
After a mysterious series of events that neither I nor THIEF can remember, THIEF finds himself at the entrance to the Angler's Tunnel with a broken back and a new set of threads.

He also complained about carrying too many bombs.

These enemies are getting repetitive. But at least they're easy to take out.

You know, the compass never helps us. We usually stumble across the boss room and all the keys without needing to look at the map.

This room... It made me realize something terrible about THIEF.
The guy can't swim. That dark, deep water just swallows him up. Luckily, those dead-tree-looking things are breakable and provide a suitable path to walk along.

Small Key.

Through that locked door from the last room, it turns out we need more keys.

SO MORE KEYS WE WILL GET.

Stone Beaks too I guess.


WE'RE WALKING WE'RE WALKING

This is not a key. (By the way, I never look at the Map either. These dungeon items are pretty useless to me. The stone beak gets the most use out of any of them.)

Across the pit. See also: suicidal worms.

Exploding a cracked block here.

You got a Small Key! But you also got an anti-fairy like 3 inches from you.

There are a lot of them here.
That block is cracked.

Another Key. And another almost-rape by an Anti-fairy.

I guess I have to start saying
HELL YEAH for these, since THIEF got the blue clothes and always has Guardian Acorn power.

Now across the pit the other way!

Here, a key fell down that hole. But when THIEF went...

Into 2D world to retrieve it...

Turns out it fell in water. THIEF cannot swim.

Nice treasure chest sitting here generally undefended.

IT'S A TRAP

These things are mysterious. One of them sparkled when THIEF jumped on it, but then nothing else happened.

Key get!

Now let's see about unlocking this door.

A monster!

The monster and THIEF just kinda do-si-do around the room for about 15 minutes, until THIEF realizes...

He cannot catch the enemy unless he moves faster! Atta boy, THIEF!

And then it died, the end.

In this room, that switch in the corner has to be pulled to unblock the doors. See what I did there? "Block"?
@$#^

Pull, THIEF!

This room reminds me of Ikaruga in that you don't have any room to move around and everything in here is after your ass.



Flippers
HELL YEAH

Nothing is important in this screenshot, but I'd like you all to take notice of the creatures south of THIEF. Look familiar? If not I'll talk about them in Dungeon 5.
Now let's test those flippers out!

Awww yeah. Now do a dive!

GREAT SUCCESS
Now let's go get the key.

Hello, key.
Time for some backtracking now that we have Flippers.

Rupees! We have a lot of those.

More Rupees! I wonder what happens if we go over 999 Rup--

@$#^
Anyways, let's go to that locked block over there.

Oh, that was fast.

Just making a note here, the 2D places are the only time you can use your sword or any other item underwater. In the top-down sections A makes you swim faster and B makes you dive.
Suddenly, THIEF and I realized we didn't have the Nightmare Key. So we went back to get it. We decided to try out those mysterious platforms again. After tinkering around for a while, THIEF discovered that you had to step on them in a certain order.

BOARD THE PLATFORMS

THIEF,you will be KILL BY DEMONS

THIEF hitches a ride.

Okay, time to go.
Please note that THIEF found a Piece of Power shortly before entering the Nightmare's room.


This is the Nightmare? It can't even speak! It's a fish!

DURHHH I WONDER WHERE I HIT IT AT (hint: it's the angler thing that is shining so brightly like my father (as a child)'s ass after being beaten by HIS father)
Seriously, this boss is just mashing the sword button on his angler. Not to mention THIEF got that Piece of Power, so this guy goes down in 4 hits. No joke.

Surf's Up was a terrible movie.


Well good thing we got those Flippers then.
IN THE NEXT EPISODE:
-Singing fish!
-More item trading!
-A dungeon inside a giant catfish!
-Swimming! Lots of it!