Walkthrough

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Full Walkthrough/In-depth Guide

Updated 12/21/06
By Darkfury3827
Version 12.99

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. Rescuing the Forgotten Village
	25. Filling the Ancient Book
	26. Shad's Guide to the Sky
	27. The Sky Palace
	28. Twilight Mirror Completed
	29. Palace of Twilight: Sol
	30. Hyrule Castle
E. Items
F. Enemies
G. Bosses
H. Minigames
I. Secrets
	1. Swordplay Skills
	2. Golden Bug Locations
	3. Heart Piece Locations
	4. Poe Soul Locations
	5. Item Upgrades
	6. Restoring the Great Eldin Bridge
	7. Kakariko Village/Lake Hylia Warp
	8. Finishing Stance
	9. Controlling a Cucco
	10. Throwing Goats!
	11. Move Quickly Underwater
	12. Fortune Telling
	13. Unlimited Spin Attack (GC version only)
	14. Unlimited Rupees
J. Cave of Ordeals
K. Glitches
	1. Game-Ending Glitches
	2. Miscellaneous
L. Fragment from the History of Hyrule
M. Version History
N. Copyright Information
O. 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
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

       Woot! After many hours of working on this guide, the major
problems are finally being fixed, the walkthrough is done, and
the only side quests I have yet to list are the heart piece and
Poe locations. Thanks for everyone's support so far in what has
been a massive undertaking; this guide's success is partly due to
all the help I've gotten so far.
	If there are any problems that you have with the
walkthrough, you have a better way of wording sections or a
different method of doing things and would like to share, feel
free to email me things you see are wrong with the FAQ:

Email - [email protected]

	Be warned ahead of time that emails that are not
appropriately addressed I will probably disregard as spam and
accidentally delete... just be sure to mention "Twilight
Princess" or something along those lines in the title of your
email, and I'll be sure to check it out.
	Another concern of mine is that if you have questions about
the game in general, please check to make sure that your question
wasn't answered in the FAQ first. That is what the guide is for,
and it may sound silly to you, but I have gotten several emails
from people asking questions about parts of the game that were
already clearly stated within the guide.
	Thank you for checking out this guide, hopefully it'll get
you through the game, and enjoy!


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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
popular.

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
away.

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!

Nunchuck:
	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.

Remote:
	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.

Swordplay:
	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
around.

	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,
haha.
	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
abilities.
	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
side.
	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
pain.
	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
proceed.
	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
cave.
	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
dead.
	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
time.
	Once you enter the second plague of Twilight, start heading
along the linear path that leads north to Kakariko Village.
You'll meet another shadow trio. Kill the three of them and ahead
of you will be a gap in the gorge; part of a bridge is missing in
front of you and again it is up to you to find a replacement.
Midna asks where you would like to warp, so choose the North
Faron Woods and walk up to the bridge uprooted into the ground.
Warp it back to the warp point that you just made by killing the
monsters, and the bridge will be repaired. Keep heading north on
your journey to reach Kakariko Village itself.
	Once in Kakariko Village, approach the pond at the far end
of town, and 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
commence.

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
heart.
	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
key.
	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
it.
	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
room.
	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
door.

------------------------
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
Hyrule.
	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. He'll jump on the bird's back
and fly around, firing arrows down upon your head. Dodge the
arrows and wait for when the bird swoops down to attack you and
Midna. When that happens, move to the side and attack the bird
directly. After several hits the monster falls off of his back.
Kill the monster and Midna will wrestle control of the bird and
the two of you will start flying off to Zora's Domain.
	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
Field.
	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 waterbomb-
arrow combination... either kill him or ignore him and unlock the
door you see on the opposite side of the room; there's another
way to kill these monsters later in the dungeon that doesn't
require Link wasting bombs. 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
you.

----------------------
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
room.
	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.
Neatness?
	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 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 by pressing A; after a few stabs he'll shake you off and
keep swimming. If you get in front of Morpheel's mouth he will
suck you in and do damage, but he's pretty much harmless
otherwise. After a few hits Morpheel runs into the wall and all
the water drains out of the room. 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. If
you immediately approach the skull kid he'll warp to another
stump... the best advice would be to wait for him to summon a
batch of monsters, and use the wolf's spin attack to kill several
at once, then go for the skull kid himself.
	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
inside.
	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
Desert.
	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 east 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
possible.
	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
door.
	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
map.
	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
hint.
       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
door.
	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 by jumping the moment before
you slam into the bone. 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 monsters. 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. The first thing you see is
a Poe floating, not so menacingly I might add, in front of you.
Transform into wolf form and take his soul, then enter the
northern door.
	Inside here is apparently the wife of the Yeti. She gives
you the dungeon map, and tells you to talk to her husband. Go
through the left door, which as of right now is also the only
door open. Inside is her husband stirring a giant bowl of soup.
You can go ahead and fill any empty bottles that you're carrying
on your person if you feel the need... this soup will only refill
two hearts, but give it time. Ooccoo is hiding in a pot in here,
bust him out if you feel the need to. Now, head through the
northern door and see if you can't find where the Yeti family hid
the mirror you're looking for.
	There's a simple puzzle in here that will get a little more
complicated later. Basically, you have this to deal with:

 _________
[        B]
[         ]
[    B    ]
[         ]
[___   ___]
    [S]

	B - Frozen blocks that you cannot move. Don't run into
them, they take away hearts.
	S - The switch you would like to take care of.
	1 and 2 - Moveable Blocks

	Push the two moveable blocks until you have them on either
side of the switch, S, in the middle of the room:

 _________
[        B]
[         ]
[    B    ]
[         ]
[__1   2__]
    [S]

	Now, just push block 2 to the left and down as such:

 _________
[        B]
[         ]
[    B    ]
[         ]
[__1 2 ___]
    [S]

 _________
[        B]
[         ]
[    B    ]
[         ]
[__1   ___]
    [2]

	After completing the puzzle, the door to the next room will
open. In the next room, turn into your wolf form and look for a
spot that you can dig at right next to the wall. After the dig
Link will find himself in a small, snowy courtyard, filled with
white wolfos and giant blocks of ice lining some of the walls.
(And blocking openings... grr)
	Kill the white wolfos. As a general rule for most of this
dungeon though, ignore the majority of the enemies you come
across. This dungeon requires going through many of the same
rooms again, and monsters like white wolfos and freezards respawn
constantly. If you're maxed out on rupees, ignore the 20 rupee
chest laying out in the open. Instead, search for the chest half-
buried in the snow. Dig it out, it contains a small key.
       Another note: In places like this courtyard, walking around
as human Link is disadvantageous to you, because not only is it
harder to fight the wolfos in your human form, but Link sinks in
the snow and it makes walking around, let alone fighting, much
more difficult to do. Open the door on the left side of the
minimap.
       Run past/kill the freezards in the next room to the
northern locked door. Open it with the small key you found in the
snow and enter.
       In here three freezards are "patrolling" the ice. Kill them
with whatever means you see fit, but I find attacking one and
spin attacking on the rebound generally keeps Link from getting
hit by them bouncing around. After killing them, the door to the
next room opens.
       The camera pans through and voila! A treasure chest!
Knowing every dungeon you've been in so far, it can't be this
easy. As you approach the chest, two ice lancers pop out of the
ground. They aren't hard to kill... actually, they're fairly fun
to fight. Don't be upset by losing the sight of these unique
monsters, you'll see more later. Enter the jail cell that the
lancers were protecting to find the Ordon Pumpkin.
       Retrace your steps all the way back to the third room, and
offer to add the wonderful taste of pumpkin to the soup the Yeti
is cooking up. He'll make a "Good Soup", which will replenish
four hearts when bottled and eaten. Head back to the Yeti's wife,
and explain her amnesia, and she'll offer the location of what
she thinks is the correct location of the mirror shard. She'll
open another door at the northern end of this room.
       You'll be in another end of the courtyard with more wolfos.
At the far end of the room is a giant ice monster blocking a
doorway. Follow the right wall until you come to a window that
you can climb through. On the other side is a doorway... open the
door and enter the next room.
       Right at the beginning of the room you'll see a cannonball
laying on the floor. Pick it up and avoid the freezards spinning
slowly on the ice. There are also huge ice walls that I would
avoid as well, running into any of these will mean being
momentarily frozen as well as losing part of a heart. Make your
way around the room until you come to a cannon. Point the cannon
so it's facing to the LEFT on your minimap, and put the
cannonball in the back of the cannon. Drop in a bomb behind it,
and the ball will launch, clearing out all of the ice in its
path. At the end of the path is a treasure chest containing a few
bombs. Grab the cannonball and drop it back in the cannon, and
this time point it south. Fire the cannonball a second time to
reveal another doorway.
       Enter the doorway to find a room full of wooden beams,
almost as if you were crawling along a bunch of rafters.
Freezards inhabit the wooden beams as well, so use your Clawshot
to clear them off of the wood in front of you. Make your way
across to the treasure chest containing the compass at the other
end of the room.
       With the compass in hand, retrace your steps back to the
courtyard, and find the relative area containing a treasure chest
symbol in the northeastern part of your minimap. In your wolf's
sense form, dig up the treasure chest buried underneath the snow.
       The chest will contain a small key. Get the key and unlock
the door with iron bars on the east side of the courtyard. Behind
it are a few cannonballs. Load one of them onto the arm that
transfers the cannonballs back and forth from one room to
another. Go back to the courtyard and take the cannonball to the
cannon and point it at the ice monster. Fire the cannon, killing
the monster and leaving some freezards behind. Enter the now-
accessible door to the miniboss's room.

