Box art - The Legend of Zelda: Twilight Princess

The Legend of Zelda: Twilight Princess FAQ/Walkthrough

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Full Walkthrough/In-depth Guide

Updated 12/04/06
By Darkfury3827
Version 2.27

Table of Contents -

A. Overview
B. Prologue
C. Controls
D. Walkthrough
1. Beginning
2. Faron Woods
3. Journey to Hyrule
4. A Blighted Village
5. Faron Woods' Twilight
6. Forest Temple
7. Kakariko Village's Twilight
8. Up Death Mountain
9. Capture!
10. Back up Death Mountain
11. The Goron Mines (Fire Temple)
12. Melting the Frozen Core
13. Hylia River's Twilight
14. Escort the Sick Prince
15. The Water Temple
16. Midna's Expulsion
17. The Master Sword
18. Gerudo Desert
19. Arbiter's Grounds (Desert Temple)
20. Zora's Monster
21. Snowpeak Ruins (Ice Temple)
22. Back into the Sacred Grove
23. The Temple of Time
24. Shad's Guide to the Sky
25. The Sky Palace
E. Items
F. Enemies
G. Bosses
H. Minigames
I. Secrets
1. Special Abilities
2. Controlling a Cucco
3. Finishing Stance
4. Fragment from the History of Hyrule
5. Heart Piece Locations
6. Item Upgrades
J. Glitches
1. Game-Ending Glitches
2. Miscellaneous
K. Version History
L. Copyright Information
M. Special Thanks

 + Tip for exploring the FAQ... use Ctrl + F to open a search
bar, and type in the heading of a walkthrough section to find it.

A. Overview

The Zelda series has always been one of my absolute
favorites, and it honors me greatly to get the chance to be able
to write a Walkthrough for such a game. I've never looked forward
to writing an FAQ more than for Twilight Princess... heck, I've
never looked forward to PLAYING a game more than TP. So far that
game has turned out to be worth it, and the game gets better and
better the further I advance into it.

Feel free to send me emails to help with any issues you see
with this FAQ, but please do not email me spoilers! I will update
the FAQ as soon as I complete the game, and when that time
arrives, any emails regarding secrets or additional dungeon
information may be sent to me.
If you aren't sure what would be viewed as spoilers, I have
updated the Walkthrough sections to be as far into the game as I
am. Yes I am unable to write the FAQ as fast as I progress
through the game, (I don't want to beat this in mid-January) but
the sections are there in case you are not sure what I have
beaten yet.
Any information that I decide to use from you will be given
credit, so don't hesitate to send me it. Address your emails
accordingly... chances are if the email doesn't have a clear
title, I will regard it as spam.

Email -

This FAQ will be kept as spoiler-free as I can possibly
manage, so if you feel like you need to read a little ahead, I
will do my very best to give as little away as possible. If you
have not received all of the sword abilities from the skeleton
warrior, and you are a person concerned with spoilers, then I
wouldn't read the section "Fragment from the History of Hyrule",
which is new and fairly interesting for those who have gotten
this far.

B. Prologue

Deep in the southernmost region of the kingdom of Hyrule lies a
village by the name of Ordon. Cradled in the scenic beauty of
pristine farmland, the villagers of Ordon make a living by
raising livestock. Among the villagers is a boy known as the most
skillful rider in all the land. A boy who, it is expected, will
one day take over the responsibility of leading Ordon as the
village chief. His name is Link...

Trusted and liked by all the villagers, Link is especially loved
by the other children of Ordon, among whom he holds unofficial
status as the leader of the pack. Link spends his days as a ranch
hand and learns the ways of the sword from the village's lone
swordsman, Rusl, in his spare time. He often displays his newly
honed skills to the village youths, which makes him even more

One day Link is showing off his swordsmanship as usual, when a
monkey appears. "Hey! That's the monkey that's been causing
trouble all over the village! Let's get him," cry the children.
They run after the monkey into the forest. Link rushes into the
heart of the woods after them and is shocked to find that the
dark thickets are teeming with countless monsters. After fighting
his way through their ranks, Link rescues the child and the
monkey from the cage where they are held captive.

Until now, the forest had always been a safe place...

The next day, after much encouragement by Rusl, Link prepares to
set out and deliver the village's tribute to Hyrule Castle.
Having never visited the castle before, Link is in high spirits
as he prepares for his journey, but when his childhood friend
Ilia notices a wound on Epona's haunch, she gives Link an earful
for being so careless with his horse. In a huff, Ilia leads Epona

Link tracks down Epona and Ilia at the mystical spring nearby and
attempts to apologize for injuring Epona. But no matter how many
times he says he's sorry, Ilia simply refuses to forgive Link.
Then Colin, a young boy from the village who idolizes Link, steps
forward to mediate the situation. Thanks to Colin's explanation,
Link is finally able to get Ilia to drop her guard and
talk with him. Having warmed back up, Ilia tells Link, "Come back
safely, and don't do anything reckless!"

Just then...

A monster astride a huge boar comes crashing out of the forest.
The fearsome monster and its mount break through the gate to the
spring and attack the youths.

Caught off guard by the sudden assault, Link is helpless to stop
the monster from delivering a blow that renders him unconscious.
Through the fog of his half-conscious mind, Link watches Colin
and Ilia get swept off by the monster...

C. Controls

The controls for this game are surprisingly simple, but
they can be weird since there really hasn't been this kind of
control scheme for any game before, and take a few hours of
playing to get used to. Anyway... onward!

Analog Stick - Moves your character around, whether it be
Link or Cucco.

C Button - Allows you to look around in first person.

Z Button - Allows for all manner of Z targeting, and has a

few uses besides that, including actions such as combining bombs
and arrows on the menu screen.

D-Pad - Up on the D-Pad allows Link to talk to Midna. If
Link is in wolf form, he can use his "sense" ability. In Link's
normal form, he can assign weapons to the D-Pad, and switch them
to the B Button at any time.

B Button - Link's item button. In wolf form, this is the
ability that allows Link to attack several enemies at once.

A Button - Allows Link to make evasive maneuvers while
holding Z and a direction on the analog stick. (A and Z does
something different altogether, see "swordplay" below) The A
Button also allows you to put away weapons, like the torch to
keep it from wasting fuel.

(-) Button - Brings up the item menu screen.

(+) Button - Brings up the equipment screen.

1 Button - Allows you to view your map.

2 Button - Toggles the minimap on and off.

Horizontal Slash - Swing the Remote side-to-side

Vertical Slash - Swing the remote while Z targeting

Stab - Stab with the remote while Z targeting and holding
up on the analog stick

Jumping attack - Hold Z and press A

Spin Attack - Swing the nunchuck from side to side

D. Walkthrough

The title screen pans out on Link riding his horse across
the plains of Hyrule... he rides off screen, and when the camera
refocuses back on the hero of time, a wolf is seen facing a
waterfall, and bellows out a long, deep howl.

1. Beginning
You start the game with the choice of renaming Link and
Epona... for the sake of keeping confusion down, both the hero of
time and his horse will be referred to as their classic names.
When the screen first opens up, Link is having a
conversation with his uncle. He wants you to make a delivery to
Hyrule Castle in a few days. After the talk, are standing outside
of your house in a forest in some regular, townspeople-esque
clothes. The Ordon Village rancher named Fado is there, and he
wants you to help him herd his goats.
You're going to need Epona to do this, and Ilia had just
led her away. Head down the path that is to the left of your
house and walk north on the path you find yourself on. There's a
spring on your right-hand side where Ilia is washing Epona. She
asks to you play "the melody that Epona likes" from some
horseshoe-shaped reeds on the ground.

Note: These reeds can be played to call Epona if she isn't

Ride Epona south and keep going until you pass through town
and make it to Ordon Ranch.
You will need to get the goats inside of the barn, so just
circle around them and run them toward the barn. Whenever you get
near a goat it will run away from you, so just circle around them
and press A once they're running in the general direction of the
barn doors. After finishing up, you will be thanked and a day
will pass.
You get woken up the next morning by a trio of annoying
kids named Talo, Malo and Beth.Climb down the ladders of your
room to the outside to find them talking about how they wish they
had a slingshot. Colin is also there, who has made you a fishing
rod, but doesn't have it on him. Head back to Ordon Village.
       Once you are into town, you have a whole bunch of problems
going on. You are supposed to get a fishing rod from Colin's
mother who is pregnant and has lost her baby's basket... the
woman named Sera at the shop has lost her cat and refuses to
serve customers, and there's an old man on your left who wants to
get a beehive out of the tree he's staring at.
First thing's first... knocking the beehive down out of the
tree. Walk to your right and there's a guy who calls to you to
talk to him using Z targeting. Just climb the vines up to him,
and on top you will find some grass that gives you the option to
pick up. Do so, and blow on the grass to call a falcon. He lands
on your arm, and you can now throw the falcon, so aim for the
beehive. The falcon will hit the hive, which will fall and the
bees, (now homeless, good job) fly away. If you talk to the old
man, he just remarks how he was going to do that anyway. More
importantly, 15 rupees await you at the top of the tree, and you
need 30 to buy the slingshot. Climb to the top of the tree by the
vine next to the beehive remains and collect.
Head back to the reeds that called the falcon... now jump
across the roof of the house and a few more platforms to a second
set of reeds. Call the falcon again, and look down the river. See
that monkey? Throw the falcon at him to get the basket that
belongs to Colin's mother.
Bring the basket back to her, and then run to her house to
be given the fishing rod.
Find the shopkeeper's cat next to the river's dock,
(conveniently opposite side of the town from the shop) and fish
right next to him. He's a hungry cat, so after you catch your
first fish and throw it back in the river, he'll start to pay
attention to you. Catch a second fish and he'll grab it and run
back to his house.
Make sure you have 30 rupees before continuing. Search tall
grass and throw pumpkins out of the pumpkin patches if you need
to... but 15 extra rupees outside of the 15 you found above the
beehive shouldn't be difficult to come across.
Head inside the shop and buy the slingshot. You will also
be given a bottle half-full of milk. Milk recovers three hearts,
so save it for a time of need.
Now move back to the clearing that has your house. Your
uncle will be there, letting you know that he's left you a
present. Kill the spider on the ladder with your slingshot and go
inside your house. Of course you couldn't possible be handed a
wooden sword, he had to throw it inside of a treasure chest. Head
back outside and talk to Talo and gang.
Show them your impressive new equipment, and they'll make
you practice on targets and scarecrows with your sword and
slingshot. After completing their little games (you have to do
them, I tried to get out of the swordplay one but it doesn't
work), a cutscene will occur and you will find yourself chasing
the kids into the woods. Hop on Epona and charge in.

2. Faron Woods
       Charge into the forest on Epona. You'll first see Beth and
then Malo, who neither of which made it very far. Keep galloping
north, and you'll come to a gate. Jump the gate with Epona and
ride her until the path splits. When it does, dismount Epona and
take the left path first. This leads to a man who gives you a
lantern. Go back to the split in the path, and take the right
split, and enter the dark forest. Inside you will see a torch you
can light. Head up some stairs killing bats and lighting torches.
Link will pass some cobwebs... burn those and keep on moving.
Bats will annoy you the whole way through, but it will get worse.
Just target them and beat them with your stick.
Right before the exit the path will split again. Take the
right path first to find a chest with 10 rupees inside. Now take
the other split to exit the cave. Link will find himself in a
large field full of bokoblins, keese and deku babas.
After crossing the field, you'll find yourself in a smaller
field with a locked door to the east and a path to the north.
Take the path to the north, and you'll walk into a cave. Lay
waste to all of the bokoblins inside of the cave, and open the
treasure chest to find a small key. While you are here, light the
torches on either side of the chest to make a chest containing a
heart piece inside of it.
       Run back to the field and go east to get to the door
and unlock it. Two bokoblins are waiting outside of the gate, and
a third is right inside of the gate, just waiting for you to open
it. When you enter the next area, a shop is on your right, run by
a bird. He sells red potions (that recharge life) and oil fuel.
BE WARNED! You have to manually drop money in the bird's
basket. If you buy something from him then just try to leave,
he'll fly at Link's head and try to peck him to death. I just
dropped 3 rupees in his basket even though the oil cost twenty
and he left me alone... regardless of how badly I ripped him off,
A rock path past the shop leads to more bokoblins guarding
a cage. The cage holds a monkey Talo, captured. After you kill
everything in sight, hack open the cage with your sword to rescue
the pair. After you do, you will find yourself back in town. You
uncle runs to you and chats for a few moments.

3. Journey to Hyrule
Head back to Ordon Ranch, and help the rancher re-corral
the stray goats. After you do so, it will finally be time to
leave Ordon Village!
However, Ilia realized that Epona is hurt, and wants to
take her to the stream to fix her up. Follow her into the woods.
Your path will be blocked by the trio of kids... just give in and
give them the sword, they might just wind up poking an eye out
regardless of what you do, heh.
Head into the woods and crawl through the tiny hole on your
right. It'll turn left and lead you into the pool of water. Colin
and Ilia will be there with Epona. The following cutscene is a
little nuts, so brace yourself. After you transform into the wolf
and get dragged away, you wake up in prison. Dig at the shackles
at your feet, and you will be confronted by a mysterious being
named Midna.
She taunts you to see if you can possibly escape your
prison. You can attack as a wolf just the same way that you can
attack with Link, so attack the crate leading out of your jail
cell and then dig right at the hole. For future reference, you
can dig at entrances of places to get in and out of buildings.
Now you can execute commands with Midna, such as using her
to jump up high places. This is going to be a bit of an
adventure, so bear with it. You are in a sewer system... getting
out of the sewers is by no means difficult at all, and follows a
fairly linear path, but just proceed with caution. There are some
baby shadow monsters, and these guys will be able to jump up onto
ledges, so don't think that running away from them will really
solve much.
Walk around the first hallway and discover your senses
ability. Talk to the first spirit, and open the first sewer
grate. You will start using some of Midna's abilities to open
sewer grates by pulling the chains, so get very used to them.
At one point in the sewers you and Midna get split up.
There is a hole RIGHT next to the gate on the left side that you
can crawl in. Walk up the path after you crawl in and down a
hallway that veers to your right, and you will meet her on the
other side.
       You will open another hatch and come to a spot in the
hallway that has the floor covered in spikes. No, do not step on
them... unfortunately Link is still limited even in awesome-world
with what he can do, and walking on metal spikes isn't one of his
There's a lever within sight of the spikes that can be
pulled, and it will open some doors that raises the water level.
Now you can swim over the spikes.
When you get to the other side, open another grate and
search for a lever to lower the water level. You'll find three to
four more spirits around if you use your senses, and the shadow
monster attacks with grow more frequent. There are NO treasure
chests or anything special in this dungeon, so worry less about
exploring it and worry more about getting through to the other
After you lower the water level you'll be able to find a
door that leads to a round room. The round room leads up a round
staircase, and in parts the staircase breaks and has huge gaps in
it. At this point you will have to hit up on the D-pad to get
Midna to teleport to the next part in the staircase, and then Z-
target her and press A at the same time. There are times you will
have to teleport four or five times in a row, so when that
happens, just hold the Z-targeting down and repeatedly press A. I
found that if you don't do it quickly enough, you'll fall back to
the beginning and have to endure the long, arduous climb again.
When you reach the top of the staircase, you get outside,
and it seems Link and Midna have come to the rooftop of a large
castle. Talk to the ghost as Midna suggests, and you find out
you're really on top of Hyrule Castle... just a Hyrule in ruins.
Walk to your left then turn right... you're going to have
to teleport multiple times, then you're going to be walking along
the rooftops. It is easy to fall off into the void, and if you do
you lose a heart and have to start over. Avoid the shadow crows
as much as you can possibly help, because those birds can be a
After a little bit of careful footing, you will come to a
part of the roof that is very steep and shingled. Take care here!
It is raining outside, the edge is steep and slippery. You're
going to have to fight the crows, so try to avoid using your
shadow attack. Stay in the middle of the rooftop if you possibly
can as well. When you make it to the tower, enter it. Climb to
the top, and there will be a cutscene with a familiar face.
After learning much about your situation and what has been
happening lately, head back down the stairs only to be almost
caught be the guards. Midna will drag you outside, and after
another short and again shocking scene, you're back in the pond
outside of Ordon Village.

4. The Blighted Village
You find out that Ordon Village has been covered in
Twilight as well. Head for the village. When Link gets outside of
his house, he will be assaulted again by more baby shadow
monsters. Take them out, and a squirrel will thank you. He will
also go on to tell you that you can talk to the other animals in
the village, and that you should use them in order to help you
Midna demands that you get a sword and shield. Go into
town, and find two townspeople talking. If they see you they will
scatter, because they think that you're a monster. Talk to the
dog, and he'll suggest sneaking up on them. Do so, and they'll
spill the location of the sword and shield being kept in the
town. Apparently one of the townspeople are going to try bravery
on for size and see if they can get some rescuing of the kids
done. Hmm... well head for the house that has the shield. It is
next to the river, and when you get close, one of the townspeople
calls down the falcon to attack you. Run off to the side, and get
help from the cat this time. The cat tells you to sneak up on
her. Jump up the roof of the nearest house, and run straight at
the woman from behind. She'll freak and run, and the falcon
swoops down to talk to you.
The falcon tells you how to summon him, and recognizes you
as Link, in wolf form or not. You're first chance to howl! Yay!
Now use Midna to get inside of the house with the open
door, and steal the shield. The shield is on a wall... attack the
wall twice and the shield will fall off of its hangings. It's a
wooden shield, and as incredibly stupid as it looks, it is even
more useless in the fact that if it burns, it disappears.
Head out of the house, and head up the hill of the house
that has a woman and a man standing outside of it. The man
apparently wants to go back into town to look for the kids. Don't
go near the woman, she will scream and the man comes back to
guard the house. Instead, head around the right side of the house
and talk to the chicken. After a fairly entertaining conversation
that sounds as if the chicken wants to ask you out for a night on
the town, she gives you a slight hint. Walk up to the wall and
turn on your senses to see the ground where the light is shining.
You will be inside of the villager's house, and the sword will be
sitting on the couch. After getting both of them, head out of
town and head north toward Faron Forest. It is time to clear the
forest and get your human form back, once and for all.

