Push the movable blocks to form a square shape and you will receive a small key.
If you head left at this point, you will find a dead end. The tiles in this room form a soon-to-be-familiar skull shape with four tiles of different textures in each corner. Hope to come back here eventually.
Finally, it’s time to head right – head back through the rooms you just passed until you reach the T-junction with the door closed at the top. Spend your small key and enter the door.
Once you get through the door, it’s time to turn left again, and in the next room you’ll be, you got it, going left (avoiding/jumping those spike traps!)
In the next room, you’ll want to take out the Helmasaurs again to spawn a chest containing the Stone Pickaxe.
Catfish Maw: Fight Master Stalfos – Encounters 1 to 3, claiming the dungeon map
Go back two screens to the right and head up. Use your stone pickaxe on the Owl Statue for some timely tips:
[su_quote]If you can’t destroy a skeleton with your sword, try using a bomb.[/su_quote]
Head to the door at the top of the screen.
Well, what do you know A skeleton that you cannot destroy with your sword! Protect yourself from the movements of his sword and maneuver towards his sword hand to attack with your own sword: he will collapse in a pile of bones.
Follow the advice of the Owl Statue and plant a bomb, this will damage it. Repeat three times and he will run away.
Notice again the mosaic pattern on the floor of this room, vaguely like a skull, with a single mosaic of different textures.
In the corridor outside you find a treasure chest with a message from the Stalfos you just fought:
[su_quote]I have what was inside this box. Come and get it, if you can! -Master (Stalfos)[/su_quote]
Crafty players will find that we will spend the next part of the dungeon looking for rooms with the skull mosaic pattern in order (going back to “room four” to the left of the room full of gems, we found our first small key in, later in the sequence).
If you head to the right, going down the stairs in the current room you will enter a short side-scrolling area and you can find another Owl Statue with the following message:
[su_quote]Dive where the torch’s rays intersect …[/su_quote]
Otherwise, this route is a dead-end, so go back to the corridor with the looted chest, then head north.
The crossroads here features five blocks, the center of which can be pressed to open two exits (while blocking the third). We actually want to go through the door on the right first, but it is currently closed.
Push the center block up, head to the left and proceed to the next screen, then turn immediately. The blocks will reset. Push the center block to the right and push the button to open the door on the right.
Head to the top of the screen to transition, back, and reset. Finally, push the center block down and head through the now open door on the right.
You have found Master Stalfos again – the fight continues in exactly the same way as before and ends with him running into another room with skull tiles.
Return to the crossroads with the five blocks. Push the center block to the left and go up again. Keep going up – you’ll have to jump a trench and avoid some wrapped Stalfos. Exit through the upper left exit of this room.
In the next room, you must defeat all the enemies to open the door at the top. The Zol (green bubble) on the left side of the room can only be reached by pushing the fifth block from the top to the left.
The next room contains his third encounter with Master Stalfos; do not expect anything different from this meeting, even their dialogue is the same! Once he leaves for the third time, head to the door that was opened on the left.
A chest is waiting for you in the next room, which contains the Dungeon Map.
Catfish Maw: Finishing Master Stalfos, Hunting the Hook
As previously noted, Master Stalfos’ fourth encounter is located at the southwestern end of the dungeon. Follow your route to the first T-junction you found and head left to see multiple screens – pass the compass room,
go through the side-scrolling area with the weighted platform blocks, and go through the gem-filled room in which found the first Little Key.
Master Stalfos appears for the fourth and final time: he has no new moves, and finally makes you explode in magenta flames like any good miniboss before him.
Best of all, it leaves you with the Hookshot, a tool with many uses in this dungeon and beyond, for example, it can:
- Stick and push it towards wooden objects, including blocks and treasure chests
- Grab retractable bridges and pull them towards you
- It is also useful in combat: you can use it to make Helmasaur helmets, for example, and it is used for the next bosses
Catfish Maw: Finding the Nightmare Key
Go back to the right. In the T-Junction room that contains what was the first unlockable door to the dungeon, you can head through an exit in the upper right to test your hook shot on a chest containing 100 rupees.
Shoot your hook at the wooden block on the other side of the chasm when you’re done.
You may remember passing several chests on the way between Master Stalfos encounters 2 and 3, so let’s see what’s in them.
