[]____[] [] [] ####### []____[] # ## THE LEGEND OF [] [] ## ### # ## # []____[] ## ## # # # ### [] [] ## # ### ### ## # # []____[] ####### Majora's Mask [] [] Hidden Scenes Guide Guide (c) 2010 by BlueGunstarHero ==Contents== Use "CTRL+F" on the bracketed [ ] text to jump to a section. 1. Introduction [INTD] 2. How To Spot a Hidden Scene [HTSP] 3. Scenes - The First Day [DAY1] 4. Scenes - The Second Day [DAY2] 5. Scenes - The Final Day [DAY3] 6. Other Events [OTHR] 7. Hidden Mask Interaction [HMKI] 8. Thanks and Legal Info [TKXL] ********************************************************************* * 1. Introduction /\ [INTD] * * /\/\ * ********************************************************************* So, you've completed all the required events in Majora's Mask, collected all the heartpieces, filled your bombers notebook, and found all the stray fairies. After such a task, you may feel that you've completed the game 100% for sure. After all, your inventory's full, your quest status is complete, and there's nobody left that you haven't helped. Before you erase your file and move on to another game, ask yourself this: "Have I seen everything there is to see?" A difficult question to answer. After all, this game holds a variety of characters, who over the course of the recurring three days won't always be found in the same place, saying the same thing. The world of Termina has its own life to it, where characters have their own agendas, and they can either be observed or altered depending on your actions during the three day cycle. While many of these actions lead to scenes that are required viewing if you want to complete your inventory, there are also many that can be seen that are entirely optional, of which you can easily miss. It is with that in mind that I wanted to put together a list of these optional "Hidden" scenes held within the game, that are cool to find, and can allow for a greater appreciation for the living world of Termina. Truth be told, some of these scenes are the saddest, and most dramatic in the game, and should be seen by all who would like to get the most out of one of the best games the Zelda series has to offer. In this guide, I will tell you where you can go, and when you should go there to view these hidden scenes and conversations, and if you need to complete anything prior in order to make it happen. The guide will be broken up chronologically by the three days and nights, but I will also note scenes that have multiple timeframes available, as well as some fun interactions you can trigger by using various masks in the right place. ********************************************************************* * 2. How to Spot a Hidden Scene /\ [HTSP] * * /\/\ * ********************************************************************* In loose terms, I'm considering these scenes to be anything that happens during the 3-day cycle that shows characters behaving in a manner outside their regular routine. This can include times when characters are acting alone, conversing with other characters, or reacting to a direct action from Link. A good example of a scene would be the argument in the Mayor's office, where five separate characters are arguing at once. This example however, is not hidden, and is in fact required to view for a 100% run, so it is not included in this guide. What makes a scene hidden is the idea that not everyone that completes the game will end up seeing it. There are many interesting examples of scenes to be found, so here's a few tips for how to notice them when going around hyrule. 1. Know where characters should be - Most characters will normally be in a specific place, but if you see them in an alternate location, you can talk to them to learn something new! 2. Follow the walking characters - if a character is moving around, they are likely heading to something interesting. 3. Look for two people standing together - If two people are conversing there will be a limited time period when they are standing together. If you press A to talk during this time, you'll be able to listen in on their conversation. 4. Try out different things - Different characters react to different masks and other items. Using your knowledge of the masks, try to see where some masks and some characters can be linked together. You may be surprised at some of the reactions you can get. ********************************************************************* * 3. Scenes - The First Day /\ [DAY1] * * /\/\ * ********************************************************************* _____________________________________________________________________ Event: Gorman at the desk Rating: 2/10 _____________________________________________________________________ Location: Mayor's Office Characters: Gorman, Mayor's Receptionist Time: 10:15 am - 10:30 am Requirements: Nothing Description: Gorman's day starts at the Lobby in the Inn, which he leaves at 9:00 am to head to the Mayor's Office. Once he enters at 10:00 am, he first stops at the front desk to talk to the receptionist. He simply states that he is here for a meeting with Madame Aroma, and she says to go on in. _____________________________________________________________________ Event: Anju cooks a meal Rating: 5/10 _____________________________________________________________________ Location: Stock Pot Inn Kitchen Characters: Anju Time: 11:00 am - 11:30 am Requirements: Nothing Description: After