---------------------------------
Mini Boss - Ball and Chain Knight
---------------------------------

	I remember this boss being the easiest fight I ever had in
a Link to the Past. Now, because the first time I went up against
him I had no idea how to hurt him, this was the only thing in
this entire game that killed me.
	The room seems lifeless when you first enter it. Run to one
end of the room to initiate the fight though, and turn to meet
your enemy. The knight's weak spot is his tail that is protruding
from underneath his mail behind him. The ceiling can be grabbed
anywhere with the Clawshot, so if he backs you into a corner, use
the Clawshot to steer yourself from trouble. Since the hallway is
so small, he'll be able to hit you pretty easily. He'll slowly
swing the chain, and after a few moments of getting the flail up
to speed, he'll toss the entire hunk of iron at you. Try to time
the Clawshot's attachment to the ceiling with him throwing the
ball and chain at you. When he does throw it, get around to his
backside as quickly as possible and attack his tail.
	After several assaults the boss finally goes down, leaving
you the Ball and Chain as a reward for beating him. (Quite
possibly one of the coolest items in this game)

	Head through the northern door and use the Ball and Chain
to break the ice wall down to reveal a chest behind it. Once
again the Yeti's wife got it wrong... instead of what you're
really looking for, you found Ordon Cheese instead.
	Bring the cheese back to the Yeti, and he'll make some
Superb Soup for you, which is actually worth dipping your bottle
into. This particular soup now replenishes eight hearts per
drink. Go back into the adjacent room and talk to the Yeti's
wife, and she'll open the door on the eastern end of this room,
pointing out a place on the second floor that she's pretty sure
contains a part of the Twilight Mirror that Link is searching
for.
	Enter the next room to find yourself on a path that spirals
upward, and wraps around two cages, both filled with ice giants
spraying their icy breath everywhere. Kill the giants through the
holes in their cages with your new weapon, and blast apart the
large wall of ice on your right side as well. Keep going to the
top of the room, and go through the door.
	There's an ice lancer in here... kill him and break apart
the ice block next to him that's covering a mark for your
Clawshot. Run back to the door and face the massive square
chandelier hanging from the ceiling. Use your Ball and Chain to
hit the chandelier so it moves back and forth, then jump across
the pit using the swinging platform to get the small key on the
other side. Now you can use your Clawshot to get back to the
previous platform. Retrace your steps to the previous room and
enter the locked door on the left side of the room with your
newly found small key.
	In the next room you can destroy another block of ice to
make a Clawshot target that connects the first floor with this
one. Now hit the square platform in here to reach other door at
the opposite end of this room.
	The next room is just filled with ice blocks and freezards.
Fight your way to the northern end of the room and go through
that door.
	The next room is actually the puzzle room you were in
before. Drop down to the ice "rink" and use your flail to bust
the ice covering on the third block in the corner, as well as the
ice block covering the middle switch. The setup of the blocks
should look like this:

 _________
[        3]
[         ]
[    S    ]
[         ]
[__1   ___]
    [2]

	Obviously you want to get a block on top of the switch in
the middle of the ice to open the closed door in this room. First
thing's first... push block 2 up, THEN push block 3 down and to
the left:

 _________
[    2    ]
[         ]
[    S    ]
[         ]
[__1 3 ___]
    [S]

	Now, push block 3 up:

 _________
[    2    ]
[    3    ]
[    S    ]
[         ]
[__1   ___]
    [S]

	Now, push block 2 to the right, down, left, then up:

 _________
[         ]
[    3    ]
[    2    ]
[         ]
[__1   ___]
    [S]

	Now that the middle switch is covered, push block 3 to the
right, down, left and then down to make sure that both switches
(and indeed both doors are open) are pressed down. The setup
should look something like this:

 _________
[         ]
[         ]
[    2    ]
[         ]
[__1   ___]
    [3]

	After this puzzle is completed, climb the boxes to get back
to the second floor, and enter the door on the right side of the
room that is now opened.
	Head down the winding path, ignoring monsters you meet
along the way. At the very end of the path, look around to see a
Clawshot mark that leads you to a door on the western side of the
map in this area.
	Go through the door and into the next room, so see more
square chandeliers. Hit the ice block on the side of the room
covering another Clawshot mark, then cross the chandeliers using
the Ball and Chain. At the southern end you'll find a chest with
a small key. You should know what door this unlocks, and will
take a bit of backtracking to find. Exit the door on the side of
the room that you found the key, and recross the block puzzle
room. You're heading back to the room that served as a might ice
skating "rink" with freezards floating the surface, because
there's a locked door at the northeastern end.
	Heading through this locked door there are two more ice
giants. Break them to pieces with the Ball and Chain, and head
past the freezards they drop and look for the moveable boxes at
the right side of the room. Push them down and drop down the path
that they fall into. Keep following the path as it moves downward
to the door at the very end of the path.
	In this next room there's another block you can push
downward to create another shortcut, so do so, and look for three
cannonballs lying on the ground. Pick them up and there's another
slot on the wall next to a door. Drop a cannonball into the slot
and pull the lever so it rolls to the next room, then head
through the door and pick the cannonball up.
	Run up the path in front of you, and you'll see a cannon
near the top of the path. Turn the cannon so it is facing west on
your minimap... then drop the ball in and then a bomb to fire it.
After doing so, scramble up the bunch of blocks and to the area
that you fired your cannonball. Pick it up and put it in the slot
that's in the wall, and go through the door to the next room.
	Take the cannonball out of the slot again, and turn the
cannon that is in front of you so it's facing the ice giant
blocking the ladder in the northeastern corner of the room. Kill
it with the cannonball, then follow the path that leads to that
ladder. Turn around and follow the right wall, dropping down into
the pit with the cannonballs, then climb up the ladder to where
the giant used to be.
	Right next to you now will be a door on your right side.
Enter the door to find yourself in a sort of church. After
crossing to the far side of the room, ice lancers aplenty start
appearing all around you. Great Spin them into oblivion until
they finally take away some health, or simply stand at one end of
the room and take them out one by one. Simply running in circles
swinging your sword is a surefire way to get yourself killed, so
don't start doing that the minute you get hit... just keep calm
and keep your shield up. After the fight you're awarded with the
boss (bedroom) key. After you exit the church, the Yeti's wife is
standing outside the door waiting for you.
	She's feeling much better thanks to that soup (if you're
low on health, I'd suggest getting some, this is one of the
bosses that may take away a few hearts), and would like to show
her thanks and forgiveness by personally escorting you to her
bedroom where she keeps the second mirror shard.
	Follow her up the path to the bedroom, unlock the door and
enter the boss chamber.


------------------------------
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.


