Sadly enough, the plot up until Arbiter's Ground just got thrown out the window, including anything that had to do with the drug trip.
Right after beating the Water Temple you get this dream sequence cut-scene where Link and that girl from Link's village who loses her memory and weird shit goes down and basically warns to not rely on the power of the fused shadows that you've been collecting up until that point, then you're dumped back into the real world where Zant promptly perma-wolf's Link and gives Minda one hell of a sunburn. Then that is followed up by a quick trip to the tower to have Zelda apply some lotion on Minda but instead opts to fusion-ha! with her instead. Then its off to find the Master Sword then head towards the desert.
Also Farore's Wind only brings you back to the start of the room that you cast it in.
Also you have to grapple the reappearing block (or just shoot it) and then make the jump which is incredibly annoying due to all of the timing involved.
The block never reappeared for me, actually. Also I managed to jump up the hole on the first try somehow.
Not actually sure what the spring ball would be useful for anyway. I thought it was cool just getting to it thought.
Also I think the guy was talking about something in TP.
Anyway, as I said, went back to Oracle of Seasons after all. Up to the fourth dungeon. Stuff's actually getting interesting now that I have three seasons in the rod. J'ai besoind de ещë figure out some stuff with the object trading quest. Giving the Lon Lon egg to maple wasn't exactly intuitive because the entire game up to that point you're trying to AVOID her.
Also in TP I got the heart piece from the bird minigame, which is a minigame I was actually cool with because it's just a really simple math puzzle and doesn't actually involve much in the way of memorizing patterns and things.
I may have misremembered a few details of that room (wasn't sure if it was a grapple block or a shootable block?), but its still annoying unless you have SM's wall kicking down right. That said, the Spring Ball just saves you the time of having to bomb jump into something. The most use it sees is in a room that requires you to sink down into quicksand to get into and is full of narrow corridors, but even then bomb humping will make short work of that too. Really though its just a convenience that was made a bit more practical thanks to it getting merged with the Hi-Jump Boots.
As for Maple, the idea is to not avoid her since she carries phat loot on her ranging from rupees and seeds, to potions and rings, and to a piece of heart even. And whatever you do lose from her is usually insignificant anyways and can be gotten back easily enough.
That said, made some headway into Yggra Union as I cleared Mission 9. Reached Not Japan in DQIII. And I have pilfered the pockets of everyone on the first continent in SO2 and now I'm ready to bulldoze the rest of the planet.