5. Faron Woods' Twilight
After crossing the door, a short, funny cutscene follows
where Midna nearly clears your head with your sword. She keeps
your items safe for now (since you can't use them), and your
journey into the darkness begins. (My this is quickly turning
into a very dark game!)
Heading north you will come to a field where a trio of
shadow monsters are roaming a field. After killing two of them,
the third brings the dead monsters back to life, and Midna
realizes that more needs to be done. Now, if you hold B, Midna
will make an aura around you that covers any hostile creatures in
the ring with a pink substance, and when you let go of the B
button, Link rushes and kills everything at once. Use this
ability to kill the monsters all at once.
Keep heading north until you find the waterfall. The light
spirit of the Ordon area will come forth, and tell you of the
plight that Faron Forest is in, and give you a thing called the
"Vessel of Light", which looks like a string of grapes. It seems
that the energy that keeps the world from falling into shadow has
turn into teardrops, and taken the form of invisible bugs that
have spread themselves throughout the forest. Lucky enough for
you the bugs can be seen if you hit left or right on the D pad by
entering your sense mode. Even better, all the locations of the
bugs are marked on your map by a white square.
So! To begin looking. Your first set of bugs is northward
on the path in front of you, so head that way. Kill a couple of
the plants you find, and then search around the first set of
squares. A white bug will appear... they can shock you, so be
warned and look out for pink electricity. Pounce on the bug and
turn it into a tear and collect it.
Keep running down the path, and turn right to find the
lantern merchant. His house has a bug on the side of it... run
into the wall to force the bug to drop down. Kill it and take the
tear. Walk around the other side of his house and up a ledge, and
Midna will call you to jump up to the merchant's house. Enter his
house and find another tear.
Go back to the split in the path and head north, entering
the cave. Make sure if you come near a spot on the map that has a
square you sense and look for more bugs. The cave entrance has
one or two, and you can find more spread out on your path. When
you reach the split in the cave's path, head left and exit the
Upon exiting the cave, turn to your left and sense again.
On the rock wall will be two more tears. Again, run into the wall
to make them fall off, and rush them for more dead bugs and the
sweet blue light that fills the vessel.
Run northward still, and come to a lake of a nasty, purple
mist. Running into it will cause you to pass out and start
backward, so don't do that. Instead, on your left side is a dock
that extends a little bit into the mist. Stand on that, and Midna
will ask you to call her services again. Here comes a long chain
of jumps... be fairly quick about it, and watch your map closely!
There's a bug at one of the places that you come to rest between
your chain jumping, so make sure you don't miss the tear.
When you make it to the opposite "shore", you'll notice the
presence of two more bugs. Turn on sense, and look for their
shadows in the ground. Tricky jerks, they're trying everything to
trip you up. Dig to pull them out of the ground, wait for the
pink electricity to subside, and take them out.
Keep going northward to find another trio of shadow
monsters. Remember to kill at least two of them with Midna's B
move, and then continue onward. Link will arrive at the rock path
that leads to the hostage site of Talo and the monkey from
earlier in the game. Find the last tears, and enjoy the coming
cutscene about the dangers of the forest and how Faron Forest
needs to be purged.
Run back to the oil merchant, who gives you a key to the
locked path. BUY THE BOTTLE FROM HIM! It's 100 rupees, but seeing
as how bottles are infinitely useful, make sure you get your
hands on that. Unlock the gate and head through the cave and go
to the poisonous lake. Link approaches the lake, no longer in
wolf form, and thus no longer able to enjoy Midna's help across.
Help comes regardless in the form of monkey, who steals your
lantern from you while you aren't looking, and leads you through
the fog. Follow him as he uses the lantern to disperse the fog to
reach the other side, at which point he returns it to you.
Head north, still carving great chunks out of the monsters
infesting the Faron, and run past the bird's shop until the hills
where you run into a cutscene. A white wolf approaches you and
turns into what looks like a skeleton warrior, who gives you your
first special ability, Ending Blow. Yay! Enjoy this moment,
because it is the only time your special abilities are given to
you for free, hah.
Keep going on this path until you come to the entrance to
your first dungeon, the Forest Temple. Kill the monsters and burn
the web with your lantern to enter the temple, and prepare for a
lot of monkey howls before you exit.

6. Forest Temple
Mmm... smell that rotten, vine and wet bug-filled air. Walk
forward, cutting down the returning lizard men and bats,
replenish your slingshot stores by killing the plants, and keep
moving forward until you find a monkey trapped in a cage. Slice
and dice the contraption to free the poor furball, and look
around. Vine walls are all around you. Kill any spiders you find
with your slingshot, and head up the left vine wall to reach a
chest with a yellow rupee inside of it. Now head up the other
vine wall next to you to enter the next room. Inside you will
find a spider... kill it and light all of the torches in this
room. After they are lit, a staircase will appear. Head up the
stairs to get the dungeon map, then walk through the door to the
next room.
You'll see a monkey with a pretty boomerang that just
screams "this is Link's" that gets thrown at the rescued monkey.
The bridge in this room falls apart, and Midna appears to point
out the obvious. Follow your monkey friend back into the previous
room and onto the center platform. Jump onto the monkey's hands
and get across the gap to the western door, and enter it. Link is
now in a hallway... head right and attack the bulbous monster
that stands up and goes at you to cause him to start blinking
red. It's a bomb. Place it by the rocks behind it to clear them
out, and rescue Ooccoo, a weird little man that will warp you to
the beginning of this dungeon if you feel you need to. As a note,
Ooccoo needs to be found in every single dungeon if you want to
use him for that dungeon.
Turn around and go down the other direction in this
hallway. Let the web burning commence, and continue to follow the
monkey through this room while experiencing a little ledge
climbing. The only door you can enter is the northern one, so go
through it and open the chest for a small key. Exit and backtrack
until you get to the platformed room again with the locked door.
Unlock the door and go inside.
In here you will find a large round room, filled with a
bridge and stairs that lead to a recess where a pillar is set up.
At the top of that pillar is another monkey inside of a cage.
Cross the bridge and let it collapse, then roll into the pillar
twice to cause it to fall and break. After releasing the second
monkey, a few monsters will show up. Slice and dice, then follow
the monkeys up the path. Using both monkeys you can cross the gap
that is left by the destroyed bridge, and go through the door
that you came into the room with.
Time to do more backtracking... something that I'm sure
you're going to get very used to in here. Move back to the room
where you lit the four torches and found the map. Now with your
second monkey, you can move east across the gap and enter the
door on that side of the room.
This room has red plant monsters that can detach from the
ground and come after you. Kill those, and notice the large red
plants swelling on the ground. They cannot be killed with
anything you possess right now... and you guess it, bombs! Search
around to find a few bomb monsters. Kill them, and throw the
bombs into the giant red plants to kill them. Also, there's a
bombable pile of rocks if you walk up the ramps. Behind that wall
is a door, but ignore it for the moment. Instead, walk to your
right side. There is a vine wall with two little spiders on it.
Slingshot them to death, and jump the gap and climb up to a door.
Inside is a third trapped monkey, who is behind a locked door. A
huge plant eats the key, and then starts raging. Z target its
head with the slingshot until the head dies, and then throw
another bomb into the center plant. After the plant is dead, get
the key and free the monkey. Head back into the previous room and
NOW enter the door that was behind the rock wall.
Inside this room you will see a number of new sights.
First, run into the pole with the chest on top of it. Open it to
get the key, and then cross the bridge. The bridge has monsters
hiding underneath some of the tiles, so walk around them. If you
stand on top of a tile, they'll throw you up into the air. You
don't have the means to kill them just yet, so for right now they
just have to be ignored.
Once across the bridge there is a uncompleted staircase.
Light the two torches, and the staircase will rise to completion.
Kill the spider hovering at the top of the stairs, and unlock the
door in this room that leads to another monkey. Now it is time to
backtrack again... woot. You have to head back to the four-torch
room again at the beginning of the temple.
They now want you to follow them. Head to the room with the
bridge that was destroyed by the monkey with the boomerang. With
so many monkeys, you can now cross the gap to the other side. On
that side you will find the monkey himself.

Mini Boss - Monkey

This room is staged with pillars all over the place. The
monkey will jump from pillar to pillar, throwing the boomerang at
you as enemies pop up from around you. Let the monkey jump until
he stops on a pillar, and run into the pillar. He will fall off,
at which point you can tear him to pieces with your sword. If
enemies are around you also, just use your spin attack to throw
them off and hurt him at the same time, and keep hacking. Rinse
and repeat until the monkey gives up, and you kill the thing that
was controlling his mind. You get the Gale Boomerang for winning
the battle.

Look up at the pillars. There are some propellers on top of
them, so ready your boomerang and lock onto them all. Chuck the
boomerang at them to spin them around enough that the door to
this room opens. Back outside, take a note that your boomerang
can change the direction that the rotating bridges are facing.
Head up and cross the bridge outside to lead to another captured
monkey. Rescue him by throwing the boomerang at the cage, and
Midna pops out to let you know that maybe you should look for
more captured monkeys.
Now continue crossing bridge until you're back inside of
temple, and work your way back to the four-torch room. Once here,
you can hit the webs suspending the treasure chest and pots to
get a few rupees and the compass. Head through the western door
of this room and follow the path until you reach the room.
There's a wooden cliff that you can reach... get to it and follow
it up to a chest that is blocked by a large gate. In front of the
gate are four large columns, each with propellers on top of them.
On the dirt is a Z... lock onto the torch propellers in that
order with the boomerang, and release it to open the gate. Open
the chest, and you finally get the big key! Now to get to the
boss's lair.
From this room, enter the northern door and keep going
straight through to the next room after that. Now that it is
possible for you to manipulate bridges, you can cross this room
as well. Using your boomerang to hit the propellers on the
bridges, cross to the door on the eastern side of this room.
There be spiders afoot. Kill them, mercilessly. On the left
side of the room from the angle of where you entered through the
door, there's a hole in the ground near the wall covered by a
web. Burn it with your torch, and fall. Link will land on top of
a monkey's cage, which after you chop it open the monkey will
climb the vines to get back to the first floor and exit the room.
Follow him out of this room.
This time, go through the northern door, and you will see
an interesting sight. All of the monkeys that you have rescued
have found their own ledges to sit on... which means you can see
how many you have left to get. Move your way to the eastern
platform, hacking and slashing your way to the vine wall. When
you get there, shoot down the little spiders hanging out on the
wall, and climb the vines to get to another door. Inside are a
few plants, and a ledge with a rock wall sitting on top of it.
Time for some ingenuity.
Target the bomb monster first and then the rock wall second
with your boomerang. The boomerang will pick up the bomb and
carry it to the wall, blowing it to pieces. Climb onto the ledge
and clear out a bunch of red flowers and monsters, then walk to
the edge of the ledge. Get another bomb with your boomerang, and
it will carry the bomb to you. Turn around and blast open the
rock pile to free another monkey. Now head down and cross the
bridge and summon another bomb. Clear the giant red plant out of
your way, and open the chest to get a key. Head back out to the
room with all of the monkeys.
Rotate all of the bridges again so you can move through the
southern door, backtracking yet again. Now enter the west door
with your sweet new key. Head to the back of the room, killing
enemies. The tile enemies are in here again, and they can be
flipped over with the boomerang. Once they are, kill them with
your sword. At the back, right hand side of the room there's a
tile enemy blocking your path. Kill it and keep moving, fighting
your way through more spiders. Come to the vine wall and kill the
spiders on it via slingshot, then climb up to the top to find the
last trapped monkey. The Gale Boomerang will take care of the
pillars on either side of his captivity, and once you release him
backtrack back to the room where all the monkeys are waiting.
When you walk in, the monkeys form a huge monkey chain that
you can use to cross the large gap to the boss's door. After
making sure your boomerang is equipped, enter inside and prepare
to face the boss.

Forest Temple Boss - Diababa

The boss starts out as two baba plants (di means two, if
that explains this boss's name) hovering above a pool of water.
There are bomb monsters laying around the place. Lock onto the
plants, and pull the bombs to you. Run up to the shore and the
baba plants will try to eat you... throw the bombs into their
mouths. After blowing up both plants, they will sink into the
lake and the true boss will come out. It has both arms, but a
very large, very angry center to the plant that opens with an
eyeball that protrudes.
All of the bomb plants at this point are gone, but the red-
butted baboon returns, carrying bombs with him. Stand out of the
plant's reach, and lock onto the bomb the monkey carries first
and then the body of the monster. When the bomb hits, the plant
will fall and expose the eye of the plant. Hit it with your sword
until the Diababa regains control, and continue until Diababa is
As a sidenote, the first time Diababa is knocked down, it
will spit a purple acid at Link in a zigzag pattern. It is fairly
easy to dodge this acid, so do so if you can.

After the battle Midna will collect the Fused Shadow, then
tell you to pick up the heart piece (thanks for the obvious) and
that she can warp you out of the dungeon. Once you defeat the
boss, another cutscene ensues and Midna notifies Link that he
needs to help her find the last two Fused Shadow pieces, because
she needs them.

7. Kakariko Village's Twilight
Now you can leave the Ordon province! Hurray!
The mayor of Ordon Village tells you to keep a lookout for
the kids of the village, because apparently they were all
captured and taken away.
Head north out of the Village and exit out of the path that
branchs off of the left side of the map. Once you do, you'll find
yourself on Hyrule Field, with only a _very_ small portion of it
being accessible to the player character. Head northwest until
you find the border of the Twilight that is covering the land.
You are asked if you would like to enter the Twilight, knowing
that it will probably be a little while before human Link is
playable again. Say yes, and a hand drags Link through the door,
where you get to watch his transformation take place for a second
Once in Kakariko Village, and after killing another shadow
monster trio, you are greeted by the second light spirit. The
spirit is nice enough to tell you that the village and Death
Mountain are all covered in Twilight, and that again, Link, you
must do something about it. You are given another Vessel of
Light, and once again the locations of all of the bugs are listed
on your map... it is time to go collecting bugs.
Head north to the first house on the map that shows a
location for some of the bugs. Here you will see a mill-looking
house, and Midna will call to you. Jump to the top of the house,
and find the weak spot on the roof. Fall through the ceiling of
the house, and turn your sense on. Watch the cutscene that
ensues. Since the family cannot see you, the smartest thing to do
would be to grab that stick laying on the ground, light it with
the fire, and light all the torches around the wall to open up
the cellar. They'll freak out because they can't see you, but
tough cookies to them. Fall into the cellar, make sure your sense
is on, and go murder bugs.
When you exit the cellar, (using Midna to climb the
scaffolding) Link finds himself in a graveyard being swarmed by
crows. Kill them or ignore them, and search for bugs digging in
the ground. You know what to do... stand over their shadows, dig
them up, and take the tear. Run out of the graveyard and back
into the village once you've collected.
Run to the right on the map, and you will find a general
store. The store has a hill that is on its right, and a space you
can crawl into to get inside of the store. Enter the store and
get the next tear.
Head back out of the store, but this time run up the hill
that is behind the store. When you reach the top of the cliff,
hop across a little ledge to find the entrance of the inn. Inside
you will find a few more tears, one of which is hiding inside of
the fireplace. Light a torch to burn the sucker out to win
yourself another bit o' tear.
Go back outside when all of the tears are gone, and look to
the western side of town. There's a few houses in a row, and you
need to get inside one of them. Look at the westernmost house...
there are several ledges on the left side that you can climb.
Climb up the ledges to get to the roof of the house, and cross
two roofs to get to a house that has a weak ceiling. All for
forcing the townspeople to remodel, fall through the roof. Inside
is a pushable block with a tear hiding inside of it. Collect and
exit the house.
Now run to the bomb shop. Actually, pass up the bomb
shop... once you do, you will find a huge mess of garbage between
the store and a hill. Climb the boxes there, and look at the side
of the store... there's a window that you can jump through. Do
so, and again use your sense to kill and collect the tear inside
by knocking over a dresser. Exit through the top of the building
using Midna. When you do, a bug will be scurrying away from you,
(smart bug) so give chase. It runs inside of a building filled
with explosives. (Not dangerous) Get inside, and light the
fireplace with a torch. When you do, a mini cutscene occurs, and
Link finds himself facing a pile of rubble and several dead bugs.
Collect the tears left from the explosion, and keep heading up
the cliff by running to your right.
Another building is further up the cliff, and there's a
space between dirt and wall on one side of the building. Dig
underneath that space, and find yourself inside ready to hunt.
Sense and destroy, then exit the building. You're almost done...
the most annoying part of tear collecting has just past, in my
opinion. Now you need to head out to Death Mountain. Jump off of
the ledge you're on, then head for the top of the map where it
splits off, and take the left path.
This path is VERY linear, so it is nigh impossible to get
lost and/or miss a tear along the way. Midna begins by pointing
out the very obvious, that this path is impossible to pass
through. She helps you jump up the huge wall though, so it's ok.
As you run down the path you will come to ledges you need to
climb up and steam geysers. When your first steam leak arrives,
Link should be getting close to his first tear on Death Mountain.
As a note, the steam doesn't do damage, it just can be annoying.
When you collect your tear, look for the statue that has a
hole in it... that is also the first technique stone that you can
call upon. Activate it, and perform the given howl to have the
skeleton warrior mark on your map where he is going to meet you
to give out Link's next ability... the meeting place is marked as
the Ordon Village spring, where you were attacked at the
beginning of the game.
Continue onward, and eventually you will come to a clearing
with yet again, more shadow monsters! Hurray! They're trying to
be tricky now... one of them is hidden behind a wall. Kill him
first, then round the mini maze and combo kill the other two.
Beware of trying to kill them too close to the wall, because I
had Link run into it twice and only one died, which meant the
first two got revived.
After killing the beasts, check the walls of the cliff on
the upper part of the map for another bug. Run into the wall to
make it fall off, kill and collect your second-to-last tear.
Almost there!
Keep running along the path, climbing ledges and avoiding
more steam geysers. Finally you will be overlooking a large
crater. Jump down into the crater, kill the monsters you find,
and then look around for the last tear. After you collect it, you
will meet the second Light Spirit Eldin and another cutscene will

8. Up Death Mountain
After being thanked for being the big, brave hero that you
are, head back north to Death Mountain. It is time to realize
what a pain the Gorons are being. Climb the wall, and wait for
the Goron to roll at you. Press A at just the right time to...
get thrown off of the cliff. Don't bother trying again, Link gets
crushed time and time again. Run back into town and a cutscene
will begin with Renado telling you that only one man has ever
been able to face the Gorons... and that man is, Bo! The mayor of
Ordon Village has a secret, and you must master that secret.
As you finish talking to him, Epona storms in being hassled
by some monsters. Jumping on her, Link tries to get hold. This is
where you come in... press left and right when told from the
bottom of the screen (directions appear), and after riding around
for awhile it will tell you to press A to subdue Epona. Do so,
and gain control of her again. Now it is time to mosey on back to
Ordon Village.
When you get back to Ordon Village, ride Epona south until
you meet the mayor. He'll call you over and invite you to his
house. Follow him, and he'll teach Link the basics on sumo
wrestling. (Sumo wrestling controls in the Minigames section)
Beat Bo twice, and after the second time he gives you the REAL
reason he was able to best the Gorons... iron boots! Sweetness.
It's about time for a rematch.
Note: Before leaving town, don't forget to meet the
skeleton warrior at Ordon's spring.