standing at the desk for a while, Anju will leave to go into the kitchen. While she's standing by the pot, you can talk to her to find out a bit about the Inn's history, how before her father left it was a cafeteria, and how Anju and her Mother are getting on without her father there. _____________________________________________________________________ Event: Gorman has a meeting Rating: 7/10 _____________________________________________________________________ Location: Drawing Room in Mayor's Office Characters: Gorman, Madame Aroma, Toto Time: 11:00 am - 11:45 am Requirements: Nothing Description: Have you wondered why Gorman was so annoyed? Well, if you saw this scene, you wouldn't be. Once in Madame Aroma's office, you can view a scene where Madame Aroma tells Gorman that his performance has been cancelled. Toto will also interject to relay a bit about why the Indigo-go's are cancelling as well. _____________________________________________________________________ Event: Anju Feeds her Grandmother Rating: 8/10 _____________________________________________________________________ Location: Anju's Grandmother's Room Characters: Anju, Anju's Grandmother Time: 12:00 pm - 12:15 pm Requirements: Nothing Description: Following the scene in the kitchen, Anju will head to her grandmother's room for a quick conversation. In her grandmother's room, you can watch as she tries to get her grandmother to eat, while she clearly isn't a fan of Anju's cooking. _____________________________________________________________________ Event: Gorman Sits and Thinks Rating: 6/10 _____________________________________________________________________ Location: Milk Bar Characters: Gorman, Mr. Barten Time: 1:30 pm - 9:00 pm Requirements: Nothing Description: After leaving the Mayor's Office, Gorman walks down to the Milk Bar, and enters around 1:15 pm. Once he sits down on his bar stool, you can observe a quick exchange between Gorman and Mr. Barten, who tells him to get out since his show is cancelled. Gorman insists that he's a customer, but until the bar opens, he just wants a place to think for a while. _____________________________________________________________________ Event: Delivery from Kafei Rating: 5/10 _____________________________________________________________________ Location: Stock Pot Inn Lobby Characters: Postman, Anju Time: 2:30 pm - 2:45 pm Requirements: Nothing Description: At the start of the game, you can observe Kafei depositing his letter to Anju, which is later picked up by the postman. Once the postman makes his delivery rounds, you can catch this quick scene between him and Anju as he gives the letter to her. Anju is impatient to find out where he got the letter from, but the postman doesn't want to give away the information, either being secretive, or truly missing the point. "From the postbox somewhere" indeed. _____________________________________________________________________ Event: Mr. Link (Goron) arrives Rating: 5/10 _____________________________________________________________________ Location: Stock Pot Inn Lobby Characters: Mr. Link (Goron), Anju Time: 4:00 pm - 4:30 pm Requirements: Nothing, alternate version if already got room key Description: At around 3:30 pm, Mr. Link will arrive in Clock Town through the east gate, and will proceed to the Stock Pot Inn. He will then either check in, or will be denied his reservation depending on whether you've stolen his room or not (accomplished by claiming the reservation as your own prior to his arrival). If you've taken the key to the knife chamber, the conversation is altered so that he says his name is Link-goro, which is just the way he talks, but is enough to confuse Anju. Fortunately, he doesn't mind sleeping outside. If he is able to check in, he will then proceed up to the knife chamber after the conversation. _____________________________________________________________________ Event: Mr. Link (Goron) Sleeps Outside Rating: 3/10 _____________________________________________________________________ Location: East Clock Town Characters: Mr. Link (Goron) Time: 6:00 pm - 6:00 am Requirements: need to have received room key Description: If Mr. Link doesn't get to check in to the hotel, he will spend the night of the first day sleeping outside. His goron senses are tingling however, as he predicts there will be rain tomorrow. _____________________________________________________________________ Event: Gorman has Too Much Milk Rating: 6/10 _____________________________________________________________________ Location: Milk Bar Characters: Gorman Time: 10:00 pm - 5:00 am Requirements: Romani's Mask Description: Gorman is one depressed individual, who clearly can't hold his calcium. If you talk to him now, he'll go into an angry rant about how he left his brothers to join the circus, and regrets how better at ranching they are than he is. This can also be viewed at the same time on the night of the second day if you don't complete Toto's sound check on the first night. _____________________________________________________________________ Event: Blow Up Sakon Rating: 4/10 _____________________________________________________________________ Location: North Clock Town Characters: Gorman Time: 12:00 am - 1:00 am Requirements: appropriate weapons (bow, bombs, zora boomerangs) Description: In one of the most violent moments in Zelda, Link can actually straight up kill someone. Normally you can just