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Marine Palace
Location: Deep Trench
Game: Mystery of the Gods
Dungeon Items: Mapsprite Compass Smallkey Smallkey Smallkey Smallkey Smallkey Bigkey
Main Item: IronBoots
Mini Boss: Big Octo x3
Boss: Aquatic Raptor: Kowapti
Quest Reward: Pieceofheart Water Relic Heart Container SS
Element(s): Waterdungeon Winddungeon Electricdungeon

The Marine Palace is the first dungeon of The Legend of Zelda: Mystery of the Gods.

LocationEdit

The Marine Palace is located at the bottom of the Deep Trench, a pit on Kowa Kowa Island in the Harlin Sea. It extends beneath the bottom of the pit several floors down. Although only swimming creatures can get inside, monsters still flourish inside due to the gods placing enemies inside to make it so only the hero can get through.

Link arrives at the bottom of the trench after sneaking past King Zora to search for the Princess of the Zoras. He enters the dungeon, no key required.

NavigationEdit

1st FloorEdit

Entrance HallwayEdit

Once Link enters the dungeon, he is in a long hallway with several Blue Tektites crawling around. The room is dark, and there is a door at the other end blocked by metal bars. There is also a chain that can be pulled on the left of the door. To get through this room, Link must pull the chain all the way until the bars lift up away from the door. He can then head through the door into the main room of the dungeon.

The Main RoomEdit

The Main Room is rather small, and is composed of a door on each side, including the door Link just walked through, as well as a tower in the center of the room. A door is located at the back side of the tower. The floor of the room is dry, with no water. The only door that Link can go through is the door on the left; the other two wall doors are blocked with bars and the tower door is locked with a key. The other three wall doors also has suspicious devices to the right of them that have a slot for a stone orb; however, the one on the tower is barred. Link heads through the left door and gets to the next room.

The Northwest CorridorEdit

In this room, there is a door at the far right end, on the right wall, not the front wall. The back half of the room is four blocks higher than the front half of the room, with the exception of a 1x3 square at the barrier of the two halves, such that the shorter side is against the barrier. The whole middle level platform is only two blocks higher than the front half, and is completely within the back half. There are also 2 single blocks, a tower of 4 single blocks, and a double block in the front half of the room. Lastly there are two Blue Tektites that Link should kill so they don't interfere with him. Link must push the tower of four blocks to wall between the two halves, in line with the middle level. He must then push the double block and both single blocks sticking out away from the barrier in line with the tower. He must climb on top of the double block and push the top two blocks on the tower of four to the back of the middle level. He must then go back to the single block closest to double block and pull the double block on top of it. He must then move the remaining single block and the now two high block tower and push the now three high block tower to where the four high block tower was. He must also push the two high block tower to where the three high block tower was and push the lone single block back. He can then get on top of the two block tower and roll into the top of the double block to knock it over. He can then push it as far as it goes so that when he gets on top of it, he can get on top of the top remnants of the old four block tower and therefore get on top of the highest section of the room. He can then open the door and go into the next room.

In the next room, Link finds a drop off point into a pool of water. There are two platforms at the back of the room, one at the left back corner and one at the right back corner. There is also is also a door on the right wall on the right back platform. Link must swim into the water and then do a leaping dive out of the water and onto the left back platform. Here Link finds a switch that temporarily drains the water in the room so that Link can pull a switch all the way and unlock the door. He must then wait for the water to fill up again so that he can dive onto the right back platform and go through the door into the next room.

In the next room, Link finds a stone orb at the back of the room with a door at the middle of the right wall. Another device that looks like a stone orb can be placed in it is to the left of the door. The room is rather empty. He should pick up the stone orb, and once he does so, many Blue Chuchus drop down from the ceiling to ambush him. A bar also shuts over the door. Link should defeat all the chuchus, which unbars the door, and lets Link drop the stone orb into the device, sending it to the next room. Link opens the door and finds himself in the main room of the dungeon, having just entered through the door on the front wall. Link should pick up the stone orb and place it on the device near the door on the right wall, which sends the orb into the next room and unbars the door.