22. Back into the Sacred Grove
------------------------------
	After you collect 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
passageway.
	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
----------------------
	At first this was my least favorite dungeon, but after I
had gone through it a couple of times and realized what it
actually was, I started to like it quite a bit. This dungeon is
an eight floor dungeon, and you just need to head to the top once
and then back to the bottom floor a second time. This isn't that
bad, considering you have to move up a floor in order to even
leave the first room. On the seventh floor you'll find the boss
key, and right along with that key on the top level you'll find
the miniboss, dungeon item and the statue that you have to bring
to the first floor.
	So how do we go about doing this? Walk into the first room
and the missing statue that I was just talking about will be
brought up by Midna. If you turn on your wolf sense, you can even
see where the statue ought to be.
	In human form, look on either side of the miniature balcony
at the far end of the room. On one block is a switch, on the
other is a pot with a hole in it. Pick up the pot and put it on
the switch, causing a platform on the opposite side of the room
to raise. Climb up the platform and head up the stairs to find
Ooccoo. Keep going to find two unlit torches. Lighting the
torches causes a chest with a small key to appear. Take the key
and unlock the only locked door in this room at the top of the
staircase.
	There is a spider in this room... get used to them too,
because they're everywhere. Place a pot on the switch in this
room to open the gate in front of you. Just as a heads up,
hitting the giant bells with your Ball and Chain will release a
fairy, so refill your health or bottles if you need to. There's
also a chest right next to the entrance of this room that has
some arrows in it. Continue down your path until you get blocked
again. Another brief fight will commence... after the battle look
around. Up on a ledge there's a switch, hit it with your arrows,
and the wall blocking your path will move out of the way.
	The landing at the top of the stairs is filled with
enemies. Kill the lizard warriors you find along with the armos
statue to make the dungeon map appear. Also you can find a chest
with rupees on one side of the room. The door to the next room is
blocked by a gate, and on either side of the gate are two
switches. Carry a pot to each switch to open the gate, and go
through the door to enter the next room.
	The next room is very large, with three floors total. As
far as monsters goes, it has lizards and beamos statues placed
along the outside of the room. The middle of the room looks like
a miniature ranch, with a plethora of spider broodlings milling
about. There's a staircase that wraps up around one wall that
leads to the second floor of this room.
	Make your way to that staircase, killing monsters as you
go. When you climb the staircase, you'll find a large section of
it that fell away. Use your spinner to ride the track along the
wall, and once you're on the second floor, follow the path that
leads to the middle platform. Push the wall that sticks out of
the middle to move the platform to the bottom floor. Once there,
kill all of the baby spiders to drop the electric barrier that
keeps you from getting to the middle. Then pick up the iron pot
and carry it back to the elevator. Push the wall on the elevator
counterclockwise to move back to the second floor again. Circling
the outside of this elevator are two spin traps moving opposite
of one another, which you have seen already. However now it's a
little bit more difficult to avoid, because there are two
switches that are on a platform that branches off of one side of
this middle level platform, and you've got to carry both pots to
those switches.
	So, carry the iron pot you got from the first level to the
first switch, then continue moving around the outside until you
come to another platform that branches off the middle that has
the second pot you need. Carry it to the second switch, and after
you place the second pot on top of it, stand on the white
rectangle near the wall... that rectangle will act as an elevator
and carry you up the wall. Enter the door at the top of that
"elevator".
	In the next room are two armos statues. Kill them to make
the treasure chest containing a small key appear. Take the key
and go back into the previous room, and work your way around the
elevator to the north end of the room where a locked door lay on
the far wall. Unlock the door and go into the next room.
	This next room has a series of golden rings set into some
of the walls, with a switch at the far end of the hoops. This
room also has lizard warriors and beamos statues. The switches
move the walls in this room, and every time you want to move
forward, you've got to hit a switch. Get out your bow to help hit
switches and kill beamos statues, and make your way through the
room. As a general rule, if you come to a wall, hit a switch to
move that wall. This dungeon has a nasty habit of making you do
the same odd task fifty times, even if you got the point the
first time around. As you pass by, the southern end of the room
has a treasure chest that contains the compass inside of it. I
believe you have to move the walls five or six times to get all
the way through this room. Not to mention, by the time you get to
the far end of the room, lizard knights start appearing, so get
used to walking up to them with your sword sheathed to take
advantage of some of your sword skills. (Helm Splitter also works
well) At the far end of the room is a door... go through it to
the next room.
	The next room has a large staircase that leads to a mighty
golden balance. Around the room are tons of spiders, spiders
everywhere. Killing them all gives you a chest of fifty rupees...
if that doesn't seem worth it to you, find the metal pot and
carry it up the stairs and to the balance. When you get on the
right side of the balance, throw the weight you are carrying up
to the other side. The balance will even itself out some, so
climb onto the other side, and scramble up to the door that leads
to the next room.
	The circular room you are now standing in has spin traps
circling around the beamos statue standing in the center of the
room. Use your bow to kill the statue, and run around the room
clockwise until you reach the landing with the lizard warriors.
Kill them and move on to find a tiny maze with giant, rolling
spikes. Weave your way in and out of the paths of the spikes,
making your way to the ledge on the southern side of the room.
There's a bladed pendulum swinging from side to side, so avoid
getting hit by it as you maneuver to the small key that is hidden
in the chest on the ledge. Now make your way northeast through
the maze and pick up the iron pot you find. At the end of the
maze is a switch in front of an electrical barrier. Place the pot
on the switch to make the barrier disappear.
	Head up the stairs, and you're already at the highest point
of this dungeon! About halfway there...
	There is a locked door at the far end of the room, with
baby spiders and armos statues littering the place. Killing all
of the monsters once again garners you with 50 rupees, so if your
wallet is full, just unlock the door and enter the room to the
miniboss.

------------------------
Mini Boss - Iron Knuckle
------------------------

	Classic iron knuckle style, this guy hits hard and takes
away several hearts per hit. He'll block most of your attacks and
swing his sword at any opportunity you give him, so at least for
the beginning of the fight, try not to give him any! (ie. Jump
attacks) Stabbing with your sword works well, but I've noticed
that Helm-Splitter works the best while he still has armor on.
After knocking the iron knuckle around a few times, his armor
will begin to fall off.
	When the iron knuckle has lost all of its armor, it'll
throw its sword at you and pull out a rapier. The monster has
become much faster and much more limber, and can still block your
attacks fairly effectively with its sword. Use Back Slice or
Mortal Draw to get easy hits in on him, and after a few hits the
boss will finally go down.

	After beating the boss, a treasure chest appears. This
chest contains the Dominion Rod, which will allow you to bring
statues to life. See the statue at the far end of the room from
the door you came in? Yes, that's the statue that is missing from
the first floor of this dungeon. Those squares with the bells
above them are actually teleports for the statue, so bring the
statue to life and walk it to the first teleportation square.
Now, exit this room and go through the door to the western room.
	In the previous room, reanimate the statue and walk him to
the metal gate. Press B to make the statue strike the gate with
his hammer, and then keep walking into the previous room. Take
the pot in this room and place it on the switch on the floor to
lower the rectangular elevator near the hallway that leads out of
this room. Walk the statue over to the elevator, and then
deactivate him. Now, take the pot off of the switch and the
elevator will rise again. Climb up to the statue, bring him to
life, and have him follow you down the hallway.
	At the bottom of the hallway is another electric barrier.
Make sure that you are behind the statue, and have him walk
across the barrier to the switch on the other side. Deactivate
the statue and cross the barrier, then bring him back to life.
See how sweet this is going to be? The one plus side, keep in
mind, is that this level is fairly short.
	The statue will block the spikes rolling around in this
maze, so always keep behind the statue as you make your way
backward through the maze. Once on the other side of the maze,
walk down the stairs to make it back into the circular room with
the spinning traps. Smash all spinning traps into oblivion using
the statue's hammer, then walk the statue to the elevator in this
room and deactivate him. Place the pot onto the switch in here to
raise the elevator, and walk the statue onto the teleportation
square.
	You're now back in the room with the balance. Unfortunately
for you, this room is a royal pain in the neck. Walk the statue
to the left side of the balance, and throw both of the pots on
the left side onto the right side. Some equations:

1 Link = 2 pots
1 statue = 1 Link + 2 pots
1 statue = 4 pots

	For now, climb onto the right platform to even it out, then
activate the statue and walk him over to the right platform.
Throw both of the pots that you have onto the left platform.
Based on the equations above, you've got two more pots to
collect. Look to the ledge on the wall next to you, and find the
pot sitting on the ledge above you. Use the Dominion Rod to bring
it to life, and walk it over to the balance. When it falls off of
the ledge, throw it to the left side of the balance. Now, jump
off of the balance entirely, and make your way to the southern
part of the room. There's a ledge above you that you can Clawshot
to, and on top of that ledge is another pot. Pick it up and jump
off of the platform, carry it up to the balance and throw it to
the left side. The balance will even out as long as you aren't
standing on the right side, so use the Dominion Rod to bring the
statue to life, and walk him down the stairs and to the warp
point. Once the statue is gone, it is time to take a momentary
pause from babysitting the statue and get the boss key.
	Stand on the ride side of the balance where it is closer to
the ceiling, and Clawshot to the platform in the middle of the
room and make your way to the eastern wall. Ride the tracks along
the wall to get to the door at the upper part of the room, and
enter the door to the next room.
	In this next room there are four switches that are above a
closed gate that leads to the boss key. Two metal pots are right
next to the switches, so carry them onto two of the switches at
first. Above you is a ledge that has the third pot... summon it
down with the Dominion Rod and look to the helmasaurs on the
bottom floor. Use the Clawshot to pull off the mask from one of
them, and use the mask to weigh down the fourth switch. Drop down
to the opened gate and open the chest to receive the boss key.
	Retrace your steps back to the balance room, and go through
the door and walk down until you reach the fifth door and find
where the statue was warped to. You'll be back in the room with
all of the moveable walls... this is the last part of the level
that might offer up any difficulty at all.
	First hit, the first switch you can find to move the walls
around. Now, move the statue past the electric barrier. Moving to
the uppermost part of the room, head around the walls and open
the chest there to get a piece of heart. Now move back to the
bottom part of the room, and animate the statue again. You're
going to have to move him from the other side of the wall so he
can warp underneath another bell, a journey you cannot make with
him unfortunately. You'll have to move a wall twice during this
trip, and in order to hit the switch you will have to deactivate
the statue.
	Now you're going to be back in the first half of the room
with the golden hoops again. Kill the beamos statues and make
your way back through this room, moving walls for yourself and
the statue, and eventually leading him to the next warp point.
Continue moving through the room you are in, and hit the very
last switch to move the wall in front of you, and enter the
southern door to find where the statue has moved to this time
around.
	You're back in the circular elevator room. Get on the
elevator and push the wall counterclockwise to get to the highest
level where the statue is waiting. Activate him and bring him to
the elevator, then push the wall clockwise twice to lead yourself
to the bottom floor. Once there, kill all of the baby spiders to
drop the barrier, and walk the statue to the northernmost part of
this room. Use B to break down a gate. There's a warp on the
opposite side of this gate, but if you want to first, there's a
Poe behind a breakable gate that you'll need to use the statue
for as well. Choose to get the Poe or not, the choice is yours.
Warp the statue out of this room, then exit this room on the left
side of the minimap.
	Walk down the path in the next room and Clawshot over the
gate you find yourself at. Find the statue in this next round
room, and walk him to the gate at the bottom of the path.
Momentarily deactivate this statue, and Clawshot over this gate
as well. Find the pot lying around in this room to open the gate,
then walk the statue to the warp point in here, warping it out of
this room.
	Exit this room and backtrack, finally, to the entrance hall
of the Temple of Time. Here you will find the statue at its warp
point once again, just waiting to be led to its proper place on
the opposite side of the door. When both statues are finally in
place, the wall in front of you will rise.
	This room is a massive mess of traps and pits everywhere.
Make your way over the first pit and past the initial traps, and
ignore the first pot you see! There is a switch at the end of
this room, but there are pots that are much closer to the switch.
At the far end of the room you'll see the switch, and right next
to it should be two pots. Place one of the pots on the switch and
the metal gate leading to the boss door should lower, while a
second gate raises. Jump across the pit and past the now-opened
gate, and turn around to animate the metal pot behind you. Lead
the pot into the chasm that separates you from the rest of the
Temple behind you, and the two gates will switch back to their
normal positions. Make your way to the bottom of the ramp you're
standing on, and kill the two spiders at the bottom.
	There are pots for refilling your health on either side of
the boss door. When you're ready, open the boss's chamber and
step inside.