make Sakon drop the bag of bombs, but if you use some weapons other than your sword, such as the Zora Boomerangs, or your bow and arrow, the impact will cause the bomb bag to explode, causing Sakon to be blasted into oblivion. Needless to say, you won't be completing the Old Lady from the Bomb Shop's, or Kafei and Anju's quests if you do this. ********************************************************************* * 4. Scenes - The Second Day /\ [DAY2] * * /\/\ * ********************************************************************* _____________________________________________________________________ Event: Gorman sleeps it off Rating: 2/10 _____________________________________________________________________ Location: Stock Pot Inn Second Floor Characters: Gorman Time: 6:00 am - 6:00 pm Requirements: None Description: Gorman had a rough night at the bar, so he spends the entire day sleeping at the second floor of the inn. If you talk to him, he'll mumble something about how the Troupe will be leaving soon. _____________________________________________________________________ Event: Dampe and the Bats Rating: 6/10 _____________________________________________________________________ Location: Ikana Graveyard Characters: Dampe Time: 6:00 am - 6:00 pm Requirements: Nothing Description: Dampe has a regular schedule each day, where he has a new thing to say every 3 hours (making for four different conversations during the course of the day). Day 2, however is interrupted by the presence of several Bad Bats, which he doesn't like. If you get rid of the bats, he'll give you rupees, and resume his regular conversations. _____________________________________________________________________ Event: Anju takes a Walk Rating: 8/10 _____________________________________________________________________ Location: Laundry Pool Characters: Anju Time: 2:00 pm - 3:00 pm Requirements: Can't have met with her the previous night. Description: At around noon, Anju will leave the Inn to head over to the Laundry Pool, arriving at a bench there at around two. While she's sitting there, you can talk to her about Kafei, which results in her breaking into tears. If you spoke with her the night before about Kafei, she will remain at the Inn and repeat her actions on Day 1 (cooking in the kitchen and feeding her grandmother). _____________________________________________________________________ Event: Kafei gets a Letter Rating: 3/10 _____________________________________________________________________ Location: Laundry Pool Characters: Kafei, Postman Time: 3:20 pm - 3:40 pm Requirements: need to have deposited Anju's Letter before 9:00am Description: If you deposited Anju's letter in a mailbox, the postman will have picked it up as part of his daily collection. Once he makes his delivery rounds in the afternoon, you can watch him ring the bell at the laundry pool and then listen in as he gives Kafei the letter. _____________________________________________________________________ Event: Romani's Thanks Rating: 6/10 _____________________________________________________________________ Location: Romani Ranch House First Floor Characters: Romani Time: 6:00 pm - 8:00 pm Requirements: protect cows from 'them' Description: Romani will be sitting at the table inside the ranch house while her sister is getting ready to head into town. If you talk to Romani then, she will thank you for your help and ask you to come live with them so you can protect the cows next year. She'll also ask you not to tell Cremia about what happened. _____________________________________________________________________ Event: Get a Hug from Cremia Rating: 8/10 _____________________________________________________________________ Location: Ranch/Termina Field Characters: Cremia Time: 6:00 pm - 9:15 pm Requirements: protect cows from 'them', and help Cremia with her delivery Description: There's not too much of a point to helping Cremia once you received Romani's Mask to get into the Milk Bar, but if you feel up for helping her again, a brief cutscene will play where she rewards you with a hug that will make Link feel all "warm and fuzzy." _____________________________________________________________________ Event: Gorman Plays Cards Rating: 7/10 _____________________________________________________________________ Location: Stock Pot Inn Second Floor Characters: Gorman, Twins Time: 6:00 pm - 6:00 am Requirements: Must have performed at the Milk Bar the previous night Description: If you did Toto's sound check on the night of the first day, Gorman will remain in the Second floor room of the Stock Pot inn to play cards with the Twin Jugglers. If you talk to him, he will say that he's taking the troupe to seek shelter at his brother's ranch and how nice and outgoing they are (lies!). _____________________________________________________________________ Event: Overhearing an Argument Rating: 9/10 _____________________________________________________________________ Location: Knife Chamber Characters: Anju, Anju's Mother Time: 9:30 pm - 12:00 am Requirements: need to have received room key Description: If you stole the reservation to the knife chamber, you can head there to examine a crack in the wall. If you examine during the time mentioned above, you will view a hidden cutscene of Anju and her Mother talking about heading to the ranch, and their concerns about Kafei. Anju's mother even suspects that Kafei is running