The East RoomEdit

In the east room, Link finds a room with 8 high platforms raising from the ground, which is covered in water; however it is not enough for Link to dive out of and land on a platform. The only platform that Link can climb onto from the water is the one at the front of the room. The platforms are at the four corners of the room and the four sides of the room. A bridge connects the entrance with the middle of the back. Lastly, there are 6 Keese hanging around the ceiling of the room, which may cause a problem. Link should go across the bridge and place the orb in the hands of a statue on that platform. This locks the door, but makes the bridge start to spin. He should take the bridge to the left side platform, which has a switch that makes a bridge appear between the right side platform and the right back corner platform. Link should go over to this platform and hit a switch on it, making a bridge appear between the front platform and the left front corner platform. Link should hit the switch on this platform, which makes yet another bridge appear between the right side platform and the right front corner platform. By hitting the switch on this platform, a bridge between the back platform and the left back corner platform appears. The switch on this platform makes a treasure chest appear in the center of the spinning bridge. Link should remove the stone orb on the way to the chest. He should drop the orb and open the chest to get a Small Key. He should then transfer the orb into the main room and go back into it.

Back in the main room, Link should use the key on the tower door, which opens the tower. It also unbars the device that Link can use to send the stone orb into the tower. Link should go through the door into the tower.

Climbing the TowerEdit

The Map TunnelEdit

Inside the tower, Link finds a circular room with a platform running around the edge of it. In the center there is a whole with water filled to the top and a rope over the middle. A conveyor belt is at the right edge of the room that can take the stone orb to a platform above Link, that acts as the ceiling for the section Link is currently in. Link should dive into the water and swim down. He can go either behind him or in front of him. In front of him, Link can swim for a while until he exits in a cave and finds a chest with the Dungeon Map inside. By swimming to the other direction, he finds a large fan blowing a current in the opposite direction, so Link cannot go here yet. He should exit the water, place the orb on the conveyor belt and then grab onto the rope and climb to the top of it and get off on the platform that was the ceiling of the section where he just was.

The Top of the TowerEdit

He finds two doors, one to the left (on the right side of the temple since Link is facing the front of the temple) and one to the right. Both have the device for the stone orb to the left of them; however, the device next to the left door is barred. The orb has also arrived via conveyor belt. Lastly, the door to the left is locked, so Link should go to the right, but not before placing the orb in the device to send it into this room.

The West HallwayEdit

Link finds a long sandy room with a door blocked by metal bars at the other end. There are several Arachas in the room. The start of a conveyor belt is on the left side of the room, and several rocky stubs are located all throughout the room. The conveyor belt extends through the wall and then to parts unknown. Link should place the stone orb on the conveyor belt and send it off. The door unbars and Link goes through into the next room.

In this room, Link finds a square room with a raised circular platform. There is a barred door at the other end. The door that Link entered the room through bars itself upon closing. After Link climbs onto the raised circular platform, a Big Octo jumps down from the ceiling. Upon defeating the Big Octo, the doors unbar and Link can go into the next room.

In this room, Link finds a sandy room with two dusty blocks and a barred door at the other end. There are also several rocky stubs and two switches within holes in the ground that won't stay pressed when Link walks off. More Arachas are in this room. Pushing the two blocks into the holes so they stay on top of the switches unbars the next door, but spiky wires appear the previous one. Link heads into the next room.

In this room, the stone orb that Link abandoned three rooms ago can be seen arriving on a conveyor belt through the left wall. It is about to enter a machine; however, the tube from one end of the machine to the other is disconnected. There are also three blocks with tubes in them and an additional normal block in the middle of the room. Link should push the three tube blocks between the two parts of the machine, fixing the tube and connecting to the two parts. He must then hit a crystal switch with his sword, activating the machine. The orb goes into the machine, and comes out the other side as a Timeshift Orb. Finally, Link should take the normal block and place it on a switch, reversing the direction of the conveyor belt. He should place the Timeshift Orb on it and then quickly head into the next room.

As the conveyor belt takes the Timeshift Orb back to the room with the original machine, it activates things along the way. The four stone stubs in the room turn into one-section high Beamos, which Link can either kill or not kill. He must head through the door to the next room while the Timeshift Orb is in range, making the spiky wires go away, or Link will have to go back to the previous room and push the block off the switch, making the Timeshift Orb reverse back to the farthest room. Once Link heads through the door, he can quickly head through the room where he fought Big Octo and make it to the next room.