-------------------------------
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, and the boss will die, leaving behind
a...
       ...not full heart container quite yet. Actually, there's a
second, rather humorous part to this battle. After the third
strike, Armogohma's eye is left behind, and several of her
broodlings are holding it and running around the room. Either
chase them down and hit the eye with your sword once, or fire
arrows at it. Either way, kill the eye and the third Twilight
Mirror piece and that heart container are all yours.


24. Rescuing the Forgotten Village
----------------------------------
	Upon leaving the Temple of Time, a short cutscene with
Ooccoo will commence, and after the bird flies away, Link will
notice that the Dominion Rod is worthless.
	Warp to Hyrule Castle Town. As you run toward the entrance
toward the town, you'll get a useful (*gasp!*) letter. Apparently
you're needed in Kakariko Village. Ignore it for now, and run to
Telma's Bar. She'll tell you that you need to reunite with Shad,
who is inspecting something at Kakariko Village.
	Head out of the bar and then warp to the village. Right
next to where you warped into town is Renado's House... this is
also the same house that has the statue you moved when collecting
the tears earlier in the game. Enter the house and Renado will
give you a note that needs to be taken to Telma. Drop into the
hold, and look for Shad. He's inspecting a statue that is set
into the wall. After talking to Shad there's nothing else that
you can really do, so exit Renado's house entirely and warp by to
Hyrule Castle Town. Run to Telma's bar and deliver her the
letter.
	Telma will give you a letter of blackmail, basically... the
bar tab that the local doctor has apparently been accumulating
over the recent years.
	Exit the bar and head around to the left side of Hyrule
Castle Town, right next to the gate that leads out of the city.
Show the paperwork to the doctor, and he'll remark on how not
only is he sad that the statue was taken from him, but it reeked
horribly. Reek means you have a scent to follow! Turn into your
wolf form and inspect the doctor's office. At one end of his
building you'll find a crate that can be moved. Push it aside to
reveal a scent floating above the floor. Learn the scent from the
medicine and exit the building.
	The scent will lead back to Louis, the cat, who tells you
that he took the statue but a pack of wild dogs stole it from
him. The pack left the city, and prowls around at night around
the gates of the city. Stroll outside of Hyrule Castle Town at
the area specified by Louis, and after dark a large pack of the
monsters will surface out of the ground and attack you. If you
have Great Spin, use it here... the pack spawns in a semicircle
around Link and its great reach and power is a perfect way to
start the match.
	After a quick and easy battle, grab the statue and warp to
Kakariko Village. Show the statue to Ilia, who will recall more
of her memory. Hopefully you've restored the Great Eldin Bridge,
because I hadn't at this point, and there's no warp point
anywhere NEAR where you have to go if that bridge isn't restored
yet.
	The point you have to go is at the far northern end of
Hyrule, not counting Zora's Domain. Warp to the Eldin Bridge, or
ride Epona from the eastern side of Hyrule, and head toward the
mark on your map.
	You'll find a cave with a Goron standing outside of it.
Talk to the Goron and he'll open the cave for you, and warn you
about what is to come.
	Inside you'll find a ruined village that's fallen into
complete disrepair. Get out your bow... hopefully you have the
hawkeye. If you do, use it to pick off the monsters around here.
There are 20 total, so search buildings once you've cleared the
streets. There's nothing particularly difficult about this part,
but I will give a precautionary note: There's a howling stone in
this area, but DON'T summon the wolf-form of the skeleton warrior
until AFTER you've cleared this area of all twenty enemies.
Reason why? If you howl, you'll be transported to another screen,
and when you come back, all twenty monsters will have returned.
This means anybody you've already killed is alive and kicking
again. Again, this part isn't hard, but it is a complete waste of
time to have to rekill everything in this area.
	When you've cleared the area, Impaz unlocks her door and
exits her house. Congratulations, you've just saved who may just
be the last remaining Sheikah, which leaves the possibility that
this ruined town is what is leftover from the old Kakariko
Village found in Ocarina of Time.


25. Filling the Ancient Book
----------------------------
	After the ensuing cutscene, take the charm Impaz gives you
back to Ilia in Kakariko Village. She will completely regain her
memory, and after a short chat will give you her charm. This
works just like the horseshoe grass has worked all throughout the
game: it summons Epona at will! You could have used this all
throughout the game, but they chose to wait to give it to you
now! Yay!
	Head back to the ruined village, and show your rod (now
now, be mature) to Impaz and she'll recognize you as the great
hero. She'll give you an Ancient Sky Book in return.
	Warp back to Kakariko Village and drop down to Shad and
show him the book. He will take the book and accidentally power
up the Dominion Rod, then leave to try to locate other statues
within Hyrule.
	You need to find a total of six locations that all have
statues within them. All are marked on your map, and four can be
seen on you map without zooming in on any regions. Four are on
Hyrule Field, one is in Gerudo Desert, and one is located in
Faron Woods. Underneath every statue is an archaic inscription
that'll fill more of the Ancient Sky Book. Interestingly enough,
there's also a chest filled with 100 rupees also nearby, that
requires moving each statue in a special way to open it.
	Here are the following locations of the statue:

       1. First, run/warp to the eastern side of Hyrule Castle
Town. There are two red dots on your map right next to each
other, which is where we are going to head to first. The
northernmost dot is located on the side of a mountain. There are
two ledges, one with the treasure chest, and the other with the
statue. Activate the statue and have it fall to just below the
vines hanging off of the top of the cliff. Clawshot the vines and
fall onto the top of the statue. Now turn and face the ledge and
jump onto it, collecting your first page.
       2. Head south close to the location of the Lake Hylia
Bridge. Follow the minimap mark to find yourself in an old
coliseum-like area. The statue is on a pillar at the bottom of
the stairs. Pull the statue off and walk it so it's halfway
between the stairs and the pillar. Jump from the stairs to the
statue to the pillar to collect your second page.
       3. Warp to Gerudo Desert. Once there, head for the red dot
on your minimap. You'll come to a bunch of sandstone blocks lying
in convenient locations... perfect for you to use to get the
pages for your book. Bring the statue to life with the Dominion
Rod and have it fall between the circle and the only tumble of
blocks that you can climb on. Climb up the brick pile and hop
across the statue to reach the third circle.
       4. Warp to the Great Eldin Bridge. On the northern end, on
the right side of the exit, is a pile of rocks with another
statue on top of it. Kill the monsters flitting about so they're
not bothering you, then pull the statue back so you can collect
the next page.
       5. Head south now, skimming the western wall. Head for the
red dot on your minimap, and look for some ledges on your right
side for the second to last statue... using your minimap it
should be impossible to miss.
       6. Warp to northern Faron Woods and head to the oil
merchant's shop. Run to the northeast (spot the minimap) and look
for a wall that you can bomb open. Behind the wall is the last
statue.


26. Shad's Guide to the Sky
---------------------------
	Take your now-completed book back to Shad in Kakariko
Village. He'll read it and the middle part of the statue will
disappear. Shad becomes shamed in himself, and leaves the room.
	Activate the statue and head behind it to find the Sky
Cannon. Shad will come in to pester you again. Tell him to leave,
then use Midna to warp the giant cannon to Lake Hylia.
	If you don't have 300 rupees on your person, stop and take
the time to collect them now. The easiest way I can think of
personally is to collect golden bugs and give them to Agitha.
After you have the necessary amount, or provided that you already
do, talk to Fyer, the guy that runs the cannon shop, and accept
his offer of 300 rupees to fix your Sky Cannon.
	Watch as almost a week goes by as your cannon gets fixed.
When you're ready, use your Clawshot to enter the cannon. Right
before it fires, Ooccoo will jump in behind you with his head for
an offspring, and you'll be launched toward the Sky Palace.