away from Anju to be with Cremia. _____________________________________________________________________ Event: The Postman Mails a Letter Rating: 4/10 _____________________________________________________________________ Location: West Clock Town to South Clock Town Characters: Postman Time: 12:00 am - 2:00 am Requirements: None Description: Ever a servant of the system, the postman will leave his office at midnight to mail a letter at the mailbox in South Clock Town. The contents of this letter, which is addressed to the postman himself, can be viewed later during the night of the final day resting on the postman's bed. _____________________________________________________________________ Event: Sakon Makes a Trade Rating: 8/10 _____________________________________________________________________ Location: Curiosity Shop Characters: Sakon, Kafei, Man from Curiosity Shop Time: 12:35 am - 1:00 am Requirements: Can't help Old Lady from Bomb Shop Description: Not required viewing for you, so much as you need to have Kafei see it (so let Sakon steal the big bomb bag) to complete his quest. Sakon arrives in West clock town at midnight and heads into the curiosity shop at about 12:30. Once he's at the desk, you can listen in on the exchange between Sakon and the shop owner, who low-balls Sakon because he knows they're stolen goods. Sakon only gets 50 rupees for the deal, but he'd rather sell than keep his stolen merchandise. ********************************************************************* * 5. Scenes - The Final Day /\ [DAY3] * * /\/\ * ********************************************************************* +===================WARNING=====================+ |The scenes that take place on the final day are| |not for the faint of heart, as they deal with | |the inevitable conclusion that the moon will | |come crashing down and nothing can stop it. | +===============================================+ _____________________________________________________________________ Event: The Guards get Concerned Rating: 4/10 _____________________________________________________________________ Location: Clock Town Gates Characters: Town Guard Time: 6:00 am - 6:00 am Requirements: No previous conversations with guards Description: If you don't talk to any of the clock town guards during the first two days, they will express their concerns about remaining at their post if you talk to them as Link. Instead of checking to see if you have a sword as they usually do, they will tell you that no matter what dangers are outside the town walls, you're better off fleeing at this point than staying put. _____________________________________________________________________ Event: Anju Sweeps Up Rating: 5/10 _____________________________________________________________________ Location: Second Floor of Stock Pot Inn Characters: Anju Time: 6:00 am - 11:00 am Requirements: Nothing, alternate if Anju received Pendant of Memories Description: Anju will be sweeping up after the Gorman troop in the early morning. If you haven't taken part in her quest, she will tell you how she will accompany her family to the ranch, but if you have given her the Pendant of Memories, she will say that she will remain in town to keep her promise to Kafei. _____________________________________________________________________ Event: Cremia's Thoughts on the Moon Rating: 6/10 _____________________________________________________________________ Location: Romani Ranch in the field Characters: Cremia Time: 6:00 am - 6:00 pm Requirements: Protect cows from 'them' Description: Cremia will be out in the field taking care of her cows during the day. If you talk to her, she will talk about how people are seeking refuge and wonder if they'll be safe. However, if you talk to her again, she'll acknowledge that they won't be safe at all, stating there are just some things in life you can't change. _____________________________________________________________________ Event: Romani's First Drink Rating:10/10 _____________________________________________________________________ Location: Barn in Romani Ranch Characters: Cremia, Romani Time: 6:00 pm - 8:00 pm Requirements: Protect cows from 'them' Description: A very sad moment between the two sisters here, as Romani (who doesn't know what's about to happen) is excited that Cremia will let her taste Chateau Romani for the first time. Cremia says that it is because Romani is now an adult, and asks that Romani remain with her all night. The pair leave the barn at 8:15 pm, and while they are walking back to their house, you can also talk to them to get very different takes on the phrase "see you tomorrow." _____________________________________________________________________ Event: Anju's Family Takes Refuge Rating: 6/10 _____________________________________________________________________ Location: Romani's House of Milk Second Floor Characters: Anju's Mother, Anju's Grandmother, possibly Anju Time: 6:00 pm - 8:00 pm Requirements: Alternate if Anju received Pendant of Memories Description: While the sisters are in the barn, you can also go up to the second floor of the ranch house to talk to Anju's family who has taken refuge from clock town. Anju's granmother will say that she'll read you another story tomorrow, while Anju (if she's there) is still concerned about Kafei. Anju's Mother is primarily concerned about survival at this point, but if Anju is not there, she will talk