9. Capture!
Link comes back into Kakariko... to find that Colin was
being brave, but you have to chase him down because he's been
stolen by a slew of mounted orcs. Take Epona and now instead of
heading left to Death Mountain, head northeast instead and jump
the fence to find yourself in the western part of Hyrule Field.
(It looks very north to you now, but wait until more of your map
is explored later)
A large group of orcs are riding with their leader, who has
Colin tied to a pole. Draw steel and prepare to take some orcs
down. Honestly, this battle was done very quickly for me... I
chased the leader orc down, being careful never to use my last
spur to speed up Epona with, because that way they recharged
faster. All the while if any orcs got close to me I just used
spin attack. When I came upon the leader, I used spin attack on
him and hacked away on him while I was waiting for my spin attack
to recharge.
You will have to endure flaming arrows and swords while
chasing the leader, so just keep yourself cautious while fighting
within this battle. After hitting the lead orc a few times, he
heads across a bridge, at which point Link follows him. Now
you've got a bit of jousting to do.
As the monster charges at you, directions are displayed
along the bottom of the screen, telling the player what they need
to do. At the last second the player will have to turn suddenly
to either the left or right and slash at the same time, knocking
the orc off of his steed. If the orc hits you instead, Link falls
off of the bridge and you have to start the battle again, but
with one less heart.
Following victory, Link will rescue Colin and bring him
back to town, much to the delight of the villagers. (And Colin as
well I'm sure) Another cutscene follows, where Colin realizes
what it is like to be brave. Head to the shop to buy a Hylian
Shield, seeing as you're going into a level filled with lots and
lots of fire, and get whatever else you need, because it is time
to scale Death Mountain for a second time.

10. Back up Death Mountain
Climb the wall, and once at the top don the iron boots. A
goron will start rolling toward you. Press and hold A at the
right time, at which point Link will grab and chuck the Goron off
of the cliff! Continue up the path that leads further into the
mountain, stopping to throw the occasional rolling Goron. After a
bit o' journeying, Link will once again arrive at the steam
geysers. Prepare to run, because there's a spot coming up where
tons of enemies are shooting at you with flaming arrows.
After passing through the gauntlet, and stopping monsters
and Gorons everywhere, you'll find the second crater area where
wolf Link found the last tear. Gorons are more plentiful here,
but now they'll actually fight you. Put up your shield to avoid
getting hit by them and fight back. If you have your shield
attack, use that when they hit you. If you don't, either stab or
use your jump attack when you can find an opening. Either way,
after beating a Goron it will shell up into a ball, and you can
stand on its back and get thrown into the air. See all those
ledges going all the way up? You're going to have to fight a
bunch of Gorons to get to the top. There's a point where steam is
blowing across a ledge close to the top of the mountain, and it
won't stop blowing. To walk through the steam, put on your iron
boots and it won't knock you off of the cliff. The only other
trouble spot I can think of is near the very top, where as soon
as you get chucked off of a Goron onto a ledge you have to
immediately face another Goron. All I have to say for this part
is, be prepared!
After reaching the top of the mountain, Link will come into
a cave and face another cutscene. Gor Coron and his flunkies are
inside, and he'll challenge you to a sumo wrestling contest. Link
immediately loses, and of course gets laughed at. It's time for
round 2. Put on your iron boots and challenge him again, and
after you beat him, he'll realize that you're a person of a good
Gor Coron then will tell you of the troubles that the
Gorons are facing, and let you into the Goron Mines. Make sure
you have your Hylian shield equipped at this point if you don't
already, and then enter the level.

11. The Goron Mines (Fire Temple)

Upon entering the mines, note the lava flying around the
room. Yeah, don't run into that.
Head down the path that leads from the door to the edge of
the lava. Platforms will lead across the lava, with occasional
magma geysers flaring into the air. Timing your jumps
accordingly, jump across the lava and reach the ledge on the
other side. Cut apart the wooden boards that block your path, and
on your left side not too far into the metal cage-tunnel will be
a switch. Don your newly fashioned iron boots and step on the
switch to activate it, timing it right with the lava spurting
from the floor. After pressing the switch, take your boots off
and run up quickly. Pass the lava and come to a second switch.
Hit that switch as well, and move northward. Turn around quickly,
and jump another gap spewing lava, and look for a ladder. Climb
the ladder and turn south (on the minimap). Keep an eye out for
torch slugs... they have a tendency to fall from the ceiling, and
now is the time for the level to break you in. Run in the general
southwest direction, and hop across a few more platforms. Another
switch will be in front of you, hit it and backtrack your steps,
running north, northeast instead. When you come to the door,
another switch will be on your right. Hit the switch and enter
the door to reach the second room.
The path Link finds himself on splits. Go left first, and
kill the lizard men you find and get the small key. Retrace your
steps and go down the right path instead. You'll find some
platforms that rotate every few seconds. Time it right so you
aren't thrown into the pit, and make it to the locked door. Open
it with the key you found and enter.
Down this hallway you will find your first dodongo! It
still faces you and breathes fire and its tail is still
vulnerable, so take it out in classic OoT fashion. Hop across the
platforms suspended in magma to reach the north "shore", and kill
the enemies you find here. There's a large chain stuck to a
section of wall. You're going to have to pull it back to be able
to move through the hallway it is blocking. Turn around and
look... there are some platforms that lead to the opening of this
hallway also entrenched in lava. The most annoying part is the
gesyers of flame leaping into the air. Now, pick up the chain and
pull the wall section back, and when it won't move any further,
look to the pit of lava. Right when the flame geyser is about to
recede back into the lava, let go of the chain and hop across the
lava pit to reach the hallway. Head down the hall and into the
door at the opposite end.
You'll be in a large room with a pool of water. (Water?)
Jump into the pool and use your boots to sink below the chain
fence halfway through the pool. There's a switch on the other
side that can be stepped on. Do so, and what looks like a tractor
beam from Star Wars will pull Link to the ceiling. The boots can
stick to walls and ceilings that have this material on its
surface, so be prepared to play around with this new feature
some. Link will be on the ceiling, so walk him so he's over the
floor. Take off your iron boots to fall to the floor below you,
and go through the door.
In the next room a Goron elder will greet you. His name is
Gor Amoto, and he'll give you a third of the Master Key that you
need to get into the boss room. Search the room to find a
treasure chest that hold the map inside. Climb the ladder and
walk around the path to the door that leads into the upper part
of the room you just came from. (On the way out, get Ooccoo, he's
in a pot up here)
Stick to the wall in here, and walk along the side of the
wall. Another tidbit about torch slugs, since they can walk on
walls and ceilings, they're going to get annoying on the cavern
ceiling. Across the wall there's a ledge to fall on. Unequip the
iron boots, and enter through this door. Hit a switch and get
sucked onto the ceiling. There's a piece of heart to be found at
the northwest corner of the room, and a miniature maze that can
be navigated using the minimap, that eventually leads the
walkable path on the ceiling to the northwest corner of the room.
This is hard to describe, but EASY to find, so for the first time
the explanation for finding this door will be poor. The path ends
in the western part of the room... when it does, drop down and
enter the door next to you.
The next room has giant rotating platforms held by cables
with magnets on the bottom of them. Upon entering the room there
should be a switch right in front of you. Step on it and stand
underneath the moving platform. The platform stops at specific
times, so find a time that it stops, and let it carry you to the
northernmost "stop" on the minimap, and fall off. Again, the
cycle repeats, and more monsters are standing around a switch.
Search for this huddle, take them down and activate the second
moving platform of its suction power. Stand underneath and let it
carry you to the stop that is closest to the northern door in
this room. Fall from the top and enter the next room.
This next room has some cool features, but for being a
dungeon primarily represented by fire, it is sporting the sweet
pools of water again. On the left side of the room on the minimap
is a place to sink with your iron boots, because underneath the
water's surface is a chest containing a small key. Open the
treasure chest, then move to the right side of the pool this
time. Sink a second time, and push the block out of the way you
can get behind the linked fence and search for the top of the
water. Upon climbing out of its depths, search for another
magnet. It will pull you to the ceiling again, at which point
Link will have to walk to the end, fall down onto the ledge and
mess with another switch. Upon doing so, a blue magnetic beam is
activated below the ledge, which means only one thing... put on
the iron boots and jump off of the ledge! It'll drag you to the
wall, to a path that is quite linear. Follow the path to the end,
and following routine thus far, fall off, hit a switch to open
the door nearby, and enter into the next room.
This next room is filled with beamos statues, something
from the days of the SNES. On the right side of the room is a
magnetic wall that splits at the top... the path on the right
side leads to a piece of heart, while the path on the left side
leads you to the next ledge Link has to fall to.Walk to the end
of the ledge and look for the rope holding a drawbridge up
against the wall. Cut the rope, and drop onto the bridge and the
door to the next room will be opened.
Link will find himself in a long hallway. As you move our
hero through the passages, flaming arrows will rain down from
overhead. Following the wooden barricade, there's a split in the
path. Run to your right to find a chest with a small key inside.
Head back to the path split and take the opposite route, which
leads to a locked door.
This next room is quite linear, and there really aren't any
other options in terms of directions to go in. There is one
special part of it though... remember the spinning platforms from
earlier on in the level? Well those are back again, but this time
they're much longer. Luckily for you and your boots, there are
magnetic patches on the platforms themselves. Run to each patch
and put your boots on. The platform will turn around with you
hanging upside down. Wait until the platforms realign themselves
before donning your normal boots and continuing to either the
next magnetic patch or the ledges on the far ends. At the very
end of this cavern-room, there's a door that leads to another one
of the elders, and indeed the second piece of the boss key.
There's also a chest in here filled with a stupid amount of
rupees. (10, if you're curious) Again, climb the ladder next to
the elder, wind your way around to the door in the back of the
room, and begin backtracking again.
After going through the door look for another patch of
magnetic material. Walk along it to the very end and drop down
for another chest of rupees and the door to the mini boss room.

Mini Boss - Goron

Like my generic names for the minibosses? Upon entering
this room, you'll immediately find that the platform you're
standing on moves. The goron, being of considerable weight, will
make the platform rock back and forth. Keep your iron boots ready
at all times, because at any moment the platform may slip to the
point where Link starts sliding into the lava.
The goron will approach you, and when he raises his guard,
attack his stomach. If you take too long he'll hit you and send
you flying. After hitting him, he'll start rolling around the
room. This is a good time to put on the iron boots... because
when he comes near, you can press A to stop him and throw the
boss into the lava behind you. Try to position yourself that when
he approaches, Link is standing fairly close to the edge and the
boss is rolling from the middle.
Besides trying to effectively use the iron boots and
regular footwear, this boss isn't too tough. After he gets tossed
into the lava three separate times, you win!

Go into the next room that opens up after the goron gets
his mind back. You'll find a chest filled with the Hero's Bow and
some arrows! Yay!
  Looking around, you'll see a place on your map that is an
extension of the room you are in now. Blocking your path to
reaching the other half of the room is another drawbridge. Shoot
the rope of the drawbridge with your new toy, and cross it to
find a room of beamos statues. Shoot the "eyes" of the statues to
kill them. Now there are pullable statues in the left and right
sides of the room. The right side of the room contains a chest
with the compass inside, and the left side of the room has a door
behind the statue. Enter the door to find the last elder, who
commends your bravery and gives you the last piece of the boss
Exit the door back into the room with the moveable statues.
Now, behind the southern statue on the minimap is another door.
Enter the next room.
This next room is VERY straightforward but kind of long.
There are platforms that move over lava, as well as all sorts of
monsters blocking your path to the end. The first part of the
room has keese with a fence that is broken by rolling into it.
Dodongos and torch slugs inhabit the rest of the room... when
crossing the lava pits via platforms, check the ceilings for
slugs that could possible fall on your head. Take them down with
your bow, and hop platforms to get to the other side. When you
find the locked door, look around for a switch on the ground.
Step on it with your iron boots, and get pulled to the ceiling.
After a bit of walking around you'll see a switch. Fire at it
with your bow and the door out of this room will open. Walk back
across the ceiling to just above the door, and drop down to enter
The next room has a treasure chest to your right filled
with 50 rupees. At this time of the level I was getting
frustrated because my wallet was full, and the rupee chests were
continuously taunting me. Look for the drawbridge, and fire at it
with the bow. Then activate another switch to stick to the
ceiling with your boots and walk until the path ends just above
the bridge. Fall down and go through the door.
The next room has a few select monsters inside of it. Hit
the switch up on the ledge above your head with the bow, and
enter the now-opened door.
Another room with beamos statues. *Sigh* Kill them if you
see fit, but just get to the door at the northern end of the
The path in this next area splits... so head to your right
first. There's another killable beamos statue, kill the statue
and enter the door behind it. Run down the path you're on, and
activate the switch in front of you. Another crane is brought to
life. Get yourself stuck to the bottom of this crane, and pull
out your bow. Look for the drawbridge nearby, and fire at the
rope of the bridge. Fall onto the bridge, and enter the next door
that was behind it.
This final room is just full of monsters. Fight your way to
the drawbridge, moving across the room slowly. Shoot the rope
holding the bridge up, then cross it cutting a path through more
baddies. At the end of the room is the boss door. Make sure
you've got the health needed to take on the boss, and enter the

Goron Mines Boss - Fyrus

The boss battle takes place in a circular room with pillars
near the walls. There's a large beast chained up on the opposite
side of the room from you, with shackles on his ankles and
wrists. The following cut-scene shows him breaking free (big
surprise!) and the battle begins. Make sure you have the "Hero's
Bow" equipped and the "Iron Boots" equipable (on the D-pad). As
soon as the battle begins, pull out your Hero's Bow and shoot him
in the jewel on his forehead. He will hold his head and run
around. Run at him and when you are close enough to the chains,
equip the iron boots and grab a chain. (If you are near a chain,
you should have an on-screen option with the A-button). Once you
are holding the chain, tighten it by backing up in the opposite
direction from the one Fyrus is pulling. This will cause the boss
to trip and fall.
Drop the chain with A-button, unequip the iron boots, pull
out your sword, and run toward his head. Z-target the jewel on
his forehead and have at it. You will get about 3-4 good swipes
in before the boss stands up and shakes it off.
The only real moves that you need to watch out for are an
area attack of fire that the boss throws out at you, as well as a
sweep he makes with the chain. The chain can be avoided by
rolling... but just hope you aren't near him when he expels the
fire. Honestly, you should be okay as long as you stay FAR away
from him when he isn't stunned by your bow.

