Right off the bat Zelda encounters new baddies, the sand-burrowing leevers. Midly annoying because they keep hiding in the sand.
And here's another new baddie, a beamos: a spinning-eye statue that will shoot frickin' laser beams at Zelda if she's in its line of sight.
And we also have these guys, who come out of a sand pit, trying to trap Zelda in, but she's too quick with her sword for them and dispatches them!
The desert palace's layout is kind of interesting because it's all very open. All of that zoo of baddies is was all in the same room open room! This is the first doorway that Zelda just crossed, and finally sees a familiar face: an Eyegore!
If a bundle of arrows right next to a baddie literally named "eye gore" isn't a wide-open invitation to do some horrific target practice, Zelda doesn't know what is.
Ahhh, this is Zelda's happy place: ramming arrows into a giant eyeball.
But we have a job to do here. Onward with the adventuring: there's a switch under the pot, which makes a treasure chest appear.
Inside Zelda finds the map!
So let's check our current position and the rest of the dungeon (we press X).
Oh, this place isn't very big. That large room behind us and this room are already about 1/3 of the whole dungeon.
Alright, let's head off to this room on the right here, see what's in here.
Trap room! Four leevers and one sandpit baddie (Zelda now remembers that those are called devilants).
.... aaaaaaand our reward for murdering everything in this room is diddly squat. Just opens the door so we can get out.
Back in the main hall, Zelda heads south to find a locked door. Hm, the key must not be far from here.
Aha, an open doorway. The key must be inside.
A few skirmishes with more leevers and devilants, and we're on our way.
Interesting! A room with a lone beamos that leads to outside... with a big jump into the outside of the dungeon.
Zelda has no business here and wonders why is this even here. For the breathtaking view of the desert?
Aaaaaaanyway, she goes back inside and makes her way to that other room in the northwest that she hasn't checked yet. Maybe the key is there.
A room with a beamos and a Sashy Communication Service.
And some rather unhelpful advice. As if Zelda's persistent kleptomania needed any more encouragement.
Oh, wait, there's the key! Zelda didn't notice it perched up there on that torch!
Well, knocking things off high ledges is a skill that she has nailed down, so skid-skid-skid DASH WHOMP and the key falls off for her to collect.
We'll get to that locked door in a moment. While we're here, let's checkout what's in the adjacent room.
Beamos, locked door, pots...
Well, this one's obvious. There's a switch under a pot, right?
Zelda is a quick study.
There it is!
And the other pots had a bunch of useful pickups, so this wasn't a total waste of time.
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