about how Anju stayed behind for love, thinking of how her own husband had gone. _____________________________________________________________________ Event: Clock Town Fireworks Rating: 6/10 _____________________________________________________________________ Location: South Clock Town Characters: none Time: 12:00 am Requirements: None Description: You've likely seen this one, but it's not required. The Fireworks at midnight on the final day, as well as the changing clock tower can be seen/ heard all over clocktown, as well as visible from Termina Field and through the telescope at the observatory. But if you are standing in South Clock Town, a cutscene of the event will play as the camera moves around the clock tower. Mutoh is also there laughing at everyone for fleeing (he's there all night, although it's interesting to note that during the game's ending sequence, it shows that he had also fled since he is standing outside in Termina field with the other soldiers and carpenters). _____________________________________________________________________ Event: The Swordsman's True Colors Rating: 8/10 _____________________________________________________________________ Location: Swordsman School Characters: Swordsman Time: 12:00 am - 6:00 am Requirements: None Description: If you talk to the Swordsman prior to midnight, he'll tell you how he will cut the moon to ribbons to save the day, but he unexpectedly closes up shop at around 11:30 pm. After midnight, you can head back in to find that he is nowhere to be seen, with only a sign in his place saying to not look for him. Paying no attention to the sign, you can cut the wooden tablet down to reveal a back room where the swordsman is cowering in fear saying that he does not want to die. _____________________________________________________________________ Event: Kafei Returns Alone Rating: 7/10 _____________________________________________________________________ Location: Stock Pot Inn - Employees Only Room Characters: Kafei Time: 4:30 am - 6:00 am Requirements: Get Sun mask back, but don't give Anju the Pendant Description: If you are able to assist Kafei in retreiving the Sun Mask, Kafei will arrive at the Inn before the moon falls. However, if Anju is not there to meet him (Link needs to keep the pendant of Memories from her), Kafei will arrive there to find no one waiting for him. A quick scene will play where he looks at Anju's wedding dress and admits that he was unable to keep his promise to her. _____________________________________________________________________ Event: Destruction of Termina Rating: 8/10 _____________________________________________________________________ Location: Anywhere Characters: Link, Moon Time: End of Time Requirements: don't play the Song of Time Description: If you're careless, you'll end up seeing this one, but it is worth seeing at least once anyway. If you're feeling bold enough to let the moon fall, you can watch as it comes crashing down onto the clock tower, and watch as the world is engulfed in flames. You'll see a wall of fire rushing towards Link and knock him back while the screen fades to black, only to return to the Happy Mask Salesman while the 3-day process restarts for you (only without any ground you've gained during the last 3-day cycle). Best seen by saving and restarting time, then proceeding immediately to the night of the final day to make sure you don't lose anything. ********************************************************************* * 6. Other Events /\ [OTHR] * * /\/\ * ********************************************************************* Scenes from these events will be available multiple times, or will require a specific action to trigger. _____________________________________________________________________ Event: Daily Mail Pickup Rating: 2/10 _____________________________________________________________________ Location: Clock Town, beginning at post office Characters: Postman Time: 9:00 am - 12:00 pm, every day Requirements: Nothing Description: The postman leaves his post office to check for mail every day following the same route. First he checks the mailbox to the right of the clock tower, then heads to the box at north clock town, the boxes at east clock town across from the Mayor's office and next to the Archery range, then lastly the box in south clock town close to the Laundry Pool before heading back to his office. If he finds a letter, you can see him carrying it. _____________________________________________________________________ Event: Temp up a Tree Rating: 6/10 _____________________________________________________________________ Location: Termina Field, next to the observatory Characters: Trading Post Temp Time: 6:00 am - 6:00 pm, every day Requirements: Nothing Description: You can find the Trading Post Temp Worker up in a tree near the observatory during the daytime reaching for some rupees. If you roll into the tree, you'll knock the worker and the rupees out of it. The Temp will start holding his leg in pain, and shout that he stole those rupees from a crow fair and square. _____________________________________________________________________ Event: Sakon at the Canyon Rating: 4/10 _____________________________________________________________________ Location: Ikana Canyon, by the octoroks Characters: Sakon Time: 6:00 am - 6:00 pm, days 1 and 2 Requirements: Nothing Description: Sakon can be found prancing around