12. Melting the Frozen Core
Midna will warp you all the way back to Kakariko Village. A
cutscene will commence, involving Colin and the rest of the
people in the town. After the scene ends, head to the bomb shop
in the village, and buy the premium kit of bombs plus the bomb
bag for 120 rupees.
Call Epona and jump the gate at the northern end of town.
Cross Hyrule Field, heading to the northwestern part of the map.
When you cross the bridge, the bridge will disappear and three
shadow monsters will fall out of the sky. Kill the shadow
monsters, and ignore the fact that you can't head backwards for
now. DON'T SAVE YOUR GAME HERE! (See glitches section)
Keep running north, and bomb the rock wall that blocks your
path forward. Run down the path to arrive at the third section of
twilight. You will be here for a little while, because it's a
complete pain in the hind end to find the third set of tears to
lift the last bit of darkness.
Not far into the Twilight you find a backpack laying on the
ground. Enter your sense mode and learn Ilia's scent. Put on your
sense and follow the scent for a LONG way across the map. The
path will lead you in a general south, southeastern march across
The path will lead to Hyrule Castle Town... so follow it
into town. Talk to the first two spirits that you see, and they
mention a girl and a Zora child being brought into the city. The
scent will go west to the town square, then south and left. Enter
the bar. You'll see Ilia and the Zora child, as well as several
guards and people around the bar. Learn a bit about what has been
going on through the guards, and check the map on the table. A
spot will be marked on your map that leads to the center of Lake
Hylia, apparently something that needs to be checked out.
Forgetting about Ilia momentarily, exit the bar and leave
the Castle Town from the eastern side of the map. Continue
heading east for a long while, and following a split in the path,
one side of which is blocked, begin heading south. You'll come to
a giant bridge that crosses the entire expansion of the lake
below you. Upon walking across you can see a large expanse of oil
covering the bridge... and halfway across, a jerk fires a flaming
arrow onto either side of the bridge. With flames approaching on
both sides, climb onto the crate nearby that's on the edge of the
bridge, and take a dramatic leap from the top of the bridge into
the lake below you.
Looking around, the area is quite desolate. Almost no water
is in the lake, which the few Zora's around here will comment on.
Find the building at the edge of the lakebed, and a man is
trembling because of a nearby monster. Approach the monster and
he'll summon down a massive bird. Flaming arrows will be fired at
you, but just dodge them until the bird gets within reach of you.
Attack the bird a couple of times and Midna will wrestle control
of him. The bird will pick you up and carry you to Zora's
Domain... kind of.
What follows is a little minigame that is kind of annoying
honestly. This actually becomes a minigame later, but right now,
it's survival. Avoid hitting rock walls and ledges, as well as
the archers firing arrows at you in flight. You can press A to
dash forward momentarily every few seconds, so take advantage of
that when you get about one third of the way down the path, and
rock from the ceiling begins collapsing all around you.
Controlling this giant bird is a bit iffy... because of the large
size he has a tough time moving around, so make sure that you
enter all your commands in ahead of time. I found it useful to
stay low near the water; because the rock takes so long to fall,
these practically become obsolete in terms of endangering you.
Getting hit by falling rocks or by running into a wall forces you
to start all over, so be careful.
Upon getting to the other side will bring you to Zora's
domain, which is frozen over. Find some Zoras says Midna, so find
Zoras you shall. Climb your way up the side of the ledges. This
is a fairly straightforward climb... just look for places where
Midna warps you upward and follow the paths until you make it to
the huge mouth of the cavern that is the Zora throne room.
Inside, you get attacked by shadow monster. Kill them to
set up another warp, and look down to see something that
resembles that of a horror flick. Roughly most of the Zora
population lies below you, frozen solid in the ice. Midna, in all
her genius, comments that having something to melt the ice would
be nice.
Warp to Death Mountain, and head to the giant molten rock
that appeared earlier in the game. Go up to it and have Midna
warp it to the warp point you just created in Zora's Domain. The
rock will fall, melting the ice and setting all of their people
free. The river is running very quickly now, so begin to ride it
out of the cavern. The spirit of the Zora queen stops you, and
tells you that her son is in danger. Of course, if you rescue him
she will gratefully give you the ability to breathe underwater.
Not to be a hero to deny someone in help, especially since they
hold storyline-continuing items in their possession, agree to
help her and ride the river all the way back down to Lake Hylia.

13. Hylia River's Twilight
It's time... to restore light to the lands. You'll find
yourself right in front of a cave after floating all this way
downstream. Enter it to find Lanayru, the Light Spirit of this
realm, who gives you the Vessel of Light to fill. This one is far
more annoying than the previous two tear collections that you had
to undergo, simply because this collection spans the entire
length of the Lanayru Province of Hyrule, which is literally half
of the entirety of Hyrule.
Exit the cave and run to your right. Across the first
bridge is a bug, sense for tears. Keep going across another
bridge, and create another warp point by fighting more shadow
monsters. Run northeast to the building on the map, and your
second tear will be floating in midair. Kill and collect, then
head about as far south as you can on the map, jumping ledges
until you are standing right above it. Use your sense and look
down to find its shadow. Dig it up and kill the bug.
Now all the way to the western part of the map is another
dot. The tear is on a little island. Swim to the island and kill
the bug, and then find the grass to summon the giant Midna-
controlled shadow bird. Hop onto it and begin the flight upstream
to Zora's Domain.
Along this path are four tears. Kill the bugs along the
way, and if you can't get all four in your first run-through, you
can always run into the wall to start over. I never had a problem
getting them in one go though, so it is doubtful that you will
mess up more than once or maybe twice.
You will land in Upper Zora's River. Talk to the spirit guy
standing by his house, and another bug will appear. After you get
your ninth tear, run eastward until you get to Zora's Domain.
Within the waterfall room of the domain there are three
tears. Two are in the middle of the pond here, and one is on the
western part of the map on dry land. Kill the three tears, then
use your warp to enter the throne room. Once inside, look to the
side of the room that has the bug's dot and run into the wall
there. The bug will fall off and try to fly around. Use your
sense to knock the bug off and kill him for another tear.
Now follow the water's current all the way back to the
upper river again, and continue down to the southeastern exit
that leads to Hyrule Field, right next to Hyrule Castle.
Get out of the river and head toward the gate of Hyrule
Castle from the southern end. Probably the most useful and most
used warp point will appear, after defeating another batch of
shadow monsters of course. Yay!
Enter Hyrule Castle Town and run back toward the bar.
You'll see the location of the bug on your map... after killing
it Midna will appear and say oh my, there's another tear that
appeared in Lake Hylia! We should go there!
Warp back to the lake and swim to the middle of it. There
will be some boards floating in the water. Climb onto one of
them, and a pink mass of electricity will fly into the air. Turn
on your sense to see one of the most bloated, disgusting bugs
you've ever seen in your life.
This monster is pretty easy to kill. First off, make sure
you always have Link's left side next to the water. The giant bug
will rush at you, so when he does jump to your right side. After
the second time you get rushed, he'll be low enough in the air
for you to jump on him and repeatedly attack with A. After doing
this a few times, the bug will fall into the water on his back.
Swim out to his body and stand on his stomach. Hold B to open a
field and target all of his legs at once, then attack them all to
kill him. (If you try to kill one leg at a time, they regenerate)
After killing the bug, he explodes with a satisfying boom
and you get the last tear. Collect the tear and witness one of
the neatest, most ridiculous, and probably the creepiest cutscene
Nintendo has put out through one of their games yet... it is
quite interesting.

14. Escort the Sick Prince
After watching the twisted cutscene, leave Lake Hylia by
heading to the large house in the center of the lake. There's a
guy there that will fire you out of his cannon for 10 rupees, so
pay him and get shot up to another house in the cliffs. Exit the
door to get to Hyrule Field.
Find some horseshoe shaped grass to summon Epona, then make
your way back to Hyrule Castle Town. Go back to the bar where you
last saw Ilia and the sick Zora prince, and an entertaining
cutscene will follow. You are now going to have to guard the
caravan as it makes its way to Kakariko Village... the route
isn't all that rough, but it is possible to lose if you wind up
doing something silly and lose control of the situation.
I would recommend the following item setup: Arrows, the
Gale Boomerang and bombs. What you have in your last item slot
really doesn't matter. All you need to do now is follow the
caravan as it makes its way to the village. The way is going to
be blocked with ogres riding their pigs, firing fire arrows at
the caravan... crows attack from the sky and bokoblins will annoy
you from the ground. Just play it smart, and for most of the ride
you're going to want to keep your boomerang in the B slot.
The first thing that you have to do is go through another
jousting match with one of the ogres. He'll charge at you, but
this time you get no directions. This time, there's no slicing.
Instead, get out your bow and fire an arrow directly head on into
his body. If you hit too far to the left or right from his
center, the arrow won't hit him. After two shots, he falls off of
his steed and you get the key to the locked doors on Hyrule
Now the journey begins. The path leads halfway across
Hyrule, so the total journey probably takes about ten minutes or
so. The further you get, the rougher the ride is. Kill everything
around you, and get quick with switching arrows for your
boomerang. You will need to use arrows to kill the crows more
quickly, then switch to swordplay to knock the orcs off of their
mounts. If the caravan gets set on fire, use the boomerang to put
it out. Trust me, it will burn at one point during the trip or
another. (Especially if this is your first time through the game)
At two points you will come to locked doors. The caravan
stops and waits while you dismount Epona and go to unlock the
door. Monsters will be coming at you, so the caravan is a sitting
duck while you're unlocking the door and may still decide to
target Link as well. When you are trying to unlock the door that
leads into Kakariko Village it becomes even more difficult to
keep your sanity in check, because ogres are everywhere. Just
keep putting out the caravan's fire and hunt down enemies one by
one until you've got enough clearance to finally dismount and
unlock the door.
Once the caravan enter Kakariko Village, another cutscene
follows. You will find yourself being led by the Goddess of the
Zoras... follow her and she will give you the Zora Tunic. Now it
is finally time to head back to Lake Hylia and enter the Water
Temple. (Or in this game, is called the Riverbed Temple)
First, go to the bomb shop. If you've gotten a new bomb
bag, fill it up with water bombs... if not, sell all of your
"normal" bombs and buy a bunch of water bombs... they're going to
be useful. Once you're stocked up, ride Epona to the door that
leads to the cabin in the cliffs, and pay 20 rupees to fly a
chicken down to the lake. Drop into the lake, and swim to the
part of the lake that has a dark purple spot in the center of it.
Put on your Zora Tunic and Iron Boots, sink to the bottom of the
lake and enter the temple.

15. The Water Temple
Swim through the water-filled tunnel, avoiding (or killing)
clams and jellyfish. Just remember, you cannot fight unless
you're wearing your iron boots.
The first room you come to is filled with chu's. If you
have a spare bottle, kill a red chu and fill your bottle with one
their remains, because their jelly refills eight hearts. Jump off
of the staircase and pull the switch to open the door at the end
of the room.
The next room is a large cavern. As you walk in, a giant
stalactite falls from the ceiling as an icicle and lands on the
cavern floor. Midna suggests finding a way to break the rest of
them down. Combine your arrows with bombs (pressing Z in the (-)
menu screen) and shoot the rest of the stalactites down and make
stepping stones to the door at the opposite end of the room as
you. As a precautionary note, avoid the armored beetles in here.
As the door shuts behind you in the next room, you get a
visual of this next area. It is a large round room, and you are
standing in a hallway that leads to a center cavern. Head down
this hallway and go through the door.
This room is a large, circular room with levers that turn
the large staircase you see in the middle. At the bottom of this
cavern is a pool of water with piranha fish waiting for any
passing hero to make a mistake and fall into the depths of the
water. Walk down the stairs in front of you, and turn right. You
will see a ledge on your right-hand side with a lever that is
only a couple of feet in front of it. Jump off to grab that
lever, then walk up the stairs in front of you. On your left side
is a pot with Ooccoo, just in case you feel you need his help.
Now go to your right again, and look for another lever off of the
ledge. Once you grab it, now go down the stairs and get the
dungeon map on your right side. Now head through the door next to
the treasure chest.
Inside there are two geysers, one that gushes up every few
seconds, and another geyser of water that just continually gushes
forth. Above both of them are two more hanging stalactites that
need shot down with your bow/bomb combination. Do so, then walk
to your right into the mini cave and then across the ledge. Once
you're on the middle pile of rocks that's at the center of the
room, hop onto the geyser that springs upward, and jump to the
treasure chest. Open it up and get a small key.
Exit this room and climb the stairs. Turn left and look for
another lever. After you pull the lever, don't go down the
stairs! Instead, keep walking toward the left, and look for the
locked door. Unlock it and go into the next room.
Run to your left side and open the treasure chest there for
five bombs. Turn around and look up. Shoot the left stalactite
down, and use it to reach the vines running along the wall. Climb
the vines and land ON the wall. Now turn and jump to reach the
lever hanging in front of you. The door underneath you will
open... for later.
Hop down and keep going to see a split. On your right side
is a rock wall, and sort of to your left is a door. Bomb the
right wall but head through the left door instead. You'll find
yourself on top of a very large gear, and a lizard monster is
going to attack you. Take him down by using your finishing strike
(this move makes so many fights so much shorter), break open the
pots for health if you need it, and then go through this door.
There's a little monster in this room that jumps into a big
bubble of water. It is possible to hurt him using the bomb-arrow
combination, (Thanks letsgopens) but just ignore him and unlock
the door you see on the opposite side of the room, there's an
easier way to kill these monsters later in the dungeon. You'll
find yourself in another room with a rock in the middle that you
can't get to just yet. Instead, look to your right, and find a
vine that snakes its way up the wall next to you. Jump to that
vine, and climb up it to find yourself on the opposite side of
the chasm. Now run up the path, which leads you quite a ways up
the cavern and moves in a very large circle. There are a few
monsters here but nothing serious.
When you reach the top of this room, you will find a ledge
you can climb onto, and a lever you can jump to. After pulling
the lever, water will gush down the path you just came up...
creating a little waterslide! Jump onto this slide, and when you
reach the bottom swim to the now accessible rock in the middle of
the room. Climb onto the rock and jump for the lever hanging over
the water. When you pull the lever, a door will open that you
can't actually get to. However, you have started cycling water
throughout this whole level, and the gears that you saw in the
first couple of rooms have begun turning.
Head back to the room where you fought the lizard on top of
the gears, and drop down to the room below you. Climb the rocks
until you can jump onto the circular platforms spinning in
circles. Now, there are two doors with single ledges that you can
jump to in this room, and both of them are relatively close to
one another. Enter the door on the right first. Inside there's a
treasure chest with a key inside of it. Take the key and exit the
door, and jump back onto a moving platform. This time you're
going to enter the left door.
Do it and the path is going to end in a water tunnel on
your left. Put on your boots and enter. The first time the path
splits, there are two treasure chests. There's one on your left
that's filled with bombs, and one on your right that has 20
rupees inside. Keep going down the hallway, and you'll see a
coral formation that looks like cobwebs with a rock on the lower
right-hand side. Bomb the rock and go through the hole that is
left behind. You'll finally surface on a giant round room. Go
further inside of it, and a giant frog jumps down to challenge

Mini Boss - Giant Frog

This boss is relatively easy. He starts off by spitting a
bunch of tadpoles at you that swim toward you and cause damage.
Use your spin attack and horizontal swipes, and even a bomb or
two if you'd like to get creative. After you kill off of his
"babies", he/she/it jumps to the ceiling and tries to land on
you. Just roll in circles and move away from the very large, very
dark shadow that the frog leaves underneath it. After the frog
falls, the shock from hitting the ground stuns it, and his tongue
rolls out of his mouth. Get as many swipes in on his tongue
before he recovers and starts spawning more tadpoles.
Keep cycling through this pattern until the boss dies,
leaving behind a treasure chest.
An added tidbit that speeds the length of this battle was
submitted by Jibraeel: "After you hit its tongue it'll sort of
scream at the air and open its mouth. You can fire a bomb arrow
into the mouth (and you can even lock on to it) he will swallow
the bomb arrow and then fall over and roll his tongue out again.
This just makes the fight go much, much quicker."

The chest contains the Clawshot. Move to the door with the
broken staircase, and look up. Hook the red switch you see
hanging there, and the door not only opens, but when you drop
down you'll be in front of the door. Go through the door, cross
the little room and find yourself back in the geyser room. Either
hookshot your way through this room or climb the vines, but reach
the door across the room that leads back into the main rotation
Head to your left and Clawshot the switch that's hanging
there. The staircase will turn, forming another waterslide. Ride
the slide down, enter the door, and walk underneath the now-
rotating wheel. Head through the door at the end of the hallway
and look around the next room. Yes, it is kind of ugly.
Hookshot the red dot above you and drop to the ledge
underneath it. Turn to your left and look to the wall. There are
some vines that you should aim for. Hook those as well, then move
to your right on the vines and land on the ledge. Look above you
and again hook those vines. Turn around and face the wall again,
and hook a third set of vines. Crawl across the vines to the
ledge containing the door, and go in the door.
On the left end of the hallway there are two geysers. Get
out your bow/arrow dual combo again, and shoot the stalactite on
the right. Ride the geyser and jump to grab the ledge in front of
you. Drop down and kill the couple of enemies flitting about, and
look up. There's another red switch above the door in front of
you. Hook the switch and get pulled up to the door. Drop down and
go in.
Now you can finally kill those bubble monsters! Hookshot
them to pull the monsters out, then stab the monster that you
dragged to yourself to kill it. I'd recommend killing them both
now because of how much space they take up, and you're going to
have to come here later. On the left side of the wall that you
face when you walk into this room there's a vine on the ceiling
that you can hook. Cross the wall and drop down, and you'll see a
columned room that looks remarkably similar to the room that you
were in earlier in the temple. Yes, you must walk around and
around to the top again. This time there are broken holes in the
ramp, so more hooking must be done. Be sure that when crossing
the first hole you look out for a geyser rushing up... it can
knock you down. Once Link is at the top of the column, there's a
treasure chest that you can get to with the Clawshot. It contains
the compass, in case you might find that worth your while.
Whether you choose to get the compass or not, climb the little
ladder on the left wall and pull the switch to let the water out
again. Slide back down the now-created water slide, and swim to
the middle island and once again pull the lever. (There are
piranha in the pool of water that bite) Now, swim to the ledge
where you came in and hook the vines above your head and cross
over the wall. This time, exit out of the left door instead.
Link will be in a long hallway with a pool of water in it.
There's a treasure chest at the bottom of the pool filled with 20
rupees if you're interested, but my guess is that you might have
your wallet completely filled at this point in the temple. Head
to your right and exit through that door. You'll find yourself on
top of gears again, and there's a door to your left on the wall.
Cross the gears to get into that door and enter.
On your left there's another chest filled with rupees. If
you open it, several Chu Jellies fall from the ceiling, which is
useful if you have an empty bottle and want a free red potion.
Head toward the right side of that hallway when you're done (or
if you skipped the rupees altogether) and look up. Hit the switch
above you and go through the door, and now you want to head all
the way back to the center rotation room.
From the direction that you entered this room, you should
be on the top floor of the room. Now would be a good time to hook
the switches above the chandelier and drop down to get the
treasure chest on top of it... there's a heart container inside
of the chest. Now, jump into the water below you, and come up on
the shore OPPOSITE direction that you came into the room. Move to
the right and enter the door on the wall. The door will be on the
bottom floor of doors all the way on the right side on your
minimap if you got confused.
We're almost done here! There's another chasm to cross.
Hook the empty switch on the first rotating gear, and drop down
to one of the ledges suspended in darkness. Now hook a switch on
the second gear, hopefully avoiding the birds while you do, and
let the gear drop you off as close to the opposite door as
possible. After some magic with the Clawshot, Link will be on the
opposite side of the room. Enter the door there. Once inside,
you'll be in an underwater cavern filled with water.
Dive in, and swim around the wall and underwater until you
find a bombable wall. Bomb this wall; there's even an explosive
fish outside the wall almost begging you to use him as an
explosive. :)
Swim through the hole in the wall, and look for another
bombable wall near the base of the wall you just swam through.
Put on your iron boots and bomb this wall as well... now you can
take your boots off and swim through this hole in the wall. Swim
up and to the door that you surface by. Head through the door and
into a room with some monsters and a hole in the ground that has
a metal seal over it. Hookshot the ceiling, and the metal latch
opens. However, you need to be _holding onto_ the switch in order
for the latch to stay open. So, if you press down on the analog
stick, Link extends the Clawshot's chain and falls down it.
Once you are below the latch you can let go of the
Clawshot, and you'll find yourself in front of the treasure chest
that contains the Master Key. Use Ooccoo to warp back to the
beginning of the dungeon (because swimming back through the
chambers and trying to recross that chasm is a royal pain) and
then make your way back to the rotation room.
Jump into the middle pool of water, and then swim to the
ledge that is in the middle of the water. The door that you will
find is the door that leads to the dungeon boss. Unlock the door
and head inside. There are two pots near the wall... one contains
faeries and one has three hearts inside. Take what you need and
drop down the hole.