In this room, Link must kill the 6 one-section high Beamos in order to make a chest with a Small Key in it appear. Link should collect the key, and then take the Timeshift Orb and put it through the device in the wall, sending it back to the room in the tower. Link heads through the door and arrives back in the tower. He should unlock the door, which also unbars the other device. He should send the Timeshift Orb into the next room, and then follow it inside.

The East HallwayEdit

The east hallway is not as long as the west hallway. The first room Link finds is a long sandy room affected by the Timeshift Orbs. Many Arachas are crawling throughout the room. There is a door covered by spiky wire at the far side of the room. A second, normal door is above that one. By placing the Timeshift Orb onto a pedestal at the front of the room, the sand turns into water and the spiky wire disappears. Link should dive into the water and then swim underneath for a while until he finds a passageway. He should swim to the end of the passageway where he can exit in a small corridor. There are several Keese and Blue Tektites in this corridor. Link should head around the corridor until he makes it to a door. He should head through the door, which is actually the higher door in the room he was in. He should head through the other door into the next room.

This room is identical to the room where Link fought Big Octo. By jumping onto the circular platform, another Big Octo jumps down. Upon being defeating, the Big Octo floods the room and Link is taken to a platform above the room where there is a chest containing the Iron Boots. Link should place the Iron Boots on and drop to the bottom, where he can hit a switch to drain the room of water so he can return to the previous room. In the previous room, Link should climb onto the platform with the Timeshift Orb, transfer it into the next room, and then follow it back to the room with the tower. He can drop the Timeshift Orb through the opening in this room, allowing it to fall all the way to the bottom of the water near where Link got the map. Link should drop down and then sink to the bottom with the Iron Boots.

1st BasementEdit

The Fan TunnelEdit

Across from where Link got the map, there was a fan that Link could not do anything about. With the Iron Boots equipped, Link should grab the Timeshift Orb and walk against the current, which he can do, despite it being slow. Link makes it to a switch, which he steps on, deactivating the fan and unbarring door behind it. Link can now transfer the Timeshift Orb to the next room and then open the door and follow it through.

The Sealed Door RoomEdit

In this room, Link finds four doors, one at the middle of the left wall and one at the middle of the right wall, and then one above each of the first two doors. There are also slots above the last two doors. There is also a large door with a magical barrier in front of it. Three pedestals are located in the center of the room. Link should place his Timeshift Orb on one of the pedestals, as there is no use for it now. He can go through either of the doors first.

The West HallwayEdit

Through the door on the left, Link will see a barred door directly across from him with two Staldras in the room. Above him there is a bridge leading from a door on the far end to the slot above the door Link just went through. Link must defeat all the Chuchus in order to make the door open. Link should head through the door into the next room.

Here, Link finds a sandy room with a Timeshift Orb in the near left corner. The room has many Arachas like other sandy rooms in the dungeon. There is another barred door in front of him, this time with an orb transferring device next to it. Again above him there is a bridge connecting doors at the far and close ends of the room. There are also 6 additional platforms at the left and right sides and four corners, like a previous room in the dungeon. Link should carry the Timeshift Orb around the room until he finds a chain beneath the sand. He should pull the chain as far as he can, unbarring the door and the device next to it. He should transfer the orb to the next room and then follow it to the next room.

In this room, Link finds a wall in front of him that only goes halfway up to the ceiling. There is a gate in the middle of the wall, leading to the back of the room. Above him, there is yet another bridge leading to the door above him. On the other end, the bridge connects to a platform running against the complete back of the wall. There are also two Armos in the room. Upon defeating these, the gate to the back of the room opens. Link can now see that on the back of the half wall, there are platforms on either side that go to the wall, and then to staircases along the wall that go to the back platform. The platforms are four squares higher than the ground Link is on. There are also three single blocks and two double block in the room. The gap between the back platforms is five blocks. Link must push the two single blocks next to each other and then move one of the double blocks on top of one of the single blocks. He should then push the three block tower next to one of the platforms. He should then do this again, except one he has the three block tower, he should push the double block off it so it is now two blocks high. He should then push it next to the three block tower and push a single block on the end of this, so Link can get onto the platform. Link should grab the Timeshift Orb and then get on the platform and walk around to the back of the room. There are several Keese here which Link can easily take care of.