the canyon during the first two days. If you talk to him as regular Link, he'll ask to see your sword, to which if you say yes, Tatl will intervene, and jump in Sakon's face glowing bright red. _____________________________________________________________________ Event: The Gorman Troupe Rating: 4/10 _____________________________________________________________________ Location: Stock Pot Inn second floor/ Out in Clock Town Characters: Twin Jugglers, Rosa Sisters, Guru-Guru Time: All day and night for days 1 and 2 Requirements: Nothing Description: The members of the gorman troupe appear in the Stock Pot Inn at alternating times. During the Day, The Twin Jugglers are out in East Clock Town, and the Rosa Sisters and Guru-Guru are inside. At Night The Twins are playing cards inside while the two other acts are out at their respective places (not mentioned here as interacting with them at this time is part of the bombers notebook). It's interesting to point out that During the day, each of the sisters have multiple things to say if you keep talking to them, including revealing each of their names. The Twin Jugglers also have dialogues with each other, and depending on which one you talk to, will trigger a different conversation, making for two conversations during the day, and two more at night. _____________________________________________________________________ Event: Punishment! Punishment! Rating: 7/10 _____________________________________________________________________ Location: Deku Palace Characters: Monkey, Deku guards Time: Anytime Requirements: Learn Sonata of Awakening from Monkey Description: When you first meet the captured monkey, he's tied to a pole awaiting further decision from the king. After he teaches you the song that will lead you to Woodfall, the deku decide the time is right for punishment, and will go to hang the monkey over their fire pit. While you would expect them to hold off on punishing the poor monkey, you are able to freely partake in his torture, either by heading right back into the palace, or by returning with the deku princess. When the monkey is suspended over the boiling pot, you can z-target and check him to show a cutscene where he is dunked in the hot liquid. When he is pulled out, his eyes say it all. You can repeat the scene as many times as you like, although doing so can't be good for the monkey's health. _____________________________________________________________________ Event: Praise from the Elder Rating: 6/10 _____________________________________________________________________ Location: Goron City Characters: Goron Elder, Gorons Time: Anytime Requirements: Beat Snowhead Temple Description: Not so much hidden, but since it is optional viewing, I have listed it here. Once you beat the Snowhead temple, head back to Goron City to find a circle of Gorons who will cheer for your victory. The goron elder will also ask that you become his successor, which may also carry with it a hint of sadness, as the real Darmani has died. _____________________________________________________________________ Event: Zora Rehearsal Rating: 8/10 _____________________________________________________________________ Location: Zora Hall Characters: Indigo-go's, Zoras Time: Anytime Requirements: Beat Great Bay Temple Description: Same as the above: easy viewing, but not required. Once you beat the Great Bay Temple, you can head back to the stage at Zora Hall, and jam with the Indigo-gos. Talk to Lulu, and they will play the song that you and Japas were working on that also plays at the end of the game. _____________________________________________________________________ Event: Sound Check Rating: 4/10 _____________________________________________________________________ Location: Zora Hall Characters: Zora on stage Time: Anytime Requirements: Zora Mask, guitar of waves Description: A small scene here, on stage there's a zora next to a speaker who wants to test out the sound. If you talk to him as Mikau, he'll ask you to pull out your guitar. If you do, and play a note, it will sound too quiet, and if you try again, it will be too loud. _____________________________________________________________________ Event: Underground Shelter Rating: 6/10 _____________________________________________________________________ Location: Oceanside Spider House Characters: Carpenter's Assistant Time: Anytime Requirements: Beat the Oceanside Spider House Description: Once you finish the Oceanside Spider House, a man will ask if he can buy the place from you (you first see this man in South Clock town on Day 1). If you leave the house and come back in, you will find him down the ramp hunkered in the corner praying to the goddess of time for safety. _____________________________________________________________________ Event: Sharp won't be Healed Rating: 7/10 _____________________________________________________________________ Location: Ikana Canyon - Spring Water Cave Characters: Sharp Time: Anytime Requirements: Song of Healing Description: Once Sharp appears and starts draining your health, you can try playing the Song of Healing for him to make him pause briefly. He will say that the melody is soothing to hear, but it has no effect on his black heart. ********************************************************************* * 7. Hidden Mask Interactions /\ [HMKI] * * /\/\ * ********************************************************************* In