Water Temple Boss - Morpheel

Link starts with his head bobbing at the top of what seems
to be a large column of water. Dive into it, (if you wait too
long, Midna comes up and complains) and keep diving... and
diving... in fact, just put on your iron boots.
When you hit the bottom, you see a tentacle sticking up
from above the ground. The boss emerges its head, and the fight
begins. Basically if you get too close to Morpheel, he'll throw
out his tentacles and grab Link and eat him. If he does eat you,
which is might happen a couple of times, he will spit you out of
his mouth. Take off the iron boots at this point! Otherwise
you'll sink back down into his mouth.
He also expels explosive fish to come at Link after the
first time you damage him. But this is nothing serious, since
they move slowly.
To deal damage, Z target the eyeball inside of his
tentacle, and then use the Clawshot to drag it close to you.
Swing your sword, you will only get one hit. After about two or
three hits, the boss pulls himself out of the sand and starts
swimming around knocking over pillars throughout the room. Take
off your iron boots and start chasing the boss. When you get
close to his head, Z target the eyeball and hook it with your
Clawshot to drag you close. Start stabbing it when you get on top
of him, and after a few stabs he'll shake you off and keep
swimming. Honestly, I didn't get hit the entire time he swam
around, and I was kind of confused as to what the danger was
around me. Regardless, after a few hits Morpheel runs into the
wall and all the water drains out of the tub. You get a piece of
heart and the last Fused Shadow.

16. Midna's Expulsion
After beating the Water Temple and collecting your piece of
heart and Fused Shadow, Zant appears. He beats the crap out of
Link and Midna, and expels her from Twilight. The Light Spirit
informs Link that the only way to revert his wolf form and to
help Midna is to try and find Princess Zelda as soon as possible.
Run across the field to the northeastern exit and keep
working your way around Hyrule until you get back to the castle
town. Now move to the bar, which is so frequently the
continuation of the storyline, where you get kicked out for being
an animal. In fact, all the townspeople are very afraid of you...
no big surprise.
Regardless, upon getting kicked out, a cat named Louis
befriends you, and tells you to jump through a window he opens,
saying that there's a path that leads to the castle from there.
Push the crate by the wall toward the stack of crates underneath
the window, then climb up and go inside. Once there, crawl across
the ropes stretch near the rafters of the bar. On the third rope,
which is right before the exit on the opposite side of the room,
there are three people chatting about you, which you may have met
earlier. If you did, they made fun of you for your clothing and
said you were a mock adventurer, which now they're talking about
how impressed they are of you instead.
Cross the rope and go through the door to find yourself in
a room with a poe. Kill the ghost, and a man is sitting upon a
pile of treasure. His name is Jovani, and he sold his soul for
pure greed. The poe ghosts across Hyrule hold his soul, and if
you can release all 20 the curse will be dispelled for him. More
importantly, he opens a treasure chest which actually leads to
the sewers underneath Hyrule Castle. Drop into the chest.
Once down there, on your left side against the wall there's
a chain hanging. Get near it, Z target the chain then bite it to
open the door next to you. There are going to be monsters in
here, mostly bats and other creatures of that sort, so be on your
guard. In the next room there are a few spiders against the back
wall. Kill the two of them, then pick up one of the sticks lying
around and light it using the torch next to you, and burn the
spiders' web with it.
Run into the next room, still with the lit torch, and light
the torches in here. Kill the monsters you find, and then use one
of the sticks to burn the web up on the back wall. Enter that
tunnel, and kill the monsters you find in the next room. There's
a repression on the floor that you can see in this room, so dig
to fall into another waterway below this one.
Go down the hallway you're in and kill the two rats on your
right. This room is circular, and has stairs going up around the
sides of the walls. Parts of the staircase are broken, and rope
is tied to connect staircases. To make it even better, monsters
wielding clubs and fire arrows are there to make your time
climbing the stairs very annoying.
Climb to the very tip-top of the staircase. Once you do
reach the end, a castle door will be against the wall. Go through
the door, and Link will be on top of the roof of the castle.
There aren't any monsters really, besides maybe a few birds that
you can definitely take care of. Walk across the roof, and you'll
come to a point where you can see Zelda's tower in front of you,
and the roof of the castle is underneath you. Drop down to the
roof and enter Zelda's tower.
Once inside, ascend the spiral staircase into Zelda's
chambers. Another cutscene occurs, and when you try to walk away
from Hyrule Castle, the entire castle will become shrouded in a
large, brownish-gold crystal.

17. The Master Sword
Warp to Northern Faron Woods. Once there, head to the
swamp. Run to the left and jump through the trees with Midna as
before. As a slight warning, this path is a little bit more
difficult than you may have found it from last time, because
swinging tree trunks and Deku Babas line the treetops ready to
knock you off. When you land on the opposite side, a monkey comes
tearing through the forest chased by monsters.
Kill the monsters to save the monkey, and he will tell you
of a very pretty grove he found. Run to the right and Midna will
activate again. Now jump across the gaping pits to reach the
other side, and then there will be some rope to cross. Time it
right, because the logs that are swinging can and will knock you
off just to be a pain, and you'll have to start further back than
you may want to.
On the other side of the pit is another howling stone
statue... and the song you have to howl sounds remarkably like
the Serenade of Water from OoT. (Sentimental... ahh) After
getting the location marked on your map, continue your journey
into the woods. Next up, the Sacred Grove.
Inside you will find a symbol on the ground that looks
remarkably like the Triforce. In wolf form, follow along and play
Zelda's Lullaby from Oot. A skull kid will appear, with a horn
and many annoyances for you and the next ten minutes of your
time. He basically runs around this grove, summoning monsters for
you to kill, and you have to find him and hit him. It is pretty
easy to find him... you can follow the light of his lantern, and
you know you are getting close because the melody he is playing
gets louder when you get closer to him. Run up to him and attack
him, and after he gets attacked he'll run off summoning monsters
again. After being attacked five or six times he'll run to a
grove that has stumps all over the place. He'll warp from stump
to stump every time you hit him now, still summoning monsters.
Since he doesn't leave his post, I just stood on one side of the
room with my bow and shot him wherever he appeared. If you take
too long with the bow, the monsters will catch up to you and
block your shooting range, so just pull out your sword at that
point and attack him.
After being hit a few more times, he'll take off. Run into
the next section of the grove to see another Triforce symbol in
the ground. Howl the lullaby again, and a little game appears.
Several floating blocks show up in the shape of a heart, with two
statues standing on blocks. They are relocated onto two different
spots on the grid, and your job is to make sure they wind up in
their original locations.
The pattern in order to get them back to where they started
is: Left, Down, Right, Right, Up, Left, Up, Up, Left, Down, Down,
Right and Up.
I will be honest, first time I did this puzzle it took me
quite awhile to finish, and I would like to thank Sunni Brar for
giving me this information.
After completing the puzzle the door will open, so walk
In here, shining upon its pedestal, as was decreed by a
Link to the Past, is the Master Sword. Let the following cutscene
commence, and take advantage of your new ability, turning into
your wolf form whenever you feel like! So, warp to the outside of
Hyrule Castle Town.

18. Gerudo Desert
Running toward the entrance of the castle, the postman will
stop you. Head to Telma's Bar, (as a human of course, don't scare
the villagers!) and inside talk to just about everyone. There are
a few people willing to help you with your cause, part of which
is finding the mystical Mirror of Twilight. They will point you
in the direction of a man named Auru who is investigating Gerudo
Warp to Lake Hylia and turn into your human form. Run as
far to the right as possible and climb until you find the large
tower in the right-most part of the map. Climb to the top of the
tower to find Auru, who will give you a note. Show the note to
the guy who runs the cannon, who will agree to fire you into
Gerudo Desert.
After a short talk with Midna, run southwest until you find
a ledge you can climb onto by firing your Clawshot onto the
flying device that moves over the cliff edges. After climbing up
onto the cliff, fight another bunch of shadow monsters to open
another warp point. There is also the Eldin Bridge, which you can
warp back to repair the hole that was stolen so long ago at the
point north of Kakariko Village.
Warp back into the desert, and now head northeast. After
you run far enough you'll run into an entire horde of monsters
protecting a massive wooden gate. Take them all down, and after a
large battle get on top of one of the massive boars. The boars
can knock down wooden structures of all types, so rush the gate
to get through and head into the cliffs.
There's an enemy camp up here just SWARMING with enemies. I
really don't have any advice for you... if you have the hawkeye
combined with your Hero Bow, you can sneak in at night and take
people out one by one. However, I charged in at broad daylight
swinging my sword, and nearly died a couple of times. Arrows
flying from the guard towers, club-wielding beasts charging
across the plains, there's chaos everywhere. Head around the side
past the campfire, fighting and killing your way toward the most
built-up structures. Along your path of nonstop killing you'll
find a guard that drops a key.
This key area is the last corner of the camp thus far, and
you probably saw the locked gate you passed up getting here. Turn
around and backtrack some until you unlock the door. Head through
the door and get locked in within a massive arena.
There's a mighty ogre mounted atop one of his beasts. He
has a massive ax that he fights with... use your sword skills to
fight him, and before too long he'll start to make the walk of
shame, before deciding to set fire to the entire campground. Hop
on top of the boar nearest to you, and break through every gate
toward the dungeon they are guarding... home of the Twilight
Mirror, city of rustic technology, the Arbiter's Grounds.

19. Arbiter's Grounds (Desert Temple)
Sand, sand, sand. As you walk in, notice that stepping in
the sand will cause you to sink slowly. Walking in it is slow,
and if you sink too low, you'll black out and start back at the
beginning of rooms instead. Sinkholes drag you in automatically
of course, so try to avoid contact with the sand as much as
Run into the first room and face the wall on your right.
There's a red grate with a small fire burning behind it on the
right wall. Grab it with your Clawshot and drop down onto the
platform over the sand. Hop to the platform in the middle of the
sinkhole, and than cross to the other side by jumping across
platforms. There's a closed door that needs to be opened here.
Turn to your left and fact the fence. Run around it and on the
other side sand larvae will hop out to attack you along with a
few skeletons. Hack away, and when they're dead use the Clawshot
to grab the chain in the sand and pull it to you. Pull back on
the chain until the door at the northern entrance of the room
opens. Run through that door and up the stairs, then turn and
look to your left side. There's a wooden barricade set up, so
hack through the door and cross the sand pit to get the key in
the treasure box. The sand pit is filled with locusts, just keep
chugging to the other side; when you get onto the stones of the
level, use your spin attack to throw them off of you. Equip your
lantern to B, use the key to open the northern-most door in this
room, and proceed to the next room.
You need your lantern, and now you see why. Or can't see.
Whatever the correct terminology, it's dark in here. Skeletons o-
plenty as well, so ready your sword for spin attack as well. At
the opposite end of this room is a closed door with two unlit
torches on either side. Light the torches and walk through the
Now we're in a room that I am going to refer to for the
rest of this level as the Central Chamber. Reason being, you'll
backtrack quite a bit through this room. As you walk in, four
lanterns come and whisk away the flames from the four torches.
For those Zelda enthusiasts that have seen this before, you know
what needs to be done... recollect the fire from the ghosts!
After the cutscene, immediately turn into wolf form and throw on
your scent. The ghost you see now is still a Poe, but this time
he looks more like the grim reaper. Attack with repeat presses of
A to kill him, and rip out his soul to restore the first lamp.
Learn the wolf scent, and then look around.
       At the northern end of the room there's a staircase with
the three remaining unlit torches, and on either side of that
staircase you will see a treasure chest across pits of sand. Hop
across the platforms to get the chests... the chest on the left
is a heart piece, and the chest on the right contains the dungeon
Alright, after collecting the chests, turn into the wolf
and then turn on your wolf sense. On the left side of the room is
a Poe trail that disappears into a patch of sand. Dig into the
sand to discover a chain hiding inside of it. Pull on the chain
to make a staircase appear beside you, and go down the stairs and
open the door to enter the next room.
There will be a pillar that has a portion that you can
shove. Turn into human Link and shove the pillar. One side of the
wall will now be exposed with a ReDead behind it... upon killing
him take the small key in the chest behind the monster.
Look up to see a patch in the ceiling, and another grate
you can hook with your Clawshot. Do so, and enter the door on
your northern side. Once inside, turn into wolf form, and sense
out the Poe hiding in here. Once you kill him, go into the
previous room and fall back into the hole and push the pillar
back again. Go through the door and into the Central Chamber to
find the second torch restored. Now, go through the west door
into the room you just came from, and find the locked door on the
far side of the room. Unlock the door and go in.
Inside you'll find more sandpits. On your right there are
some suspended platforms that will get you through the sand, but
when you try to go certain routes, spikes shoot up from
underneath. Take the right platform first, then turn to your left
and jump on the main platform. Now take the left platform instead
of the right one, and then turn right, left and climb onto the
other "shore". Here you will find a block that looks like a metal
grate. Pull it out a little bit, and then push it to the east
some. You will see another opening that is a perfect fit for this
block, so push it in there.
Now climb up a level that is opposite of the creepy,
rusted-looking chandelier to find another chain. Grab onto the
chain and pull. As you pull the chain backward, the chandelier
will rise. Keep pulling until it locks, then let go and run down
the now-opened path left by pulling that thing into the air. Run
up a flight of stairs and into a room of monsters. After
disposing of the monsters, find the compass in a treasure chest
in an opening at the northern end of the room. Now look around.
The pillar in the room can turn, so turn the darned thing! The
western and eastern paths will open... break down the barricade
blocking the room that is west on your minimap, and run inside. A
treasure chest with a ReDead is in here... kill him and open it
up to find a small key.
Open the locked door down the eastern path, and come into a
room that serves as a long hallway. Pots containing arrows are in
here, so if you're low, stock up. Skeletons are everywhere as
well, so cut them down and keep moving. Roughly halfway down this
twisting hall, two ReDeads will be right next to each other
surrounded by skeletons. Clear your path with bomb-arrows, or
suffer the wraith of their swords and the pokes of the little
skeletons while Link is frozen from their glares.
Behind where you first saw the second ReDead is another
square patch of sand that resembles the one in the Central
Chamber. Turn into wolf Link and dig through the sand, and pull
on the chain you find underneath it.
The wall to your left will recede. Look inside the room you
opened and turn on your sense. Kill the Poe you find inside, and
continue running down the hallway. At the opposite end is a door.
Go through it, and hop down the ledge you are on. On your right
side is a chest with a small key. Open it, then turn into wolf
form if you aren't in it already. Run up the side of the room and
toward the locked door at the far end of the room. Suddenly Midna
will start grunting, and you'll slow down. Turn on your sense.
Ghost rats will be crawling all over you... use your spin attack
to throw them off, and keep running until you reach the door.
Unlock it and go through.
       You'll be on the second floor of the Central Chamber, and a
short scene will ensue of the third torch being lit. Only one
more to go!
Jump onto the chandelier in front of you, run around the
rim and jump off the other side and go through the door at the
opposite end of the room. Run to your left and jump off of the
small broken staircase to find another pushable block. Push it
until it falls into its groove. If you need a red rupee, there's
a chest with one in it on your left side. Climb up the block and
pull on the chain. The chandelier behind you will rise.
As a note, sand larvae will jump out and try to attack you,
so either kill or ignore them while pulling the chain back,
whatever works for you. I just ignored them, and leaned away from
the sand pits.
       Now, let go of the chain when you pull the chandelier all
the way up and stand in the MIDDLE of where the chandelier will
fall and there's no shadow, so the metal giant falls down around
you. Climb up onto the chandelier, and face the eastern wall.
Jump off the metal rim onto the broken staircase, and head
through this door.
       The next room is round and has wooden barricades lining the
room. Upon entering it all the doors are gated. There are two
treasure chests in the room filled with bombs. To get out of the
room, you must kill a stalfos! Yay! For those that are unfamiliar
with this infamous baddies, swordfight the skeleton until he
crumbles, then drop a bomb on his remains to finish him off for
good. If you spend too much time fighting him, Midna gives you a
       After killing the knight, enter the next room. Roll across
the sand pit, then face the torches. These torches have to be lit
in a specific order to make the next room accessible. If you do
it incorrectly, monsters appear. So, take out your torch and
light the middle torch right in front of you first, then the
torch all the way on the right side of the room in the corner. A
part of the wall will recede on the left side of the map...
proceed through the now-accessible door.
       In this room is the last Poe. Turn on your sight and run up
to the ghost. When you do, he splits into four different parts.
To be fair, the game lets you run through the fake ghosts while
if you approach the real ghost however, the lot of them start
spinning quickly. Wait until all of the ghosts turn transparent,
and the real ghost turns purple and prepares to strike you. Then,
make your move. After a couple of hits he goes down and you free
the last soul.
       Run through the door to find Link standing atop a ledge in
here. On your left is a grate you can hook... do so and drop down
in front of a door that leads back into the Central Chamber.
Watch a short scene where the door that has been closed
since entering this dungeon, and go through the opening. In the
next room is an interesting sight. There's a broken wall in front
of you and weird shapes literally carved into the floor. To your
right is a pit where you can see a treasure chest on the other
side of it. Don't try to reach it, your path will cross that of
the treasure chest before too long. Instead, look to your left.
There's another pit with a giant pillar rising into the air. The
pillar has ridges that resemble a screw. Fall down into the pit.
There's another little wall that sticks out of the pillar
that can be used to turn it. This time, turning the pillar raises
or lowers the floor. Lowering the platform will lead you to a
locked door, so let's ignore that for right now.
Instead, push on the wall counterclockwise twice to move
the floor up two levels, and now the floor will be level with two
openings. The right side has a treasure chest that isn't
accessible because of spikes that come up from the floor when you
get close. So, run through the other opening and arrive at the
chest anyway. Inside is a small key. Head back out of this room
and turn the wall clockwise three times to find a locked door.
Unlock it and enter.
The next room is more frustrating than you might realize.
Switch to wolf form, because ghost rats are everywhere and will
try to slow you down. A ReDead in the far opposite left corner of
the room from where you are standing when you first come in. Sand
pits are everywhere, and spikes come out of the floor in specific
patterns. So, what to do. First, run left over a sand pit and
then move forward in the room until you're stopped by spikes.
Then run all the way to the right wall and then forward again
until you find the end of the room. You're standing behind the
wall that if you look over, you can see the door to the next
room. In front of you should be a chain that pulls out the wall
that is blocking that door. Pull it out, then run backward a bit,
turn right, run to the left wall, and around the impeding spikes
and to the doorway. Go through the door.
You'll be in a long hallway with sand pits everywhere.
What's the best thing in the world when you only have a limited
amount of time to cross sand? Locusts! Yay! This hallway is
nothing special, and you'll see more like them in time. For now,
just cross to the other end and open the door. If you're
interested, there's a pot with Ooccoo at the far end of this
hallway across from the door to the next room.
Enter the following room to find a giant machine spinning
spikes around a round room. You can only run clockwise through
this room, so do so, running past the first sealed door to the
area opposite of you. In that next room are three stalfos. Kill
and bomb them, then head back to the round room and through the
opening. You'll be in a hallway that slopes upward, with plenty
of sand rolling downward and locusts that come out of the sand to
drag you down. I've made it through this hallway as human Link,
but traditionally I've found that wolf Link has more success here
because the locusts have a hard time of grabbing onto him. When
you make it to the top, jump the pit on your right and enter the
door at the northern end of the room.