27. The Sky Palace
------------------
	Once you land, Ooccoo will talk to you until a giant
dragon, Argorok, flies by. He freaks and runs into a building
directly ahead of you, jittery and hoping that all of his fellow
birdlings are doing okay. Behind you is another sky cannon that
will fire you back into Lake Hylia, so if you want to ever get
back onto the ground again, there's the way to do it.
	Follow Ooccoo into the shop that is to your left of the
pool of water that you landed in. Inside you can buy a few items,
and Ooccoo will add herself to your inventory, so feel free to do
so if you choose. (Coincidentally, this shop is the warp point if
you choose to use her)
	Exit the shop, run back to the pool of water, and run to
your left instead. There's a large building looming out of the
wind, so you're going to make your way to the front door of that
building. Deku babas line this path, and to make it worse, it is
very windy outside. In fact, as a general rule, if at any point
you are venturing around outside, there's going to be wind, so
keep your iron boots handy and ready to equip so you don't run
the risk of being violently thrown from the path that you're
standing on.
	Above the door is a switch. Hit it with your Clawshot to
open the door in front of you, and enter.
	This room is kind of a mild taste of what the rest of the
dungeon will hold for you. All of the Oocca flitting around can
be used just like you'd use a cucco. Look at the floor across the
gap that separates the ledge you're standing on to the one you
need to get to. The dark blocks will sink when you step on them.
Luckily in this room, they'll sink fairly slowly.
	Pick up the bird meandering about next to you, then glide
across the gap and get to safe grounds. Look up and to your
right, there will be a pillar there that is covered in vines.
Grab the pillar with your Clawshot and pull yourself to it. Crawl
around the side of the pillar until you're above safe ground,
then drop and pick up another Oocca. Look to the northern end of
the room, opposite of the side that you came from. You'll see
another door across that gap as well. Jump and glide to it, then
enter the door and go into the next room.
	In the next room you'll find a few monsters. Kill them and
wind your way to the door on the southern side. After exiting the
door you'll find yourself outside. Next to you is a hole in the
shape of a gear. Get on your spinner and repeatedly press B to
make a bridge appear in the distance. After it appears, walk to
the drop off on the edge of the balcony you're standing on and
Clawshot to the vines across from you. Climb up the vines and
follow the path that leads across the bridge you just made
appear. Remember to keep those iron boots handy, and make your
way to the door at the far end of the bridge.
	The next room is full of ledges that you can jump across.
Follow them until you can reach the mark on the ceiling good for
your Clawshot. Hook onto it and drop to a chest containing a
small key. Turn around and Clawshot back across this pit to the
door of the room. Exit the door and cross the bridge again,
making your way toward the door that leads to the main center
chamber. When you do reach the door, Argorok, a giant dragon,
smashes the bridge behind you, making it impossible to go
backward into the room you just came from.
	Using the vines on the pillars to move across the room, you
want to make your way to the door on the western end of the
minimap this time. Go through the door to yet again, find
yourself outside. One or two monsters will jump out at you, so
just kill them and look for a spinner mark in the floor again.
When you do find it, make another bridge appear. Follow the path
to the bridge and cross it to reach a locked door. Use the small
key you found to open the door, and head inside the building.
	The next room has several fans blowing across the surface
of the floor into pits... this is truly where the joy of this
level kicks in. Take the path on your left side first, and look
for a crystal switch that's toward the right side of the room
that you can hit. You can't fire arrows into the wind that's
blocking the switch, so use your Clawshot instead.
	Now turn around and take the right path. When you reach the
first fan, walk past it by putting on your iron boots to avoid
being thrown off of the level. When you pass the fan, take your
boots off and look for the vine-covered pillar on the other side
of the pit. Grapple it, and enter the door on the west side of
this room.
	The next room just contains a chest with the dungeon map
inside of it. Turn around and exit the room.
	Clawshot the pillar on the right side of the room again,
and use your iron boots to pass the fan once again. Now walk
across the dark blue bricks that used to have the fan blowing
across their surface. On the other side, enter the southern door
to the next room first.
	This room is a series of ledges with fans blowing from
underneath the blocks straight upward. Hop across them, following
the left path. Along your way you'll find a tile monster peeking
out from underneath the floor across from a wind storm. Resurrect
old dungeon knowledge and rip out your Gale Boomerang and toss
that monster into a pit.
	Keep crossing the pits, waiting for the wind columns that
occasionally shoot up to subside before jumping again, otherwise
you could get thrown into a pit. On your left side you'll
eventually come to another door. Enter it to get into the next
room.
	The next room has a circular arena in the middle. Kill the
monsters that pop out, and look along the southern wall for vines
that you can grab to climb onto a platform. Now, look toward the
ceiling for a ball that you can grab with your Clawshot. Attach
yourself to it, and the ball will drop, and turn on a fan that
blows a steady current across the level. Grab another Oocca, and
jump into the current to be blown to the northern end of the
room, which coincidentally has a door to the next room that you
need to get into.
	Pick up another Oocca in the next room, and leap from your
ledge. There's a wall with a giant hole in it that is your
target. You're not gonna make it, not gonna make it, wait! Glide
into the blast of air that appears and get carried way up into
the air, and fly through the hole in the wall. Land on the ledge
on the other side of the wall, and Clawshot the ball-switch above
your head. This turns on another fan. Pick up the poor Oocca
again, and glide into this second draft, which pushes you through
another hole in the wall on your right side. Land on the other
side of the hole and head through the door.
	You'll now find yourself in a massive, circular room that
has ledges leading all the way around it, with huge fans blowing
air into holes in the wall. Monsters are flying about, and
doorways can be found everywhere. Oocca birds are placed on
certain ledges, including the one you're on.
	Look above you to see another switch above you on your
right side. This switch doesn't budge, so put on your iron boots
to offer the extra weight. The switch opened a door on the
western wall of this room near the bottom, so that's where we've
gotta make it to. Drop down and take your boots off, and pick up
the Oocca next to you. Make your way, slowly, from ledge to
ledge, until you find the door that opened. The only advice I
have is that instead of trying to time your jumps with the huge
drafts of air being blown through the center of the room, avoid
them completely and make it to the next ledge.
	At the bottom of this room lies the door you just recently
opened. Enter the room to find yourself facing the miniboss.

-------------------------
Mini Boss - Shield Dragon
-------------------------

	This boss really isn't much of a "miniboss", since you
fight several shield dragons throughout the remainder of this
game, sometimes two at a time. Regardless, the boss flies around
with its guard down. Just Z target him and pull out your
Clawshot. Eventually the dragon will put up his shield, at which
point he's going to charge you. Don't wait for it to happen, just
Clawshot the giant lizard to you and attack him as much as you
can before he regains composure. After he does, he'll put up his
shield on the ground and fight up close and personal. I can never
get any attacks off when he's down on the ground, so just wait a
few moments and he'll fly up into the air again.
	After a few rounds of this back and forth banter between
the two of you, he'll die and your reward: a second Clawshot.

	Now you're practically spiderman, and are going to have to
move as fast at certain points in this level as well. Clawshot to
the switch hanging in this room, and it'll open a grate above
your head. Pull out your second Clawshot and shoot to the vines
within the hole, and crawl up and out of this room. There's a
door on the eastern side of this room... head through it to reach
the previous room.
	Make your way up through this massive room, moving steadily
upward. When you get high enough up, you'll see a hanging ball
switch. Hit it with your Clawshot, then lower yourself so you're
even with the doorway. There are marks that you can hook onto in
the doorway, so grapple them and get pulled to the door. Go
through it into the next room.
	You're now in a room with giant hanging poles that have
targets on them. Be warned, when you connect to the poles they
start to slowly fall. Grapple them and target the next pole,
making your way eastward across the room. When you finally land
again, open the treasure chest next to you to find the compass,
and go through the door.
	There are grappling marks underneath the large bridge in
front of you, so make your way under the bridge, knocking Deku
babas off of the ceiling with your second Clawshot. When you make
it to the far end of the room, go through this next door and find
yourself back in the main chamber yet again.
	Now it is time to make it to the door on the eastern side
of the room. Grapple the vines on the pillar next to the door and
enter it. You'll be back outside, winds blowing and all. Look up
to see another floating propeller hanging in the breeze... in
fact, there's quite a few of them leading to the next part of the
palace which is way in the distance. Also up here to keep you
company are some birds that will attack you if you don't move
fast enough, so don't get slowed up.
	Grapple the first propeller, then just use Z to target the
next floating propeller. When you reach the far side of the pit,
fall into the grass and enter the door into the next area.
	Run to your right and forward and look to the northernmost
target that you can reach with your Clawshot. Hit it, and make
your way from pillar to pillar until you reach the far ledge.
Land, then look to your north and Clawshot another target. Now in
front of you should be a grating that you can hit, drag yourself
across the pit to that grating as well. Now next to you should be
a hole in the wall... climb through it and knock the monsters off
of the ceiling using your second Clawshot, and grapple the target
implanted on the ceiling. Cut the chain some slack, and hit the
nearby switch to open another grating that lies across from you.
Through the opening you just created is another target... grapple
that target and look above you. Here's another series of marks
you can grab with your Clawshots, so make your way upward until
you can finally reach a ledge. There's a door right next to you,
so enter the next room.
	This room has an arena in the middle of it, with another
Deku baba plant monster that you first fought in the Forest
Temple. Kill the Deku babas on either side of it, then toss a
bomb into the middle of the plant to kill it. There's another
breakable pole above you with a target on the side of it...
grapple the pole and immediately look to your left and up.
There's a pillar with ivy strung around it, grapple the ivy and
pull yourself up.
	If you want to brave it, there's a skinny path that leads
around the right-hand side of the wall that has keese and Deku
babas lining it, and they guard two chests: one that is filled
with arrows, and the other that contains a piece of heart. From
the top of the column look up to find another pole you can latch
onto. Climb poles until you reach another set of vines you can
grapple, then hit the mark that is in the dead center of the
room. Drop from that center target down to a couple of enemies.
After killing them, head across a bridge that leads off of this
platform to the next room.
	This next room has some more floating propellers, but this
time they're mobile. Clawshot the first propeller and rise up
next to it to allow you to pass over the first wall of this area.
There's another propeller moving to the left on your minimap that
clears a second wall. Latch onto that one, and then drop onto the
ledge on the opposite side. Wait for the Poe propeller to head to
your right, and latch onto it and cut enough slack on the chain
so you can pass underneath the wall so you don't get knocked off.
Now on your left is another propeller, so latch onto him and
provide the appropriate slack in your Clawshot chain to pass
underneath this wall as well. You'll land on a ledge with a door
on it. Enter the door.
       (Note: There is a Poe that you can get to from this room,
if you would like to head out of your way a little. Follow the
"Poe propeller" that I refer to in the previous section in the
opposite direction and clip onto another propeller that will take
you to a secluded island across a chasm.)
	In the next room there are a bunch of propellers. The
"propeller path" will split, so take the path that leads south
and to your left. It will lead to a door that has a piece of
heart inside of it. Exit the door and Clawshot across the
propellers to cross the chasm yet again... when you make it back
to the platform, drop down from the ledge and enter the door on
the western side of the map.
	You'll see a very massive circular column rising into the
sky. Look to your right and you should see some vines that you
can grapple onto. Do so, and pull yourself up with the Clawshot.
Turn into your wolf form and circus-style tightrope walk across
to the ledge wrapping around the center column.
	Run to the end of the ledge and change back into your human
form, and kill the spiders on the wall. Now, when you climb the
vines, you have two choices. To your right is the path that you
are supposed to take to complete the level. If you go to your
right, a series of ropes will lead you to platforms with a Poe
hovering over one of them. Also this path passes two treasure
chests filled with rupees... one of them is red, the other is
purple. (20 and 50)
	Going right at the top of the ivy, you'll drop onto another
ledge that is connected to some rock platforms by more rope. Turn
into your wolf form, and cross the rope. At the other side I
would suggest turning into your human form and spin attacking the
birds to death. Attacking as the wolf requires Link to jump
forward, even if you are just doing basic attacks, so this
drastically increases your chances of falling off of the
platform. Should you kill the birds? I would suggest it, because
they can (and will) knock you off of the rope if you leave them
alone.
	The rope path will lead past two or three platforms with
birds resting on top of them, and then back to the center column
where an unlocked door is resting at the top of the ledge.
	Open the chest in this room to get the boss key. Clawshot
the switch above your head, and use your iron boots to weigh it
down. After you do, Clawshot the target above you and lower
yourself into the hole in the center of the room.
	In the room below you, look for the grating above the fan,
and connect yourself to it. Now, Clawshot the switch next to you
and use your iron boots to weigh it enough to flick, turning on a
fan. Now, drop down and head through the northern door.
	You're looking over a vast expanse of chasm, with
propellers rotating in the breeze. Pull your bow out and waste as
many arrows as you feel you need on the birds flying around.
Whenever you feel safe, Clawshot across the pit by connecting to
the side of each massive propeller as it slowly turns. At the
other side of the chasm, drop onto the ledge below yourself and
head into the next door.
	The next room has two shield dragons inside of it. Just try
not to remain in between them, and you shouldn't really have all
that hard of a time with them. After killing them, grapple the
fan grating above you and then hit the switch that's above the
ground. Another fan will turn on, and you'll have propellers to
move between. Follow the propellers to the top of the tower. When
you get to the very top, you'll see another switch. Hit the
switch and the propeller that you're hanging on will start moving
toward the ledge that leads to the boss's chamber. When the
propeller gets close to the ledge it is moving toward, Clawshot
the target above the boss's door, and drop onto the ledge below
you.
	Here it is... the entrance to the chamber that holds the
last piece of the Twilight Mirror. Sharpen your blade, check your
equipment, do whatever you need to do, then open the door and
prepare for the boss battle.