In the same room, if Link tries to go to the door above the door he entered in, he will notice that it is locked. The orb-transferring device neat to it is also barred. Near the locked door, Link should look to the back of the room and then walk to the left, where there is a platform that only exists with the Timeshift Orb. At the end of the platform there is a switch. He should drop the Timeshift Orb so that Link can auto-jump across the gap between the bridge to the locked door and the platform with the switch on it. (The only way he can't do this is if he places the Timeshift Orb against the wall. In this case, Link can just leave the room and enter it again, and the Timeshift Orb will appear right in front of whatever door he entered. Also, Link will not need to redo the block puzzle.) Link should quickly hurry over to the left side of the back platform and collect the Small Key from the chest that appears. Link does have enough time to do this, but if he needs more time, he can walk over to right side of the room near the front wall and find a block. He can place the Timeshift Orb on the block and then pull it onto the switch, although as stated this is not necessary. Link should unlock the door, which also unbars the device. He should transfer the Timeshift Orb to the previous room and then go through the newly unlocked door.

In the previous room, Link finds the room almost identical to a previous room in the dungeon with the spinning bridge and plethora of switches that create more bridges. The door at the end of this room is barred, as is the device next to it. Link should take the Timeshift Orb and place it down in a pedestal on the middle of the bridge, which makes it start to spin. Link should go the left side of the room (based on the direction he entered from), and hit the switch on this platform, making a two-section high Beamos appear on the back right platform and another switch appear, this one on the far right platform. By stepping on the next switch, another switch appears on the back left platform, and a new two-section high Beamos appears at the far left platform, with the old one disappearing. This switch makes yet another switch appear in front of the door Link used to enter the room, with the new two-section high Beamos appearing in front of the barred door. This final switch unbars the door and makes the final two-section high Beamos disappear. If Link had defeated all the Beamos, a chest will appear in front of the previously barred door, near the edge of where the bridge meets the platform. This chest contains the Compass. Link can still get it later on by returning to this room, which makes the switches reset. Nonetheless, Link transfers the Timeshift Orb to next room and then goes through the door to follow it.

In this room, Link can simply walk across the platform and transfer the Timeshift Orb back into the room with the Sealed Door. He can then take either door back to this room. If Link drops the Timeshift Orb off the bridge at any point, he can simply backtrack to said location. If he drops it in the last room before the Sealed Door Room, where there was no transfer device, it will simply reappear where it started in the next room.

The East HallwayEdit

In the first room of the East Hallway, Link finds a Timeshift Orb immediately at the front of the room. There is also a barred door at the end of the room. Above him, there is a bridge connecting a door above the barred door in front of him to the slot above the door he just went through. He must defeat the two Armos in the room, which unbars the door. He should transfer the Timeshift Orb to the next room and then follow it through.

In this room, Link finds a raised central platform with a pedestal in the middle of it; however, the pedestal is blocked on four sides by bars. There is no door along the back wall, but there is a ladder that Link can climb leading to a raised platform. To the left of the room is a gate with a block behind it. Link should climb the ladder and get to the raised platform. By defeating all the Blue Tektites on the higher level, which is the platform at the back of the room, an identical platform at the front of the room that also has a locked door at the wall next to it with a barred device for transferring orbs next to it, as well as a square in the center with a weird pod on it and a circle around the square, connected at the four main direction by more platforms, the gate opens on the lower level. It should be noted that a long pole is sticking out of the top of the pod. He should push the block onto the slope end of the raised platform. He should continue pushing the block onto a switch on the platform, which makes the bars around the pedestal disappear. Link should then place the Timeshift Orb in the pedestal, which allows the pole to be pushed and the platform rotated. Link should go back to the top section of the room and then go to the pole. It cannot be pushed clockwise, but by pushing it a quarter of the way around the room counterclockwise, the raised platform lowers through the ground. Link should drop down through the water using his Iron Boots, pull the block off the switch, and place it another switch, which opens a gate with a chest past it containing a Small Key. Link should swim back to the main level of the room and then climb the ladder again, before pushing the pole another section counterclockwise, which this time rotates the platform all the way upwards. Link can now grab the Timeshift Orb, use the key to unlock the door, transfer the Timeshift Orb to the next room, and follow it through.

In this room, Link can simply walk across the bridge, transfer the Timeshift Orb to the next room, and then go through the door. If Link drops the Timeshift Orb off the bridge, he will only need to redo the final section of the puzzle. Upon returning to the room, Link will find the block still on the switch on the platform, but the platform will be in normal position. Link can place the Timeshift Orb on the pedestal, raise the platform, and then return to the previous room.