Mini Boss - Lich

Run into the room and slice the vines wrapped around the
sword in the middle of the room. Turn into wolf Link, and sight
the monster. Wait until he attacks you, and jump to the left or
right to avoid it. The attack will be a downward strike with the
sword. After it gets stuck in the ground, the boss will be
vulnerable. Attack him, and he'll become visible. Turn back into
human Link. Now the boss will float in the air and occasionally
fire purple blasts at you. If you wait for the blasts they can be
reflected with Shield Attack. However, to make the battle go MUCH
faster, pull out your bow and arrow and shoot the boss. He'll
start flying around you very fast. Pull out your sword, and try
to Z target the boss. All of a sudden he'll slow down, probably
behind you, and if you Z target him when he does, attack him
before he attacks you, because he'll be readying his sword. Hit
him and he'll fall to the ground, and let loose all manner of
jumping strikes and spin attacks.
After a few hits the miniboss will begin flying in the air
again. Rinse and repeat your strategy, and after knocking him out
of the air several times, he'll die. Note: There is a small
chance that the boss will turn invisible again. If he does, just
switch to wolf form and pretend like you're starting the battle
from the beginning.

After beating the boss, run into the back of the room and
get the spinner! Even though this item is rather impractical,
when you do get to use it, it's quite fun. Equip it and turn
around. A ridged track runs to your left and right off of the
platform of where you are standing. Press B to get on the
spinner, then run into the track and let it carry you back to the
beginning of the room. Press B to jump off and go through the
Look to your left, and there's another track. Get on the
track and then after riding it for a bit, spot the track on your
right and press B to jump from the track you are on to the other
one. The track lining the right wall will take you to the door
above the before-unbreachable pit of sand.
In the next room you'll see lots of tracks... lots of them.
Ride walls until you reach the far end of the room where a track
leads up out of the sand. This track lines the right wall and
then pulls you upward. Ride the track and don't jump off, let it
carry you. It will throw you onto a red floor with a giant
swinging mace trap above you. Get off the spinner and run to your
right. There's a piece of heart in the chest up the ramp. Right
next to the chest is another track. Ride the track (moving
clockwise), timing it so the swinging trap doesn't hit you. Ride
the track until it throws you off of it, and hold forward on the
analog stick to clear the fence. Ride this next track and let it
carry you upward... when it throws you off, ride it until you see
a ramp sloping upward. Get off your spinner until you reach, more
tracks! Hurray!
There are TONS of spin traps that are connected to the
tracks up here, so when they get close hit B to jump from one
trap to the next. It isn't too hard, but if you aren't paying
close attention it could be easy to get knocked off. Ride these
dual tracks to get to the door at the opposite end of the room.
Go inside, and open the chest to find the boss key. Cross the pit
using your spinner, and you find yourself with the weird ridges
and holes in the floor. Interestingly enough, there's a hole
shaped just like a spinner!
Turn your spinner on and navigate it to its hole. Fall in,
and repeatedly press B to open the wall in front of you. Ride up
the track you see on the left side of this circular room, and
right before you get to the top, jump off and land on top of the
pillar in the middle of the room. Another indentation shaped like
the spinner is on the floor. Sink into it and repeatedly press B
to make another large track rise.
Ride the track to the top of this room, where it will end
right in front of the door to the end boss, Stallord. Hop off
your spinner, unlock the door, and walk into the boss room.

Arbiter's Grounds Boss - Stallord

       This boss is nothing short of EPIC! Of course the use of
the spinner is going to be a must, so have that equipped.
Depending on what type of player you are, this may or may not be
your first challenging boss. You find yourself in a large, round
room with spinner tracks running along the edge of the room. When
the boss appears, immediately head to the tracks and clip onto
them with your spinner. Beware of the spin traps that work their
way around the room, attempting to knock you off of the track.
When you see one coming, dislodge yourself from the track and
either reconnect or attack the boss. Your target is the base of
the boss's skull. His spinal cord is his weakness, so your job is
to ram the spinner into his spine. Stallord will be kind enough
to release fire from his mouth, as well as summon skeletons from
the ground to block your advance. After you hit him the first
couple of times, you may find it difficult to get to his spine
due to the sheer number of skeletons he's pulling out of the
ground. Be careful, your spinner will lose momentum if you don't
spend time riding the track, so if it is clear that you won't
reach his spine, retreat to the wall and prepare to move in a
second time.
After three hits, he pitches a fit and raises the ground in
the middle and creates a much larger arena, and his head takes
flight. Now there are several sets of tracks... a spiral track
that moves up the middle of the room, and many layers of
horizontal tracks that line the outside wall. So, this means that
it is impossible to gain height by staying on the track around
the outside wall. Use your spinner and fit it into the middle
track. Use it to gain height, but watch for spin traps that are
moving down the track. Right when they get near you, use B to
jump to the other track, then quickly jump back. You want to get
as much height as possible before the boss appears next to you,
because you can count on falling a little ways every time you try
to jump from track to track. Before long Stallord's floating
skull appears before you. He'll fire a couple of fireballs at
you, so jump tracks when he does. After a couple of shots, he'll
float right next to you and point his face at the wall to shoot
at you. Jump at him, and use the spinner to deal damage. You'll
fall back down to the ground after hitting him. Start up the
spinner and repeat the process. After a few hits, Stallord
finally goes down.

20. Zora's Monster
Warp to Hyrule Castle Town and go back to Telma's Bar. The
adventurers will mark out on your map the location of Ashei, who
is at this point in the game exploring the mountain outside of
Zora's Domain, which has apparently been cause of the major and
recent cold spells occurring in that area.
Warp to Zora's Domain, and jump down the waterfall. Follow
the mark on your map, and look for the bombable wall on the side
of the pond's bank. Run up the path to find yourself in the midst
of a blizzard. Ashei is there, and he'll say that as of present,
there's no way to get through the blizzard. He'll also give you a
sketch of a monster that has been plaguing the Zora's.
Run back into the tunnel, and show the sketch to the
guards. They tell you that the fish the monster is holding is
that of a reekfish, a fish that only prince Ralis was ever able
to catch. Warp to Kakariko Village and go the graveyard. Crawl
into the hole and talk to the prince, who will give you the Coral
Earring... tied to the end of your fishing pole it can be used to
catch reekfish.
Warp back to Zora's domain, and stand on the bank nearest
to the giant rock emitting from the water at the bottom of the
waterfall. Cast and be patient, these fish take a little bit
longer to catch. When you do, throw the fish onto the ground and
transform into your wolf form, and pick up the reekfish scent.
Run back to where Ashei was, and transform into the wolf.
Turn on your scent, and follow the scent onto the mountain.
Along the way you'll be attacked by crows and white wolfos...
just be patient and follow the scent up rocks and across the
mountain trails. The first cliff you come to has a path behind
it, so run around to the backside to find stairs.
The second time you find an impassable wall, run into it to
make a bunch of snow fall. Climb up the snow to get on top of the
ledge and keep going. The scent will suddenly disappear
underground, so sense out a hole you can dig into, then enter it
to find a cavern of ledges. Turn into your human form to navigate
this dungeon, avoiding the ice blocks that you can't run into.
(They'll freeze you and take health) Ice keese are also swarming
this room, so avoid them as well... they're such a pain.
When you're back out of the cavern, keep your sense on, but
before too long you'll run into a bunch of shadow monster. Make
your warp point up here, and keep going to find the Yeti himself.
Transform into human form, and approach him. He'll ask you a
couple of questions, so just keep saying yes, and he'll show you
how to make a snowboard for yourself. Do so, and hop onto the ice
block and follow him down the hill.
Pressing A allows you to jump, so get ready to cross chasms
and kill monsters with your sword simultaneously. When you
finally make it to the bottom of the hill, you find the mansion
that the snow monster calls home. Prepare for the fifth dungeon,
the Snowpeak Ruins, looming right in front of you... walk up the
stairs and go inside.

21. Snowpeak Ruins
Guess what? The Snowpeak Ruins dungeon is the Yeti's house.
No surprise eh? It's a giant mansion.
(To be finished in the next version of the FAQ.)

22. Back into the Sacred Grove
Upon collecting the second mirror shard, warp back to
outside Hyrule Castle. While running inside you will get some
mail from the already lonely couple of abominable lovers, how
bored they must be. (Not)
Go to the bar, and find out that this time your uncle is
going to help you out. Warp to the northern Faron Woods.
Transform back into human Link and run to the spot where as a
wolf, Midna teleported you to the Sacred Grove when hunting the
Master Sword. Your uncle is standing there, this time with a
golden cucco.
Pick up the cucco and look down the chasm your uncle is
staring into. In front of Link and on your left is a platform
coming out of the side of a tree. Float to that platform, and
look on your left again. There is a second platform to float to.
After getting there, stare to the right side and see another
ledge. Use the golden "friend" to float to here as well, and
continue the journey to the Sacred Grove using the cucco instead
of Link's wolf form.
Upon entering the Sacred Grove, your friend the Skull Kid
is back to haunt and annoy you. He calls out more zombies and
disappears into the depths of the forest, yet again. Conform to
the same game as before... following his light, listening for the
sound of his horn, and chasing him through the woods until he
stops at a specific grove and draws out the battle in a single
clearing. After you hit him a few times, he opens up a new
Run into the new area, moving a block to enter the caves
below you. There's another pedestal, so put your sword inside of
it and pull it out to make a statue disappear. You'll also create
another warp by fighting five, instead of three, shadow monsters
at once. After the fight climb up the cliffs opposite to where
you came in, and there's an open passage in front of a door.
Open the door, and enter the black and white void to find
yourself in an ancient Temple of Time. Run straight forward from
where you are to find another pedestal... stick your sword in to
create a shimmering stairway that leads into the stained glass
window. Walk through the window to enter the next dungeon.

23. The Temple of Time
24. Shad's Guide to the Sky
25. The Sky Palace

E. Items

The items section is split into three categories:
weapons/armor, items found in general, whether it be things you
find in dungeons or in the field, and secret weapons.


Wooden Sword: The first sword that you get is given to you
in the very beginning of the game by your uncle. A Link to the
Past anyone?

Ordon Sword: Found in the Ordon Village under twilight, it
is inside one of the villager's houses sitting on a couch.

The Master Sword: Like most previous Zelda games, the
Master Sword is found during your quest. Being the most powerful
sword to be wielded, it has the same look kept from OoT and same
color kept from the original Legend of Zelda for the NES.

Ordon Shield: Also found in Ordon Village when it is
covered in twilight. It is a wooden, flammable shield that should
not be taken into the Goron Mines.

Hyrulian Shield: Can be bought from Kakariko Village after
removing the Twilight after completing the Goron Mines. The
Hyrulian Shield is resistant to fire.

Zora Tunic: A blue suit that almost looks mechanical, and
certainly makes Link look silly. This tunic allows Link to
breathe underwater.

Magic Armor: Glowing armor that when worn, removes rupees
from your inventory when hit instead of taking away hearts. The
armor becomes bulky and difficult to wear around once you run out
of money.

General Items

Slingshot: Bought from the shopkeeper in Ordon Village. The
first case of bullets you get for the slingshot hold 50 seeds.

Lamp: Given to you by the old man that lives outside of the
cove that leads to the Forest Temple. The lamp is used to light
torches and fires, and needs oil to stay lit. The oil runs out
fairly quickly, but there are places where you can pay for oil to
replenish your lamp.

Fishing rod: Made for you by the kid in Ordon Village and
given to Link by his mother. Just a basic rod without a reel that
pretty much is just used to get the job done.

Bottles: They're back! Found in various ways throughout the
game, you can store faeries, milk and potions to be used later
on. There are four bottles altogether, and they are found in the
following locations:
1) Given to you in the beginning of the game for finding the
shopkeeper's cat. It comes half full with milk.
2) Buy the second bottle from the lantern shopkeeper, who sells
it to you filled with oil for your lantern.
3) Obtained in the Cave of Ordeals in Gerudo Desert, and comes
complete with Great Fairy Tears.
4) Walk to the far side of the bridge in the lure fishing area
and cast your line into the water. After some trial and error,
Link will eventually hook a bottle and pull it up. This is
probably the only bottle that would be difficult to find without
outside help.

Gale Boomerang: Won after wiping the bright-red butt of the
monkey leader in the Forest Temple. This boomerang carries with
it the power of wind, and you can have it lock onto five specific
targets in succession.

Bombs/Bomb Bag: Your first bomb bag is bought from the
crazy bomb expert in Kakariko Village for 120 rupees after you
complete the Goron Mines. It is absolutely essential that the
bombs are bought before further progress is made in the game.

Bow/Arrows: The bow is found in the Goron Mines, and is
given to you by one of the three elder spirits.

Clawshot: Found within the Water Temple. The Clawshot
behaves like every hookshot in every previous Zelda game that had
a hookshot, except for in this game the Clawshot can't hook onto

Iron Boots: Received from the mayor of Ordon Village before
climbing Death Mountain for the first time as human Link. Iron
boots let Link sink easily in water and walk slowly, and can
sometimes be used to press switches. They also can magnetize on
the blue energy fields found predominantly in the Goron Mines.

Ball and Chain - This mace is received when beating the
dark knight in Snowpeak Ruins. It can destroy all sorts of
furniture, ice blocks, you name it. It also has an attack equal
to that of the Master Sword. (I believe so at least, if not, let
me know) As an added plus, things such as ice blocks, barricades
and other obstructions in the game can be destroyed with this

Spinner - Found in the Arbiter's Grounds after beating the
miniboss. The spinner allows you to attach to tracks on walls and
ride them around, open events provided the correct indentation is
in the floor, or you can even cause damage to enemies with it.

Dominion Rod - The main item found by Link at the Temple of
Time. It throws a little ball of light that can animate statues.

Frog Lure - Obtained after beating all eight rounds of the
minigame at the Fishing Hole... this lure makes it more plausible
to catch Bass and Hylian Loaches, yay!

Secret Items
Heart Pieces: If you find five of these, you will gain a
full, new heart.

Golden Bugs: There are 24 of these critters lying around
Hyrule. Run up to them and press A to pick them up. Collecting
bugs can garner Link larger rupee bags... see the secrets section
for more information.

Poe Souls: The Poe ghosts are back again. They can only be
seen with the sense of wolf Link... see the secrets section for
more information on soul collecting.

Great Fairy Tears: Difficult to find, but incredibly
useful. These rare items restore all of Link's hearts and give
him a temporary boost in his strength.