-------------------------
Sky Palace Boss - Argorok
-------------------------

	Argorok is easily one of my favorite bosses in this game.
True to form, he isn't that difficult, but he is fun.
	After walking through the boss door, you find yourself
outside. (It'll take some Clawshot action to get up to him) Head
up to the top-most platform where the dragon awaits. You'll find
him plenty ready for you, flying around what looks like the arena
Cell constructed in DBZ. There are four huge towers flying
skyward on every corner of the arena... and even better, the wind
is howling. Notice that this platform is a giant rectangle, so
that two towers are very close to each other (relatively
speaking) at each end of the rectangle.
	Use your double Clawshot to zigzag up the towers from one
side to the other, and when you get to the top turn to face the
dragon. The dragon will ready a huge stream of fire, so right
before he spits at you, attach yourself to the tower opposite of
where you are now. The fire will miss, and Argorok will need a
couple of moments to regain his strength. Aim and attach to his
tail with the Clawshot, then put on your iron boots. The added
weight will drag Argorok to the ground, where you can abuse him.
After doing this a couple of times, he'll throw a tantrum and
throw up a bunch of floating, spinning propellers that you can
latch onto with your Clawshot.
	And latch on you will! Climb the towers again, and when you
get high enough, attach with your Clawshot to the first
propeller. Argorok will spit a stream of fire at you, so to keep
ahead of the flame, Clawshot as fast as you can from one
propeller to the next. Eventually Argorok will tire out and
you'll find yourself behind the boss. Target the weak spot on his
back and let yourself get pulled onto his back. Once on, press A
a few times to watch Link stab Argorok in the back with his
sword.
	As a precautionary note, you have to do this twice, and the
second time around, the dragon tries to trick you. When you make
it to the propellers at the top and outrun the fire blast the
fire time, Argorok will immediately shoot a second burst of
flame, this time moving in the opposite direction
(counterclockwise) instead. After the second burst of flame you
may circle around Argorok and Clawshot to his back.
	After the second time, Argorok goes down with a mighty roar
and is dead once and for all.






28. Twilight Mirror Completed
-----------------------------
	After fighting Argorok, a short cutscene commences where
Midna points out the excruciatingly obvious that the Twilight
Mirror is now completed. Clawshot into the bottom of the Sky
Cannon, and get fired straight toward the ground.
	If there is anything you wish to do, such as collect the
last of Link's sword abilities (provided that you somehow missed
one of the howling locations, or just never bothered to meet
him), want to max out your arrows, get that last bomb bag, etc,
feel free to do so now. It is probably no secret to you that
you're approaching the end of the game.
	Whenever you're ready, warp yourself back to the Mirror
Chamber at the northern end of Gerudo Desert. Another cutscene
will take place, and massive jigsaw pieces concerning the
storyline will be put into place.
	The Mirror of Twilight will be completed, and a door that
leads to the realm of Twilight will open.


29. Palace of Twilight: Sol
---------------------------
	Midna will open with light conversation concerning the
locales. Talking to them does you no good, so turn your attention
to the world around you. You're now in the Twilight Realm, but
because of your special connection to the goddesses (and with the
help of Midna) you can pass through the Twilight Realm in your
human form. There are three main paths that you can take... one
to your left, one to your right, and one in the middle. The left
path has an impassable chasm, while the middle path has black fog
that keeps you from passing further up the path.
	So, head down the right path and enter the tower at the end
of the path.
	As a heads up, the first two paths both consist of similar
towers. Both have an orb at the end that you must get out of the
tower without it being taken away from you. Both towers also only
consist of a few rooms, and before getting the orb at the end,
you must fight a replica of Zant. The towers are filled with
shadow monsters of all types, including birds, squids and shadow
monsters... just so you are prepared.
	Enter the first room of the east tower to find a black fog
inside of a room filled with enemies. This fog is found
everywhere throughout this world, and is created by Zant. The fog
itself will turn human Link into his wolf form, so just be
cautious whenever you see it. Kill all of the monsters in this
room to make a chest containing a small key appear. Get the key
and move to the northernmost part of this room, and look for a
place to Clawshot. Double Clawshot your way to the top ledge, and
go through the locked door.
	The next room has a teleporting shadow squid inhabiting the
black fog in the middle of the room. Approach and kill him to
cause the compass (southern chest) and another small key
(northern chest) appear. The compass is guarded, so if you feel
that its contents are useless, by all means don't pick it up.
Some more double Clawshot action is required to reach the ledge
at the northern end of the room again. Open the locked door and
enter the next room.

------------------------
Mini Boss - Phantom Zant
------------------------

	An arena is created in the next room, just for you! Yay! A
fake Zant will appear, and in standards set by wizards years
before his time, he'll teleport around the room firing energy
blasts at you. Even better, he'll occasionally summon very large
groups of monsters to fight you at a time. These monster groups
range from shadow keese to shadow babas to shadow monsters
themselves.
	Whenever Zant isn't expelling energy from the netherworlds
or summoning monsters to fight you, he'll be teleporting randomly
around the room. Stay relatively close to the center of the
circle, and use Z to continuously look around yourself, and wait
until you see the phantom Zant stop to cast a spell. When he does
stop, move as quickly as you can to him and attack him with your
sword.
	Rinse and repeat this pattern until Zant's fake self fades
away.

