Loz Lttp No Damage - Segment 43
Let's dive into getting that last crystal now.
Walking out of the spike room (I say "the spike room" a lot, don't I?), I have to hold my sword out backwards to avoid being shot at by the eye. It will shoot you if you look at it.
Firing at the torches at the first possible opportunity isn't a good move, as they will be put out before you make it around the loop (unless you're speedrunning, in which case you use a convoluted methods to fall down the hole). I wait for the right moment in order to make sure they're all lit when I reach the door.
There's probably something more interesting that I could have done in the room with the rolling pins, but I went the boring way here.
Fire Rod roasts the giant bouncy ball pile (As you have probably noticed by now I'm not really that good with enemy names) with ease, but you have to be careful, as sometimes one of the balls will be launched around and hit you. When I played Zelda Parallel Worlds, I was surprised at these Chain Chomp guys because I didn't remember they existed. They're all in this dungeon, and I can count the number of them on one hand. They do a great deal of damage, but I'm not making a habit of getting hit, so that hardly matters here. They're not too hard to dodge either, as I just need to stand out of their range.
I finally know that I can use Magic Powder to kill the pink spinny guys, so I put that to minor use here.
As a kid, I loved the pipes in this dungeon quite a bit. It was fun zooming around in them, and it's probably the only part after dungeon six (excluding Ganon) that I remember clearly.
I just realized how close this is to being a super mario thing. An enemy which resembles a pokey, one that is pretty much a Chain Chomp, pipes, lava, it's really got the works.
I grab the slightly useful Mirror Shield (really only helpful against the eyes here and the red Goriyas in Ganon's Tower) and use the convenient exit to save/quit in the Light World.
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