Rupees: Money used in the realm of Hyrule.

Rupee values are as follows:

Green - 1
Blue - 5
Yellow - 10
Red - 20
Purple - 50
Orange - 100
Silver - 200

F. Enemies

Deku Baba/Baba Serpents - They're the flowers from Ocarina of
Time, and they're just as annoying. They pop out of the soil and
attack you... a few hits with the wooden sword though and they're
toast. They drop pods that if you throw into a wall or break with
your sword, contain nuts that can be used as ammunition for the
slingshot. The pods themselves may also be used as weapons you
can throw, which can also save on ammunition as well.

Keese - They fly around and try to run into you. Keese are
everywhere within the game, and may be either on fire or covered
in ice. As would be expected, fire Keese can and will burn wooden
shields, while ice Keese freeze Link for a short time.

Bokoblins - Returning from Windwaker, the club-wielding goblins
are back to annoy. It takes a few steady sword strikes to bring
them down, but there's nothing special about these baddies. Just
take them down one at a time.

Baby Spiders - Baby spiders usually are crawling on ladders or
vines. Use the slingshot to knock them off.

Spiders - Far larger, far uglier monsters that spin webs that
require the torch to burn and inhabit wet, dark areas. Strike the
spiders when you find an opening, which is usually best with the
stab. Use Link's finishing move to kill them in the end.

Baby Shadow Monsters - The first monsters that you find when you
enter the shadow Hyrule. They only take one hit to kill, so waste
them quickly before they drain you of health too fast.

Shadow Monsters - These are like their smaller cousins, except
they travel in groups of three and the last two must be killed
together. If one of the three is ever left alive, it howls and
then rejuvenates the other two.

Shadow Crows - Just like the crows on Lake Hylia from OoT, these
crows stay atop of Hyrule Castle and chase you down. They lock
on, and if you're getting nervous just do Link's circular attack
to knock them back. Two hits and these birds are toast.

Ogres - The mounted beasts that guard bridges and attack Link on
their pig-like steeds.

Dodongos - Fire-breathing lizards that target Link, stop all of
their movements and fire a long blast of flame. Their tails are
their weakness, so move around behind the dodongos to hit them
from the rear.
Another easy way to one-hit KO dodongos is to fire a bomb-
arrow combo into their mouths when they open their mouths.

Torch Slugs - Another returning monster, flaming slugs inhabit
the Goron Mines. They crawl on the floor or on ceilings, causing
a pain for Link to travel virtually anywhere. A single strike
from your sword will kill them, but make sure you kill them ahead
of time, lest they fall from the ceiling and knock Link into a
pool of lava.

Poe - Ghosts that haunt Light Hyrule at night. In your wolf form
it is possible to use his "sense" ability and see the Poes, and
you can only kill them with the wolf equivalent of the finishing
As a note, in the Arbiter's Grounds you face a special type of
Poe, who looks like a white grim reaper and either attacks with
weapons or a lantern. They turn purple right before they attack,
so you may use that to time attacks with wolf Link, but that is
unnecessary. Just latch on them and press A until they die.

ReDead/ReDead Knights - Returning from OoT, ReDeads look far
creepier and not as brown. Posing as skeletal corpses with flesh
hanging on their bones, they still freeze Link with their
horrifying presence. They carry swords, and will swing them at
you once you're frozen. To completely avoid their paralyzing
gaze, take a few steps back and waste them with arrows. (Or
another weapon with range, such as the Ball and Chain)
Apparently ReDeads have been known to be called "ReDead
Knights", maybe because of the large cleaver they have on their
person? Regardless, it is just a heads up that you may see them
referred by this name at some point. (It's always good to be

Skeletons - One-hit kill monsters that are found in various
places throughout the game. They're easy to kill, but can be
annoying in just the right spot... and that's what Twilight
Princess normally uses them for: annoyances.

Stalfos - Skeleton knights that can only be finally killed with
bombs. Link's special sword abilities come in handy fighting
them, especially using Shield Attack to create openings. Stab
them with your sword a few times to make them fall to the ground,
then drop a bomb on them to kill stalfos for good.

Sand Larvae - Found in the Arbiter's Grounds, these giant bugs
burrow under the sand until they get close to the player and hop
out at them, and jump around for a bit before returning to their
dunes. After they pop out of the sand, put up your shield, strike
them once, then use the Clawshot to pull them close and finish
them off.

Locusts - Also found within the Arbiter's Grounds, these bugs
jump out of the sand and slow Link down, making it more difficult
to walk through sand pits. Use the spin attack to throw them
off... they don't take down any health, so don't worry about

Jellyfish - Giant, floating monstrosities that inhabit water
areas. They periodically generate electricity, so try to avoid
them. You may kill them with the Clawshot, but try to avoid
attacking them while they're sprouting electricity, eh?

Tektites - Spider monsters found in Zelda games dating back as
far back as I can remember. They can walk on water and come in a
couple of different flavors of color. They're persistent,
annoying little buggers that almost always come in groups and are
found in almost every dungeon in the game.

Clams - Laying down on the floors throughout the water temple and
other lakes and pools throughout TP, the clams charge you,
momentarily leaving an opening for you to stab something in.
Conventional attacks won't work here... you need to stab them
when they leave an opening spot with your sword, because any
other type of swing will hit their shell instead.

Helmasaur (Previously known as Helmaroc monsters) - Bugs with
helmets on their heads that scurry around and try to run into
you. Get behind them, which can be annoying in the presence of
other enemies as well, to stab them from behind.

Ghost Rats - Rats that can only be seen with the sense in wolf
Link form. This means that in terms of where they appear, they
don't show up until the Arbiter's Grounds.

Skeletal Hounds - This beasts are responsible for a certain
theft, something that you will recover much later on in the game.
They're quite easy to kill, but are always in large packs.

Darknuts - Statues that come to life when you get near to them...
get behind them to hit their backsides, and after a few strikes
they start spinning around before they explode. They will chase
you around and attack with their hammers.

Lizard Warrior - Very prevalent in the world of Twilight
Princess, these monsters are found in just about every dungeon.
Donning little armor and wielding only simple knives, take them
down with any means you see fit. (They're excellent practice to
fool around with sword techniques!)

Dragon Warrior - Lizards decked out in the very best of armor and
difficult to kill. Use either Helm Splitter or Draw to make your
battle against these monsters much easier.

Chu Jellies - Chus can combine with each other to make themselves
bigger. Hitting a large Chu will split it into two small Chus,
and the smallest are killed by your sword and drop jelly. The
jelly can be picked up in bottles and eaten, which have various
effects based on color:
 - Red Jelly: Restores eight hearts
 - Purple Jelly: Has random effects ranging from curing health to
taking away a heart
 - Yellow Jelly: Can be used to restore lantern oil
 - Blue Jelly: Fully restores all hearts
 - White Jelly: Fully restores all hearts, and raises Link's
strength for a short period of time

Bubble Bugs - Little bugs that hop into large bubbles of water
and roll into Link. They can be either killed by firing bomb-
arrows at the bug, or pulling it out of the water with the
Clawshot and finishing the bug off with your sword.

Piranha - Piranha are found within the Water (Lakebed) Temple
waiting for the player to fall into its depths. Locations of
piranha vary, but the main area to watch out for is the pool of
water within the central chamber of the dungeon.

White Wolfos - Found on the slopes of the mountains leading into
the fifth temple, they run in circles just out of Link's reach,
then turn and charge when they get a chance. Frost wolves are
usually found in groups of two or three.

Freezard - Ice crystals that zoom around on top of ice, and when
hit rebound off of walls like pucks on an air hockey table... the
only difference is, when they run into you, Link gets trapped in
a block of ice for a few seconds. Plenty of these are to be found
in the Snowpeak Ruins.

G. Bosses

Forest Temple Boss - Diababa

The boss starts out as two very large Deku Baba plants
("di" means two, if that explains this boss's name) hovering
above a pool of water. There are bomb monsters lying around the
place. Lock onto the plants, and pull the bombs to you. Run up to
the shore and the Baba plants will try to eat you... throw the
bombs into their mouths. After blowing up both plants, they will
sink into the lake and the true boss will come out. It has both
arms, but a very large, very angry center to the plant that opens
with an eyeball that protrudes.
All of the bomb plants at this point are gone, but the red-
butted baboon returns, carrying bombs with him. Stand out of the
plant's reach, and lock onto the bomb the monkey carries first
and then the body of the monster. When the bomb hits, the plant
will fall and expose the eye of the plant. Hit it with your sword
until the Diababa regains control, and continue until Diababa is
As a side note, the first time Diababa is knocked down, it
will spit a purple acid at Link in a zigzag pattern. It is fairly
easy to dodge this acid, so do so if you can.

Goron Mines Boss - Fyrus

The boss battle takes place in a circular room with pillars
near the walls. There's a large beast chained up on the opposite
side of the room from you, with shackles on his ankles and
wrists. The following cut-scene shows him breaking free (big
surprise!) and the battle begins. Make sure you have the "Hero's
Bow" equipped and the "Iron Boots" equipable (on the D-pad). As
soon as the battle begins, pull out your Hero's Bow and shoot him
in the jewel on his forehead. He will hold his head and run
around. Run at him and when you are close enough to the chains,
equip the iron boots and grab a chain. (If you are near a chain,
you should have an on-screen option with the A-button). Once you
are holding the chain, tighten it by backing up in the opposite
direction from the one Fyrus is pulling. This will cause the boss
to trip and fall.
Drop the chain with A-button, unequip the iron boots, pull
out your sword, and run toward his head. Z-target the jewel on
his forehead and have at it. You will get about 3-4 good swipes
in before the boss stands up and shakes it off.
The only real moves that you need to watch out for are an
area attack of fire that the boss throws out at you, as well as a
sweep he makes with the chain. The chain can be avoided by
rolling... but just hope you aren't near him when he expels the
fire. Honestly, you should be okay as long as you stay FAR away
from him when he isn't stunned by your bow.

(Thanks to LeeConsig for writing this out)

Water Temple Boss - Morpheel

Link starts with his head bobbing at the top of what seems
to be a large column of water. Dive into it, (if you wait too
long, Midna comes up and complains) and keep diving... and
diving... in fact, just put on your iron boots.
When you hit the bottom, you see a tentacle sticking up
from above the ground. The boss emerges its head, and the fight
begins. Basically if you get too close to Morpheel, he'll throw
out his tentacles and grab Link and eat him. If he does eat you,
which might happen a couple of times, he will spit you out of his
mouth. Take off the iron boots at this point! Otherwise you'll
sink back down into his mouth.
He also expels explosive fish to come at Link after the
first time you damage him. But this is nothing serious, since
they move slowly.
To deal damage, Z target the eyeball inside of his
tentacle, and then uses the Clawshot to drag it close to you.
Swing your sword; you will only get one hit. After about two or
three hits, the boss pulls himself out of the sand and starts
swimming around knocking over pillars throughout the room. Take
off your iron boots and start chasing the boss. When you get
close to his head, Z target the eyeball and hook it with your
Clawshot to drag you close. Start stabbing it when you get on top
of him, and after a few stabs he'll shake you off and keep
swimming. Honestly, I didn't get hit the entire time he swam
around, and I was kind of confused as to what the danger was
around me. Regardless, after a few hits Morpheel runs into the
wall and all the water drains out of the tub. You get a piece of
heart and the last Fused Shadow.

Arbiter's Grounds Boss - Stallord

       This boss is nothing short of EPIC! Of course the use of
the spinner is going to be a must, so have that equipped.
Depending on what type of player you are, this may or may not be
your first challenging boss. You find yourself in a large, round
room with spinner tracks running along the edge of the room. When
the boss appears, immediately head to the tracks and clip onto
them with your spinner. Beware of the spin traps that work their
way around the room, attempting to knock you off of the track.
When you see one coming, dislodge yourself from the track and
either reconnect or attack the boss. Your target is the base of
the boss's skull. His spinal cord is his weakness, so your job is
to ram the spinner into his spine. Stallord will be kind enough
to release fire from his mouth, as well as summon skeletons from
the ground to block your advance. After you hit him the first
couple of times, you may find it difficult to get to his spine
due to the sheer number of skeletons he's pulling out of the
ground. Be careful, your spinner will lose momentum if you don't
spend time riding the track, so if it is clear that you won't
reach his spine, retreat to the wall and prepare to move in a
second time.
After three hits, he pitches a fit and raises the ground in
the middle and creates a much larger arena, and his head takes
flight. Now there are several sets of tracks... a spiral track
that moves up the middle of the room, and many layers of
horizontal tracks that line the outside wall. So, this means that
it is impossible to gain height by staying on the track around
the outside wall. Use your spinner and fit it into the middle
track. Use it to gain height, but watch for spin traps that are
moving down the track. Right when they get near you, use B to
jump to the other track, then quickly jump back. You want to get
as much height as possible before the boss appears next to you,
because you can count on falling a little ways every time you try
to jump from track to track. Before long Stallord's floating
skull appears before you. He'll fire a couple of fireballs at
you, so jump tracks when he does. After a couple of shots, he'll
float right next to you and point his face at the wall to shoot
at you. Jump at him, and use the spinner to deal damage. You'll
fall back down to the ground after hitting him. Start up the
spinner and repeat the process. After a few hits, Stallord
finally goes down.

Snowpeak Ruins Boss - Blizzeta

Blizzeta begins the battle by encasing herself in a large
block of ice. The entire room will look like a skating rink...
pull out the Ball and Chain and hit the ice block with it. She'll
bounce around the room like an oversized freezie. It's pretty
easy to hit her because she's such a large target, and I killed
her first form so fast I'm not entirely sure what she's capable
of. I know that she does at random points in the battle expel
freezies from her block, but if you hit her with the Ball and
Chain they disappear.
After taking several hits from your mace, she'll have
herself covered in a large coffin of ice and rise into the air,
summoning very large icicles as she flies. She attacks at this
point in a pattern: first she will drop all of the icicles flying
around her on Link in a line, so just run/roll away from her as
the icicles are dropped behind you. You can destroy the icicles
with your mace if you choose to, so get rid of them with the
spare few moments that you have. The icicles will be pulled back
into the air, and Blizzeta will drop all of the icicles in a ring
around you instead. Roll out of the way and immediately turn
around when this happens, because her coffin of ice falls moments
later, in the center of the ring. Pull out the Ball and Chain and
swing it at her ice block. Repeat this three times and the ice
coffin will break, and you'll get the second mirror piece and
another heart container.

Temple of Time Boss - Armogohma

Ugh... a hideous spider for a boss... *shudders*
Well, luckily Armogohma isn't all that difficult...
something that I thought was interesting was that the spider boss
in OoT at the end of the first (Great Deku Tree) dungeon was
named "Gohma", I guess he got a title upgrade.
Regardless, the boss starts at the top of the screen, and
they zoom in on his body (ugh again) and show a weak point on his
back. It will crawl back and forth across the ceiling, where
beams of light shine through from the ceiling. So, when he
crosses a spot, you can tell where he is. Every once in awhile
the eye on his back will open, and charge a massive laser. The
laser's light will light up the entire room bright red. When he
does this, the laser will follow you around and hit you
repeatedly. Get out your bow and time where the spider will stop,
and when the eye opens up, fire an arrow into the eye. When the
eye is hit, the boss will fall onto the ground, inevitably in
front of a statue. Bring the statue to life with the Dominion
Rod, and press B to smash the spider.
After being hit for the first two times, Armogohma will
crawl back onto the ceiling, and then release a bunch of eggs
that will drop onto the ground. If you have Great Spin and full
health, stand in the middle of them and take all or almost all of
the eggs at once. If not, mass murder with the regular spin
attack and finish off whatever broodlings survive. Rinse and
repeat with the same tactics, and after the third smash of the
massive statue hammers, the boss will die, leaving behind a full
heart container and the third Twilight Mirror piece.

H. Minigames

Goat Herding - The object of the game is to get the goats to run
inside of the gate. They run from Epona, so charge around them
from behind and chase them toward the open building. Once you
have them running in a straight line toward the open door, press
A to hurry them along. Flush and repeat.
Note: The first time you herd goats, you are being timed, even if
the game doesn't tell you that you are.

Fishing - Cast the line into the water by pressing B and dropping
the remote so the line falls into the water. After a fish catches
the line, it will sink into the water. As the line is as low as
it goes, pull the remote up and hold it vertical into the air.
Link will keep pulling and pulling, and eventually pull the fish
out of the water.

Sumo Wrestling - Press left and right to move left and right.
Pressing A will drive Link in to grab his opponent, and holding
left or right on the analog stick and pressing A at the same time
will have Link slide into his opponent from different directions.
Pressing down and A right as your opponent drives at you will
cause Link to duck, giving him a free shot to drive into him.
This game is much like rock, paper and scissors. To win the
player must push his opponent out of the ring.

Parrot's Flying Challenge - When you remove the twilight from
Lake Hylia and complete the Water Temple, using the reeds that
used to call the shadow bird down will instead call down a parrot
who will transport you through the long cave. The idea is to
collect as much fruit as possible when flying through the cave,
and to collect as much of the same type of fruit in a row.
There are three different types of fruit on the course, and
every time you pick up another of the same type of fruit in a
row, the number of points you get for that fruit is doubled. So
basically, your job is to collect as many strawberries as
possible successively, because those provide the large majority
of the points needed to win the game.
Get 10,000 points to win! A heart piece!

The Cucco's Flight - When the twilight disappears to Lake Hylia
and Link has access to the cannon in the middle of the lake, fire
him up to the house in the cliffs. There, pay the guy at the door
20 rupees to have him let you jump off. There are giant rupees in
the sky that give you the amount that their color represents if
you run into them... but there's something better for you
There is a set of platforms near the cannon house that
looks like stairs rising out of the water. On each platform is a
treasure box. The idea is to drop off of your cucco onto one of
the platforms with the treasure chest. The highest platform has
an orange rupee, while the second platform down holds a piece of

Fishing Shop - At the "Fishing Hole" is a board game with
successive levels. After clearing out the twilight at Lake Hylia
you can enter this place... turn right to start the minigame. The
details of this minigame are explained upon playing it, quite
clearly, but there are successive levels that must be completed
to win the entire game. After beating every level of difficulty,
the player is awarded with the Frog Lure.