	After killing the fake Zant, your attention is turned to
the pedestal at the top of the room via shifted camera angles.
Approach it and you find out the pedestal is really a giant metal
hand holding a shiny orb called the Sol. Midna requests that you
bring it outside the Eastern Tower. Be prepared, once you take
this orb, you must guard it like it's your child, because the
hand continuously follows you around and tries to steal the Sol
back from you. If you lose the Sol to the hand, you've got to
start all over. Honestly, the hand doesn't move very fast, and
you've always got plenty of time, so don't sweat this part.
Arrows will also temporarily stun the hand, so keep that in mind.
Finally, just like the Wallmasters from previous Zelda games, you
can see the shadow of the hand as it is following you. This is
useful, because you can position the Sol right underneath it,
wait for the hand to fall, and as it falls move out of the way,
pull out your sword, and attack the hand. This technique will be
useful at least once or twice to buy time, so remember it.
	Hit the hand with your sword to make it drop the Sol, and
pick it up and run to the next room. You can open doors while
holding the Sol, which is a relief.
	Wasting no time, jump to the fog in the center of the room,
still holding the Sol. The Sol expels this black fog, so clear a
path and place the Sol in the circle in the center of this room.
Stairs will appear, so run up them quickly and climb the ledges
at the end of the room. Turn around and Clawshot the Sol to carry
it back to where you are standing. Turn around and face the
southern door, and leap to it.
	The next room has nothing special, just a truckload of
shadow monsters flitting about. Make a run for it with the Sol
held high, and don't worry about having to make stairs appear or
anything special of the sort. Once you exit the tower, you'll
notice that if you carry the Sol next to one of the massive
shadow monsters walking around, they'll transform into their true
Twilight selves.
	Turn all of the monsters back into people of Twilight, and
then move to the center platform. You'll notice two circular
engravings on the floor, so place the orb on one of them. A
platform will appear to your left. Get on the platform and let it
carry you to the entrance of the western tower this time. Enter
the tower and prepare to hunt for the second Sol.
	This room is filled with shadow keese and moving platforms.
The first moving platform is accessible by using your Clawshot.
Hook yourself to the mark on the ceiling, and lower yourself onto
the first moving platform. Kill keese with arrows, and make your
way to the other side of the room, where a shadow squid will try
to impede your process. Kill the monster to make a chest
containing a small key appear. Get the key and open the northern
door to the next room.
	The next room has Clawshot marks on either wall lining the
sides, with another huge batch of totally awesome black fog in
the center of the room... filled with enemies! Enter the fog,
cutting a nice swath through their ranks. After murdering another
batch of squids, a chest will appear on one of the ledges lining
the sides of the room. Clawshot to the northernmost platform,
then turn around to face the marks in the wall. Clawshot back and
forth until you reach the southern end of the room containing the
newly-summoned small key chest. Another chest, containing the
dungeon map, can be found on one of the ledges as well. After
collecting the goods, Drop down and Clawshot back up to the
northern ledge and unlock the door to the next room.

------------------------
Mini Boss - Phantom Zant
------------------------

	An arena is created in the next room, just for you! Yay! A
fake Zant will appear, and in standards set by wizards years
before his time, he'll teleport around the room firing energy
blasts at you. Even better, he'll occasionally summon very large
groups of monsters to fight you at a time. These monster groups
range from shadow keese to shadow babas to shadow monsters
themselves.
	Whenever Zant isn't expelling energy from the netherworlds
or summoning monsters to fight you, he'll be teleporting randomly
around the room. Stay relatively close to the center of the
circle, and use Z to continuously look around yourself, and wait
until you see the phantom Zant stop to cast a spell. When he does
stop, move as quickly as you can to him and attack him with your
sword.
	Rinse and repeat this pattern until Zant's fake self fades
away.

	Yes, you face him a second time. He's a little more summon-
crazy this time around, so be prepared for fighting the shadow
babas quite a bit this time around.
	Attack the hand and pick up the Sol, then turn around to
enter the room behind you. There are a host of monsters waiting
for you already, so kill them and drop the Sol to make stairs to
the ledge in front of you appear. Run up them and turn around to
Clawshot the Sol back to you.
       Enter the southern door. Once in the next room, wait around
until the hand drops. Hit the hand with your sword to stun it and
buy a little extra time, then immediately pick the Sol back up
and leap to the center of the room. This time around, you've
going to have to work pretty darned fast. While ignoring all
monsters that might exist in here, drop the Sol into the circle
on the ground and watch the walls and staircase appear. Run up
the stairs and fire an arrow at the hand which will probably
already be on the move again. Get to the northern ledge again and
Clawshot south across the room as fast as you can possibly go.
When you finally make it to the southern ledge, the hand should
nearly be above the Sol. Clawshot the Sol to you, and run through
the door.
       The next room is hardly without challenge. A platform
appears just for you, so step on it and ride it to the door that
leads out of the tower.
       Once out, ride the other moveable platform to the center
platform, and place the second Sol in the only available spot
left. Now stand for a cool cutscene, which involves making the
Master Sword shiny. Now you can cut through all the black fog
with the Master Sword, and you don't have to try to avoid it to
stay in human form! As an added bonus, just about every monster
in the Twilight Realm will now die in a single hit.
       Run up the stairs to your north until you reach the black
fog that is practically falling in a large curtain. Slash several
times with your sword right at its edge, and end in a spin
attack. Be careful not to stand so close that you fall off of the
edge! The curtain will momentarily recede, at which point you can
jump across the pit and continue running up the stairs.
       When you reach the doors to the northern tower, steel
yourself then head inside. You're almost to Zant...
       Once inside the first room, slash apart the fog with the
Master Sword to find two orbs and two circular markings in the
floor. Place the Sols on the markings to create a staircase. At
the top of the stairs is a mounted Sol. Attack the Sol with your
sword and stand on the platform that appears in the floor. The
platform will carry you across the room to a ledge with a few
shadow squids. Take a hand in bringing their race closer to
extinction, then open the chest that appears as a result to
obtain another small key. Next to the battlefield is a ring of
three uncharged, mounted Sol orbs. Stand in the center of them
and spin attack, and another platform will appear underneath you.
This platform will carry you even higher into the air and across
the room, and lead you eventually to a locked door. Using the
small key you just got out of the chest, open it and enter the
second room.
       The next "room" is actually a large expanse of open space.
You're standing on a large balcony, and in front of you is
another large ledge. At the far end of the ledge is an immense
wall of fog, as well as a door that leads to the next room. On
either side of the chasm that separates the balcony and the ledge
are a couple of mounted Sols that can be activated with your
sword to create platforms to move from one side of the pit to the
other. First, start out by moving to the opposite side of the
pit, and kill all of the shadow squids that you find. Cross the
chasm back to the balcony you just came from and kill the last of
the squids to make another chest appear. This chest has the small
key that opens the door at the far end of the room, so cross the
chasm a third time. However, head to the wall of fog first. Spin
attack to make a momentary rip in the curtain of fog, and cross
to the other side. More shadow monsters attack you, so kill them
and Clawshot up the ledges to find a chest containing the boss
key at the top. Drop back down the ledges and cut the curtain
again with another spin attack. Hop across the fog curtain and
open the locked door next to you.
       The next room is very, very large. To kick off the fun, a
barrier appears around you and shadow monsters drop down. Wipe
them out the same way you've been killing them the entire game,
and keep in mind that they will bring each other back to life.
After the barriers disappear, cut your way through the fog in
front of you to reach four mounted Sol orbs. Spin attack to
create a platform, which will carry you upward. Several platforms
will appear when you reach the top, so turn around and face away
from the wall and jump onto the platform that will now be
directly in front of you.
       It will ride until two more ledges appear, so take the left
one. This platform will rise and lead you to a solid ledge. Jump
onto this solid ledge. Now, another platform will bring you
across the room. Take out your Clawshot, and hit the mark above
the platform that you are moving toward. Another shadow squid
will meet you, so kill him. Look toward the ceiling... there's
another target for the Clawshot. Aim and latch onto it, then drop
yourself onto another moving platform. This platform will again
start crossing the room. While it does, pull out your Clawshot
and look toward the ledges it is heading toward. Another squid
will be hovering above them, firing projectiles at you, so hope
none of them hit and knock you off the platform. When you are
within range, hook the mark above one of the platforms and drop
down to kill the shadow monster. Another chest will appear,
holding yet another key. Surprise surprise... get on the last
platform and ride it to the top of the room. Jump to the locked
door, unlock it and go through it.
       This is the last room before reaching Zant. As you enter, a
large barrier will go up all around you, and waves of shadow
monsters will pour toward you. Hack your way through wave after
wave of monsters... don't bother resorting to any special
tactics, because the light in your Master Sword makes swordplay
the most effective tool while fighting most of these creatures.
After winning the battle, the barrier drops. Approach the last
closed door, and unlock the chains with the boss key. Enter the
next room to face the fake king of Twilight, Zant.

-----------------------------------
Palace of Twilight: Sol Boss - Zant
-----------------------------------

	Zant is an unhealthy mixture of many of the bosses that
you've already fought throughout the game. He will dance around
and a light drum will set the background percussion, and the
scene will change. The scene that is flashed is a certain room
home to a boss you've already killed before. Zant will take on
the personality of that particular boss, at which point you must
fight him in exactly the same fashion as you did before.
	The scenes are as follows:
	1.) Diababa - Throw your Gale Boomerang at Zant and he'll
drop, open to a flurry of attacks from your sword. The only
threat he will pose is throwing blasts of energy at you.
	2.) Goron Mini Boss - Zant floats above the level causing
Link to lose balance and firing energy blasts at you. Wait until
he is tired and attack him back with your sword yet again.
	3.) Morpheel - Equip your Zora's Tunic and Iron Boots, and
fall to the "ocean" floor. Here Zant will hide behind a giant
metal grating, which he will open and occasionally shoot out some
energy blasts. Wait until the grating opens, and then use your
Clawshot to draw him close. After hitting him several times with
your sword, he's had enough and changes the scene yet again.
	4.) Monkey Mini Boss - Wooden pegs practically sprout out
of the floor and Zant jumps from peg to peg, shooting more of his
annoying energy blasts. Wait until he comes to a complete stop,
and then roll into the pole to knock him down. Once he falls,
abuse him with your sword.
	5.) Blizzeta - A giant fat Zant is now rolling around a
massive skating rink, and you've got to hit him with your ball
and chain. Fight him just like you fought Blizzeta, dodging him
and his attacks. When he turns into a small version of himself,
hit him with either your sword or ball and chain, and repeat a
few times before he gives up trying to mimic old bosses.
       After the Blizzeta form, Zant will summon a scene with the
castle in the background, where he dons Arabian Nights-type
clothing and pulls out two cutlasses. He will then appear and
reappear around you, doing one of two things: The first is where
he will appear and repeatedly attack you, at which point you
should just throw up your shield until the fury is over. Another
thing he's accustomed to doing is spinning very rapidly in
circles with his blades held out. When the storm of spinning is
almost over, use that chance to get as many hits in as you
possible can before Zant regains composure and starts the attacks
again.
	This ending part of the battle becomes very repetitive, but
is not difficult at all if you can just have patience. After
hitting him for the umpteenth time, Zant expires and the battle
is over... congratulations, you saved the Twilight Realm!