Beyond the Sealed DoorEdit

Back in the room with the Sealed Door, Link should place the two new Timeshift Orbs on the two remaining pedestals. This will split the sealed door in two, revealing a normal door behind it. Link should go through this door and head into the next room.

Here, Link finds a staircase on the left side that spirals around the circular room. It goes one full time around and then another time around until it ends at the back center of the room. There is also a bridge that goes across the back center at that area to the front center area directly above Link. He should climb the staircase all the way, at which points he notices that there is a block at the very top, connected to a rope. Link should push the block all the way to the end of the room. This causes the tower in the previous room to lower, so now the two highest doors on it are where Link originally saw it, the originally locked door is in the room where the Sealed Door was, and the door past the fan is in the second basement. Link should return to the previous room.

Descending the TowerEdit

The Hidden SecretEdit

Before Link descends the tower, he should go back to the first floor. He will notice that the top of the tower can now be seen, and that there is a chest on top of it. Link can climb onto the ledges of the tower and get to the chest, which contains a Piece of Heart. Link should return to the tower.

BacktrackingEdit

Descending the tower does not require much puzzle solving. Link can simply drop down to the main level, and then put on his Iron Boots to sink down to the bottom. He can simply walk over to the door and then go through it to arrive at the second basement.

2nd BasementEdit

The Big Door RoomEdit

The second basement is the shortest section of the dungeon. In this first room, Link sees a special locked door across from him requiring a special key. There is a door to either side; however, the door on the left is locked. Link should go through a door on the right.

The East RoomEdit

The east side of the dungeon is, for once, more complicated than the west side. There is a pit in the middle of the room with a rope going into it. The rope is connected to a block on the ground level that can be pushed around. Link must first drop down into the water using the Iron Boots to observe that there is a chest connected to the other end of the rope; however, Link cannot open it since it is in mid-water. If Link pushes the block as far as he can to lower the the chest, it will still be above the bottom and thus it still cannot be opened. Link should raise the chest as high as he can and then drop back down into the water. While walking on the surface, he should notice a block in the room with a switch on either side of it. Link should push the block onto the switch to the left, which deactivates a fan on the other end of the room, revealing another block behind it. Link should push this block onto the right switch, which will raise the water level to fill the above section of the room. He should swim up and then go through a tunnel midway up on the back wall of the room. At the other end of the tunnel there is a crystal switch that Link should hit with his sword. This makes the barrier preventing the block from being pushed into the water disappear. Link can then push the block into the water, but it will float and prevent the chest from touching the bottom. Link should push only the left block off of its switch on the lower level, lowering the water all the way, but keeping the fan off. Link can then collect the chest, which contains a Small Key. He should then raise the water level at least to midway and then return to the previous room.

The West RoomEdit

The west room is very simple. Link finds another room identical to the Big Octo room. He gets onto the platform as a third Big Octo jumps down from the ceiling. After defeating it, a chest containing the Big Key appears. Link should then return to the previous room again.

Beyond the Big DoorEdit

Link should open the big door using the big key. Beyond it, Link finds a room with a circular platform around the edges and a pit of water in the middle. A cut-scene activates where a giant bird flies out of the water and begins to flap its wing, creating a great gust. This is the boss of the dungeon: Aquatic Raptor: Kowapti. Upon defeating the boss, Link is rewarded with a Heart Container. He should swim down to the bottom of the pit and notice that the previously barred door at the front of the room has now been unbarred. Link should head through this door.

Meeting the Zora PrincessEdit

In the next room, Link finds the Zora Princess, who finally tells Link that her name is Phona. She explains to Link that she sneaked away one night to check on the artifact protected by her people, the Water Relic, after she had visions that a dark creature would try to steal it. She says, however, that she knows Link isn't this creature and that he must take the Relic in order to complete his quest. She gifts it to him and then sends him on his way, saying that she will stay in the palace for a little while until she wants to go back.

EnemiesEdit

  • Arachas
  • Armos
  • Beamos
  • Blue Chuchus
  • Blue Tektites
  • Keese
  • Staldras

TrapsEdit

  • Spiky Wire

Mini BossEdit

  • Big Octo x3

BossEdit

  • Aquatic Raptor: Kowapti

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