I. Secrets

1 - Special Abilities

       Link gains special abilities found by the skeletal man
disguised as a white wolf. Besides the first ability which is
given to you upon entering the Forest Temple, you must find the
rest. To find each ability it is a two-step process. First, you
must be in wolf-form, and find these black and gray obsidian
statues with a hole in the middle and howl back the song it plays
for you. The very fashionable idea behind this is that there is
wind blowing through the hole in specific patterns.
       After howling with the white wolf, a location is shown that
Link must visit in human form. When you visit those areas as a
human, you are taught the new abilities. The abilities are
learned in a specific order, so it matters not what location is
visited in what order.
       The following abilities can be obtained:

1) Ending Blow
Is given to you before entering the Forest Temple. When an
enemy is lying on the ground, Z target them and press A to leap
into the air and come down on the enemy, sword first.

2) Shield Attack
Jab with the nunchuck to push out with your shield.

3) Back Slice
While Z targeting an enemy, press either left or right on
the analog stick and A twice to jump and roll behind the enemy.
Once you do, swing the remote to leap into the air spinning and
striking with your sword simultaneously.

4) Helm Splitter
This is probably one of my favorite moves... begin the
attack by using your shield attack on the enemy. If it is
successful, press A while still holding the Z target to leap in
the air, and mid front-flip Link will stab the opponent in the

5) Mortal Draw
Okay, this IS my favorite move... it's straight out of the
draw-kill method of samurai swordplay. With your sword in its
sheath, wait until an enemy approaches and then press A to draw
your sword and slice the enemy at the same time, resulting in a
one-hit KO. Excellent!

6) Jump Strike
Hold Z and A together to prepare for a jump strike,
charging the strike while you do it. When you let go of A, Link
will strike with his sword two or three times IN THE AIR before
coming down and landing his jump strike and dealing blastwave
damage at the same time.

7) Great Spin
When Link has full health and you perform the spin attack,
this time the spin attack's range increases, its strength
increases, and it expels cool looking red energy at the same
time. Combine this with the magic armor and 200 or so rupees to
make Link too awesome for words.

       The following statue/wolf locations are found at:

       2) Statue Location - On the path between Kakariko Village
and Death Mountain
Human Location - The lake where Ilia gives Epona a bath
near Ordon Village

3) Statue Location - Outside the Sacred Grove in Faron
Human Location - Outside the southern gates of Hyrule

4) Statue Location - Lake Hylia, next to the tall tower
that is found in the southern corner of the map
Human Location - Right before the entrance to the Bokoblin
camp in the Gerudo Desert.

5) Statue Location - Upper Zora River, on the bit of land
jutting out into the river.
Human Location - Along the eastern wall of Hyrule Castle
Town. He's sitting on a wall that is reachable from a bunch of
vines that leads to the wolf.

6) Statue Location - Snowpeak Mountain... right before you
find the Yeti, right next to the warp point really, is another
Human Location - The location of the wolf is in Kakariko
Village's graveyard.

7) Statue Location - In the abandoned village where you
have to rescue the old woman by killing the 20 monsters. The
statue is on the right side of town, next to where the "leader
cucco" is later in the game.
Human Location - The northern part of Hyrule Castle Town,
just before the door into Hyrule Castle. If the giant prism still
has Hyrule Castle sealed away, the wolf is standing just outside
the pyramid.

2 - Controlling a Cucco

Remember the old Zelda games where (LttP, OoT, LA, etc.)
attacking a cucco would send flocks of them after you to bring
pain? Well not anymore! Repeatedly attacking a cucco now gives
you momentary control over the fowl!
Press A to jump as the cucco, and to revert back into your
human form, then walk into ANY object. (a person, Link, rocks,
buildings, you name it)

3 - Finishing Stance

After clearing out a large number of enemies by doing
either a jump or spin attack, OR by using one of the sword
techniques taught to you by the skeleton warrior, and immediately
sheath your sword, Link does the finishing stance he takes after
beating end bosses of levels. Pretty bad***, I must say.

4 - Fragment from the History of Hyrule

The identity of the skeleton warrior is revealed to you
after finding all of your skills: He is the Hero of Time, the
real Link that starred in the Legend of Zelda, Majora's Mask,
Zelda II, Link's Awakening, a Link to the Past and Ocarina of
The Zelda series does follow a storyline, (which Nintendo
themselves admitted to) and the games take place in a specific
order. Windwaker actually takes place AFTER all of the Zelda
games, while Ocarina of Time is near the beginning of the Hyrule
storyline. So, while the NES and SNES Zeldas, along with Link's
Awakening, Majora's Mask and Ocarina of Time all feature the real
Link, those take place at the very beginning of the series.
Twilight Princess says that the main character of THIS
game, whatever you choose his name to be, wears the clothes and
is endowed with the spirit of an ancient hero that once saved the
Windwaker makes the announcement at the very beginning of
the game saying "There was once a hero clad in green who fought
back evil..." (I will not add more because of what it will give
away in the storyline)
So check this out: When you get the final technique, Great
Spin, the skeleton that has been training you gives you the
following speech:
       "Although I accepted life as the hero, I could not convey
the lessons of that life to those who came after. At last, I have
eased my regrets."
       So, Link could find nobody talented enough to carry on his
abilities, and waited to find you before his soul could move on
into the afterlife in peace.
       Another connection can be made that links (no pun intended)
the skeleton warrior to the Hero of Time... he tells you the
first time that he meets you that he is the last of his people,
and that the skills he is teaching you are passed on from back
into his bloodline.
       A Link to the Past refers to the Link in that particular
game as the last descendant of the seven knights that defended
the Royal Family, and one that carries the abilities of their
bloodline. Besides the courage he carries from his ancestors, it
is remarked that he also carries their abilities.
       Thus, I have come to this conclusion: There are three
separate heroes through the entire Zelda series. Link, the hero
in Twilight Princess who becomes embedded with Link's courage and
who is trained by Link, and a little green man that saves Hyrule
from being flooded many years in the future. If the heroes can
change, can't Gannondorf?

Zelda series order:

1 - Ocarina of Time
2 - Majora's Mask
3 - A Link to the Past
4 - Zelda II, The Adventure of Link
5 - Link's Awakening
6 - The Legend of Zelda
7 - Twilight Princess (New Hero)
8 - Windwaker (New Hero)
Because of their multiplayer intent and my
misunderstandings of the storylines, I do not count either Four
Swords Adventures or the Oracle of Seasons to be an actual tale
of what happened within the realm of Hyrule. Rather, I see these
games as just an enjoyable addition that allows for more Legend
of Zelda gameplay. :P

5 - Heart Piece Locations

As a note about heart containers, two can be found in every
dungeon... there are also two containers in Kakariko Village as

1) In the cave within Faron Forest where you find the small key.
Light the torches on either side of the key's chest to make the
heart piece appear.

(These next two heart piece locations are taken nearly word-for-
word by Frozenfire, and are the two heart pieces found in the
Forest Temple.)

2) In the Forest Temple, in the room with the spider bombs and
the bomb eating plants, go to the upper level and put the bomb in
the upper bomb eating plants mouth, then jump across. and on your
right you will see a wall with two spiders on vines, destroy the
spiders and jump across to the vines, climb up the vines then on
your right. There should be a spider bomb and a gap, throw the
spider bomb across the gap and the bomb eating plant will
explode. Now it will open up a space on the lower floor with a
chest and a spider bomb and inside the chest is, well you guessed
it, a heart piece.

3) When you get the boomerang in the Forest Temple, the room to
the far east has a room with tile monsters, a tile monster
bridge, and a monkey on a cliff above. You must blow out the
torches with your boomerangs wind gust and steps will drop to get
to the monkey. This will then open up a room and inside this room
is a chest with another heart piece.

4) Kakariko Village has a piece of heart in the Light Spirit's
spring. Drop to the bottom of the pond with the iron boots and
Zora's tunic and bomb the rock in the water. Walk through the
opening to find the heart piece.

5) Also by the spring is a rock formation that can be bombed with
the arrow/bomb combo. Blow apart the rocks and summon the heart
container with the Gale Boomerang.

6) Atop one of the highest points in Kakariko Village is Talo who
challenges Link to a test of skill with the bow and arrow. If you
complete the task without using aiming assistance, Talo awards
you with a piece of heart.

7) The northwest corner of the room just outside of the first
elder you meet in the Goron Mines. See the Walkthrough for more

8) Above the chandelier in the main room of the Water Temple.

9) If you rent a boat at the Fishing Hole, row to the center of
the lake with the rock jutting out of Lake Hylia. Cast into the
water and use your fishing rod to pull up a piece of heart.

10) In the Arbiter's Grounds, you'll find a chest on the left
side of the staircase in the third room into the dungeon that has
the four torches of blue flame that contains a piece of heart.

6 - Item Upgrades

Additional bomb bags: The second bomb bag is found by
helping Iza unblock the river in the Lanayru Province. The third
bomb bag is found in the throne room of Zora's domain. Bomb the
rock underwater by the throne.

Double the capacity of bomb bags: Score 25 points on Iza's
Rapid Ride.

Wallet Upgrades: Give Agitha a golden bug to get the 600
rupee wallet. To receive the 1000 rupee wallet, you must find and
give her all 24 golden bugs.

Quiver Upgrades: The STAR mini game in the Hyrule Castle
Town has both of the quiver upgrades. The first upgrade can be
gotten with just the Clawshot, but the double Clawshot is needed
to score high enough to win the second Quiver upgrade.
First upgrade - Gives a quiver of 60 arrows

Magic Armor: Head to Malo Mart and inside there's a Goron
accepting donations to rebuild the bridge outside the western
part of Hyrule Castle. It takes 1000 rupees to complete the
repairs. Once the repairs are done, walk outside of Malo Mart and
talk to the elder Goron. He will give you a bunch of hot spring
water. Run northeast on your minimap to the western bridge,
avoiding monsters the whole way there. Don't bother to stop and
fight them, just run. When you get to the bridge, toss the spring
water on top of the Goron. He will be "rejuvenated" and open a
hot spring shop south of the town square in Hyrule Castle Town.
(You also get a piece of heart for this)
       Head back to Malo Mart and go inside of the building and
donate 200 rupees to buy out the shop on the left side of Hyrule
Castle Town's town square.
If you go inside of the shop, they sell the Magic Armor for
598 rupees.
(Note: If you don't complete the "hot spring" miniquest,
the donation required is 2000 rupees instead of 200 rupees...)

J. Glitches

Even though Twilight Princess was several years in the
making, its production was still unable to escape without
imperfection in the code. Unfortunately for the players, there
are a couple of glitches available that can END YOUR GAME. So,
these glitches are something that every player should take note
of, so armed with this knowledge you can keep yourself from
having to restart Twilight Princess from the very beginning. Now
wouldn't that just be a huge bummer?
This section may or may not come with spoilers to you, but
I would brave a little bit of pre-emptive information in order to
keep from having to start the game from the beginning again.

1. Game-Ending Glitches
Great Eldin Bridge glitch - Following victory over the
Goron Mine, the player will cross a bridge on his way north of
Kakariko Village. On the way to the northern section of twilight,
the Eldin Bridge will have part of its bridge removed after
crossing it. If you save and quit the game BEFORE entering the
twilight, then you will be warped back to the outside of Kakariko
Village the next time the game is started. This means that it is
100% impossible to cross the bridge, making access to the
twilight (and indeed, the rest of the game) impossible.
To avoid this glitch it should be obvious. Once you cross
the bridge, keep playing the game until you enter the twilight.

A second glitch that doesn't allow the player to quit until
the event is played through happens on your way to the Sky Temple
to collect the fourth mirror piece. Some storyline aside, Link
will be asked to enter a cannon to get there, with the door
behind him blocked with a man saying that you aren't allowed to
leave. If the game is saved and quit there, the man disappears
upon reloading the game. So, without being able to exit the door
behind you and with the man gone, again it is impossible to
advance the game further.
Again, to avoid the glitch, don't save and quit the game
until after passing through this event.

2. Miscellaneous
The Goron Mines glitch is one where you pull out the wall
for the first time and have to hop across the lava pits to make
it to the door before the wall replaces itself. Pull the wall all
the way out and then roll as fast as you can toward the space
between the moving wall and the stationary wall it is sliding
toward. Roll repeatedly through the gap, and you'll get stuck,
and if you do it right, as the wall moves it will pull you
through. Continue through past the moving wall with plenty of
time to spare and enter the next room.

This next glitch is hard to describe because I myself have
not done it successfully, nor have I tried it more than once or
twice, so I am going to copy and paste the exact submission, sent
by Jessurun:
       "Arbiter's Temple: Room with the Big Key where you need the
Spinner to get it: I got stuck in that room with the two doors,
the gear in the middle of the floor, and the opening with the big
key chest on the other side of the quicksand. I turned into a
wolf, fell into the quicksand, and just kept attacking until I
got around the pillar and to the other side. Then I climbed up
onto the ledge where the chest sits and got the key earlier than
I was supposed to."
       If anyone is able to back this theory up, please let me

K. Version History

1.05 - Enabled the initial posting of the FAQ online, started a
skeletal form of the full FAQ which went through the first two
sections, wrote the Overview and also included some of the items
found at the beginning of the game.

1.12 - Added Minigames, updated the Walkthrough up through the
fifth section, and added all of the items and monsters found
through that point.

1.33 - Updated the FAQ up through the Forest Temple, and then
added the first part of the Water Temple in as well. Also, the
beginning was rewritten to make more sense, the Secrets section
was added, the Boss section was added, along with several errors
and problems fixed throughout the FAQ.

2.04 - Added the introduction found in the game manual, as well
as the controls section. The hole was half filled, updating the
guide up to the Fire Temple, as well as extended the end of the
guide to include the Water Temple and then some.

2.07 - A little bit was added to the walkthrough, as well as a
couple of minor changes were made.

2.20 - Added ASCII art to the title, updated the point to where I
have made it personally in the game, and added much information
to just about every section but the walkthrough.

2.27 - Closed the hole in the FAQ left by the Goron Mines, as
well as completed the walkthrough for the Arbiter's Grounds and
the Snowpeak Ruins. Several mistakes were fixed throughout the
FAQ... and I also added some more monsters, minigames, items,
bosses and heart piece locations to the FAQ. Finally, the
glitches section was added. A mighty update this was indeed.
Version a - The Goron Mines were unfinished, as well as the
Walkthrough following the mines, preceding the Water Temple and
following the Arbiter's Grounds.
Version 2.27 (Complete) - Updated about 12 hours later,
this version contained all holes filled in, and carried the
Walkthrough up to the Snowpeak Ruins, as well as other minor
changes made as well.

L. Legal Information

This FAQ was written solely by me, and thus I feel I
deserve some credit for writing and posting this FAQ. If you
would like to post this FAQ on your website, I won't be
incredibly stingy about sharing, but I do ask that you give me
credit for writing the guide, and please ask me permission first.
The following websites have been given my permission to
post this guide:















Copyright 2006 by Jeremy Jusek

M. Special Thanks

       Always CJayC/GameFAQS for initially hosting my FAQ. I
wouldn't be able to share game knowledge without these forums. :P

       Rory Atkison, who drew out the ASCII title that heads this
FAQ... a lot of work went into it, and it was his first shot at
trying draw out a title like this, woot!

       Magna Merik, who sent me a ridiculous amount of
information, which includes but certainly isn't limited to:
monster names, minigame results and locations of heart pieces.

       Frozenfire, who has helped me a great deal with the writing
of this FAQ. Heart piece locations, many English corrections and
monster information are some of the things that he has helped me

       LeeConsig, for giving me correct instructions on the
fishing for Twilight Princess, as well as writing out the boss
information for Fyrus.

       GaijinSteve who inspired me to write the section on
glitches found in the game, as well as being the person who
informed me of both of the currently known game-ending glitches.

       Sunni Brar, who sent me the sequence of jumps required to
solve the puzzle right before receiving the Master Sword, along
with other bits of information concerning some monsters.

       Nathan Dove, for sending me information regarding the
parrot and cucco minigames, as well as a few other tidbits of
helpful info for the FAQ.

       Thanks to Roberto Sanchez for correcting the guide on
Link's special swordsman abilities along with errors in the FAQ
and valuable information on secrets within the game.

       Frozenfire for writing out heart piece locations, as well
as pinpointing a few reoccurring errors in the FAQ.

       Tim Van Gerner for motivating me to write out a section
outlining the controls of the game.

       Samuel Luke for a bit of information that was finally
included in version 2.27a. (But had been sent in awhile earlier)

       Thanks go to Chrono, Dianne James (zanyzora), Tyler Wilde,
Dennis, Jye, Aaron Busch, Chris O'Rorke, Dave, Braedon, Richard
Li and Craig Tesch for asking their permission to host this

       Sam Jessurun for contributing a couple of other minor
glitches found within the game.

       Elena, who translated the walkthrough portion to Spanish
and posted it on

       My roommate Mike and BlueFire14 for always keeping me up to
date on new release information... I would have never looked up
the trailers I did and download the information that I did
without their endless browsing of forums.

       For help with correct monster naming, I'd like to thank
Aaron Romanick and Ken Prothero.

       And finally for little additions that have helped me along
with what I have accomplished thus far, I have to thank Jibraeel,
Timothy Harvey, Orge, Goombella, Robert Tran, Cole Sutra, Justin
Dunlop, Steven Panek, Wilhelm, Marc07 and Letsgopens13.