The Legend of Zelda: Link's Awakening (2019 video game)/Ancient Ruins Exploration

Crossing the river
Just south of the secret seashell manor is a gap in the river that looks like Link could dash jump across it. Unfortunately, Link can not dash jump across this gap as a stump prevents him from building up enough momentum. Fortunately there is an alternative route. Cut down a bush near the gap to unveil a set of hidden stairs.

Descend down the stairs to find a small partially flooded passageway that goes under the river. Most of the water here is puddle deep, though still deep enough to house shark like monsters. Hug the norther wall and go east to progress. Keep Link's shield raised and stop as the shark monsters approach to safely progress in these tight quarters. Those in a hurry, such as speed runners, may simply run foreword, though they will be almost certain to take some damage in the process.

The exterior ruins
From the stairwell exit, head north and go east along the narrow path obscured by the wall. The owl will visit Link and inform him of two shrines. One shrine is to the north. However the owl wants Link to go to the other shrine to the south first, where there is information regarding the Wind Fish in the ancient ruins.

Continue east and ignore the maze to the north for now. Instead go through the narrow crevice in the southern wall to enter the ancient ruins. This old location is dotted with columns, statues and monsters.

Not all statues are harmless, some will come to life when Link touches them and attack! These mono-eyed states carry neigh impregnable rectangular shields. While it may be tempting to avoid activating hostile statues, it is quite necessary to progress in a few instances where they block the sole path foreword. However their sluggish movements can be easily dodged or walked around most of the time, so there is little danger in deliberately luring them away and then running past, raising the shield to ensure safety if in tight quarters. Eventually Link will make it to the dungeon entrance.

Armored Boss
Just as the first chamber of key dungeon contained pots with bombs, the first chamber of the ancient ruins contains twin pots containing arrows. Take some time to resupply if needed. Head into the northern chamber to be immediately greeted by a mini boss! This huge monster is clad in blue armor, and jumps to slam the ground with it's enormous might, stunning Link if he is touching the ground. Use the Roc's feather to avoid touching the ground and thus avoid being stunned. Jump around the boss with Roc's feather to find an opening, then let loose an arrow to strike it. As the armor of the boss degrades with every strike, it seemingly speeds up. With a few strikes the boss goes down, dropping the Face Key in the process. Pick it up and enter the northern door.

The Relief
The dark room Link enters can be lit through ignoring the twin torches with magic powder. This reveals a large relief on the wall. The main subject of the mural is the Wind Fish, though the owl can be seen in the upper left hand corner. Reading the inscription in the upper right, Link receives a shocking revelation, that the island of Koholint is an illusion, including all it's inhabitants and natural features. HUMAN, MONSTER, SEA, SKY... A SCENE ON THE LID OF A SLEEPER'S EYE... Furthermore, once the dreamer is awakened, the illusion will be dispelled. The author of the relief wishes for the castaway to understand the truth of the situation as the inscription ends.

Leave the ruin interior to be greeted by the owl, who clarifies that the words of the relief are uncertain, and that the only way to know for sure is to confront the Wind Fish. The owl also states that the relief mentions that the dream is from the Wind Fish, but this again is an uncertain claim. The owl also claims it is impossible to tell if one is dreaming until one has awoken. Still tow owl assures Link that the answer will be found, before it once again flies off to the east.

Leave the ruin exterior and head north to find a statue with a disturbing message, poetically claiming that when the Wind Fish sleeps for an extended period of time, the life of the Hero will be placed in jeopardy.

Optional Fairy Fountain
Head into the rocky maze, and head northwest. Bomb the cracked wall at the northwest corner to reveal a cave with a fairy fountain to heal up and replenish fairy bottles.

Questions to consider

 * How does the author of an ancient inscription know that a castaway would read it?
 * Who is the sleeper?
 * Is it really impossible to tell if you are dreaming while asleep? With Lucid Dreaming it's possible, but was the Owl referring to a lucid dream?