Go up several rooms to get to the junction with the five blocks and gain access to the upper path again (push the middle block up, go left and back, push the middle block right).
Jump the trench in the next room, then jump diagonally to the only land in front of the chest. Hook shot through this chest for 50 rupees. Right head
Hook the gap and open the chest in the next room to receive a Small Key. Go back to the previous room and head north.
Use your grapple to pull the bridge towards you and open another 50 rupee chest. Hook back to the main part of the room. Then go back to the crossroads. Push the center block down and head to the left.
Negotiate the blade traps and enemies in the next room and head to the exit in the upper left corner.
This room contains the ” where the torch beams cross “a place where you must dive – enter deep water and press the B button. Head through the underwater side-scrolling area and exit the ladder.
Fire your hook shot at the extendable bridge that crosses the big hole. Follow the round path to the chest.
You’ve just successfully located the Nightmare Key, but it hasn’t left the forest yet. In fact, there is another Miniboss to fight before finding the main boss of the dungeon.
Catfish Maw: Miniboss # 2: Gohma
Time for a bit of a healthy throwback. Go back to the first room after the first door you opened, that is, through the underwater passage, at the crossroads with the five blocks, back to the room where we first fought Master Stalfos.
Follow the creek south and turn left. (Or, if you have the Manbo Mambo, play and direct two screens to the left, one up, then left.)
In the room with the four-blade traps and the two Helmasaurs, take the top exit. Although that bridge to the right of the next room is tempting, head left for now.
Fire your hook shot at the wooden block on the other side of the next room to navigate past the moving blades and head through the exit towards the upper left corner.
Use the chest to cross the abyss. Dispatch the Helmasaurs and open the chest; you will receive another Small Key.
Return to the room with the extendable bridge – break the planter halfway across the bridge for a fairy (bottle if you have space and health to spare).
Head left and spend one of your little keys on the lock block.
In the next room you will find the second miniboss in the dungeon, two Armored Arachnids called “Ghoma”, impervious to your sword attacks, spitting out projectiles from a single giant eye.
Those huge peepers are just begging for a hit with something sharp – wait until your eyelids start to shake and you shoot the hook (if your whole body starts shaking, get out of their way).
The hook to the eyeshot will stun the Gohma, leaving you a good opening to let out a flurry of sword strikes.
Rinse and repeat until both Gohma drop. Exit the upper right exit.
Catfish Maw: Defeat Nightmare / Dungeon Boss – Slime Eel
If you’ve been following this guide up to this point, you should have the Nightmare Key and a single small Key; If you don’t, push down one of the blocks in the next room and find what you’re missing.
Everyone else should head to the right and then go down the stairs to enter a side-scrolling area underground.
Moving to the left you will see a couple of devices hidden in certain corners with an arrow-shaped notch. Aim and fire your Hookshot to be drawn towards them, and exit using the ladder.
Spend a small key on the lock block on the path when you go out into the next room. Go through the gap and head left to find the Nightmare door: use your Nightmare Key and enter.
You emerge into an empty arena and receive your standard-issue nightmare taunt:
[su_quote]Ssso… you are the foreigner, come wake up the Wind Fisssh… KEEE-HEE-HEEEH! I will eat you![/su_quote]
A square area in the center of the arena falls over and a spiked tail emerges.
This is Slime Eel’s backend – its fanged jaws suddenly bite into all four corners of the arena and the battle begins.
The hook shot is critical once again: by avoiding/jumping the eel’s tail, you need to shoot the hook shot at its head.
The further away you get, the better: the eel lunges towards you, exposing a vulnerable weak spot on the top of its neck for you to strike with your sword.
Beware of fake eels that sometimes emerge – these short eels have white pupils in black eyes and will bounce off before self-destructing.
Do enough damage and the Slime Eel dies, berating you for your apparent ignorance:
[su_quote]TSSSK, TSSSK! He doesn’t seem to know what kind of island this is… KEEE-HEEE-HEEE! How silly … KEE-HEE-HEH![/su_quote]
Head through the upper exit to the treasure room.
Well, you’ve finally received instrument number five: the Marimba of the Wind. In the light that follows, you hear again the ominous and mysterious voice:
[su_quote]… SANCTUARY… The secret of the island in the sanctuary…[/su_quote]