addition to being in the right place at the right time, several scenes can be observed by showing the right mask to the right person. If you find an interesting mask conversation in the game, email it to me at just_dave@juno.com and I'll include it here along with your name. _____________________________________________________________________ Mask: All (excludes Fierce Deity and Giant's Mask) Rating: 6/10 _____________________________________________________________________ Description: Any mask can be shown to the Happy Mask Salesman, as well as a few other residents of clock town, including the Trading Post Owner and Temp, the Swordsman, and the Treasure Chest Shop Owner, who will respond with something directly related to that mask. Highlights: Swordsman - will be offended by the Mask of scents since he bathes monthly, he will also be distracted by the bunny hood and be annoyed by the implications of the all-night mask Trading Post Owner - will discourage parading around with the Bremen Mask Trading Post Temp - will say he's in a band too when wearing the Zora Mask, and wish he could find a nice girl and get married with the Couple's Mask Treasure Chest Shop Owner - dislikes Don Gero's Mask saying she hates frogs _____________________________________________________________________ Mask: Kafei's Mask Rating: 7/10 _____________________________________________________________________ Description: Most people in Clock Town will respond to Kafei's Mask with some vague information regarding his whereabouts. Some reactions are of course more entertaining than others... Highlights: Anju's Mother - will turn cross and tell you to get out of her sight Anju's Grandmother - mistakes you for a young Mayor Dutour Mayor's Receptionist - thinks Kafei would never be happy with Anju Mutoh's Assistant - thinks Anju should be with him instead _____________________________________________________________________ Mask: Bremen Mask Rating: 6/10 _____________________________________________________________________ Description: Used for completing Grog's entry, this Mask also wields strange powers over some other subordinates... Highlights: Dogs - will follow you around while marching Servants of Igos Du Ikana - will start dancing around in circles _____________________________________________________________________ Mask: Circus Leader's Mask Rating: 7/10 _____________________________________________________________________ Description: Given to you by Gorman, it's pretty useless except for people that know him, mainly... Highlights: The Gorman Bros. - Talk to them during the day and their faces will turn sad, while they wonder how their brother is doing. _____________________________________________________________________ Mask: Captain's Hat Rating: 7/10 _____________________________________________________________________ Description: Will allow you to command the Stalchilds, as well as leave a lasting impression on... Highlights: Dampe - will be terrified of you and run quickly back to his hut Igos du Ikana - a cutscene will play where he will initially mistake you for Captain Keeta, but soon realizes that you are too tiny. _____________________________________________________________________ Mask: Bunny Hood Rating: 4/10 _____________________________________________________________________ Description: Cute and fast, and appreciated by those that follow the same creed... Highlights: Postman - Initially excited by the hood, until he realizes the ears are fake _____________________________________________________________________ Mask: Gibdo Mask Rating: 5/10 _____________________________________________________________________ Description: Will allow you to converse with the gibdos in the bottom of the well, as well as... Highlights: Gibdos around the music box house - who want Pamela's Father to come out Pamela - Who will kick you out of their house immediately Pamela's Father - who will find the mask fascinating, and will want to research it. _____________________________________________________________________ Mask: Kamaro's Mask Rating: 4/10 _____________________________________________________________________ Description: Will have a strange attraction to dancing fanatics, including... Highlights: Scarecrow - who will dance wildly if you come near him while wearing it ********************************************************************* * 8. Thanks and Legal Info /\ [TKXL] * * /\/\ * ********************************************************************* So thank you very much for reading! It was my hope to show with this guide that there is still much that goes unsaid about rewarding elements of a game that can easily be overlooked and underappreciated. Strategy guides and FAQs tend to omit scenes like the above completely since they have no impact on the game's statistics, even though the benefit of viewing many of these scenes can greatly add to the value and appreciation of the overall game experience, as was the case with Majora's Mask for me. With that, I would also like to thank the following: -Shigeru Miyamoto and the Zelda team for their excellent work -Nintendo -GameFAQs.com for being a tremendous resource for gaming -My wonderful family and friends All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you have any questions regarding this guide, or would like to request permission to re-post this guide in full, please email me at just_dave@juno.com.