30. Hyrule Castle
-----------------
	After the battle with Zant ends and you collect the last
heart container you can get for fighting a boss, warp back to
Hyrule Castle Town. Enter the city and run to its northern end,
where the bridge that leads to Hyrule Castle is blocked off by
the massive, golden pyramid.
	At the entrance to the pyramid, the Fused Shadows
automatically react with Midna, and a nifty cutscene occurs that
results in the pyramid being destroyed. Cross the stone bridge
and push open the great, wooden gates to find yourself within the
walls of Hyrule Castle.
	The walls of the castle enclose themselves around the
center keep (tower) of the castle in a very large circle. All you
need a small key to enter the keep itself, so let's look around
for that eh? The path on your left won't meet the path on your
right, because there's a wall on the opposite side of the middle
tower that makes sure of that. The dungeon map is located on your
left, but is practically useless in this dungeon. So, we're going
to head to the right.
	Before you can even enter the door on the right wall, a
yellow barrier will appear around you and monsters will begin
pouring out from all over the place. Kill them all to make the
barrier disappear, and run through the northeast door to make
another barrier appear. Fight more monsters, then continue
running down the path. You'll reach a locked gate. On the right
side of the gate you'll see a chain laying in the grass that you
can pull to open the gate. Head through the gate and step onto a
mighty square, stone platform that looks suspiciously like an
arena. And arena it is... another yellow barrier forms, and this
time the mighty ogre that you fought outside of the Arbiter's
Grounds appears again.
	He still wields his ax... and each hit from that might
weapon will take away several hearts at a time. Look for openings
and cut the leader down. After tearing the crap outta him, he
will acknowledge your strength, and give you the key he's
holding. A short cutscene later, and you're standing in the grass
alone. Backtrack to the locked doors that lead into the center
keep, or the inner walls of Hyrule Castle itself.
	Once inside, another yellow barrier will appear. Kill all
of the monsters that come out at you, and the camera will focus
in on a treasure chest that appears on a balcony. Run up the few
stairs that are at the bottom of that balcony, and pull out your
Clawshot and look above you. Overhead there's a chandelier that
you can latch onto. Grab it and drop down to open the treasure
chest. Inside there's a compass. Turn and look to the left side
of the balcony and up at the ceiling. There's another chandelier
you can grab, so pull out the Clawshot again and hook onto it.
Now let some slack out of the chain and drop a couple of feet,
and pull out your second Clawshot. There's another chandelier
next to you, so latch onto the third network of candles and fall
to a door. Open the door and enter the next room.
	A barrier falls around you and an iron knuckle. Kill the
knight and a treasure chest appears on the ledge in front of
where you entered the room. On your left are two unlit torches.
On the right side of the room is a basin of oil for your lamp
(you can refill whenever you want for free!) and a lit torch.
There's a ledge that is in front of the ledge with the chest on
it. Stand BETWEEN those two ledges, then use your Gale Boomerang
to put out the lit torch. The spot on the floor you're standing
on will rise. Open the treasure chest to get a purple rupee, and
then look around. There's a hallway to your left, and a hallway
to your right. Either way will suffice, and if you're hardcore
enough you'll take both routes. However, you don't have to go
down both hallways. If you go down the hall to your left, you'll
create a shortcut that allows someone who just entered Hyrule
Castle to immediately get through much of the castle. If you head
down the right path, you can get 250 rupees as a reward. If you
want, read ahead to see what you'd have to deal with in either
case.

Left Path
---------
       Keep going past the chest and down the hallway to its left
side, through the door you come to and into the next room. Here
is a dark room with four unlit torches, and a painting on the
left wall. Shoot the rope to the paining to reveal the order that
you have to light the torches in with your lamp.
       To save you time, here is the order, with "1" being at the
upper-left corner of the room:

1  4

3  2

	The door at the opposite end of the hall will be open. Be
warned that the instant you light a torch, a huge gathering of
keese will awaken because of the light and attack you. Just stand
underneath them and spin attack... the torches in this room only
go out if you light them in the wrong order.
	In the next room are two very easy to beat monsters. Kill
them both to unlock the doors on your right and left. The door on
the right leads back to the center chamber. Enter the door and
hit the switch. This will drop a chandelier that can be hit with
the Clawshot from the floor of the main chamber and allow you to
reach the chandelier above this balcony. Basically this shortens
the path throughout the castle.
	The door on the left of this hallway leads outside.


Right Path
----------
	You've chosen the path to the right of the treasure chest.
Run down the hallway until you reach the door at the end. Open it
and enter the next room.
	At the end of the hall is a locked door with two monsters
standing outside of it. Kill them, and then stand in front of the
door and look behind you. See the paintings on the wall? All of
the paintings are held up by string, string that can be shot with
your bow and arrow. Behind each painting is a switch. If you hit
the wrong switch, several chu jellies will fall from the ceiling.
However, now that you are standing directly in front of the door
looking backward, I'm going to ask you to cut the rope to the
second painting on your left and hit the switch you find there.
The door behind you will be unlocked.
	The next room is a long hallway, with that's right, TWO
iron knuckles standing at the end. Run down the hall and take
them both on at once. After the die, a door on the right side of
the hall and one on the left side both are opened.
       The door on the right just leads back to the central
chamber. If you are in need of rupees for any reason, that'd be
your sole purpose for returning, because directly through the
door is a chest with 50 rupees, and a switch right next to it.
Press the switch and chandelier hop to get to a chest with a
whopping 200 silver rupee prize. Just so you know, however, to
get the 200 rupee chest you have to start back from the beginning
of the level again. (The iron knuckles remain dead, don't worry.)
If you've already completed the left hallway, then the shortcut
allows you to skip back to the end of the dungeon anyway, so
maybe you'd want to do that first if you haven't already.


	Regardless of which door you went through, eventually you
will wind up heading outside. You'll find yourself on the
parapets of Hyrule Castle, with a long path that winds around the
center keep and outward to two towers on either side of the
castle. One side has the boss key, the other side has a small
key. If you went down the right hallway, you'll exit the castle
right across from the boss key. If you went down the left
hallway, you'll exit the castle right next to the small key.
	When you get the boss key, several monsters run at you for
blood. However, unexpected help comes, and one explosion and a
short cutscene later, all the baddies that were swarming Link are
now dead. Wave to your friends and get your boss key. Getting the
small key doesn't bring any help, but the monsters are easy
enough that you could only lose hearts due to complete
carelessness.
	After collecting both keys, head up the winding path to the
locked door on the side of the keep. Unlock the door and go
inside. This is the last time you get to breathe fresh air before
fighting the end boss, so take it in now.
	Oh, and as a precautionary side note, if you don't want to
have to go through the entire Hyrule Castle dungeon every time
you fight the end boss, I would save your game now. Otherwise
when you beat the game, you will have to. (I made that mistake)
	In the next room turn into your wolf form and throw on your
sense. Kill the ghost rats that immediately latch onto you, and
look in front of you. There's a ghostly apparition pointing
forward across some blocks, and directly across where he is
pointing is another ghost. Basically, if you step on the wrong
blocks in this room, you'll fall and have to not only start the
room over, but you'll lose a heart. So follow the old ghost's
gaze and run until you get to the next ghost. And follow each
ghost and run in the direction (or jump the pit) that they are
pointing. Be sure not to step on a block that their gaze isn't
looking across, because chances are it will fall.
	After carefully stepping your way across the room, you'll
come to a broken staircase at one end of the room. Turn back into
your human form, and jump across the pits until you reach the
next circular room. There you will find that another barrier
appears around you. Kill the monsters to dispel the barrier, and
run to the next staircase.
	Apparently carpenters haven't been here to fix the
staircases in years, because this staircase is basically
nonexistent. Use your double Clawshot to hook onto the torches
lining the walls, and make your way to the next platform.
	There, another barrier will come up and a mirror fight of
the previous platform will arise. Kill and move onto the next
staircase, which has become even more ridiculous than the last.
	Now there are spinner tracks on the wall, with three spin
traps moving up and down the walls. Use your spinner to make it
to the top of the staircase.
	Once you get to the landing, look down the hallway. Two
locked doors are up here... the one at the far end of the hall is
locked with a small key. On the left wall is the key to the boss
room. And in front of the door is a lone iron knuckle. Run up to
the knight and a last yellow barrier lights up, and the battle
begins. Fight the iron knuckle to the death, and once he's dead,
unlock the door leading to the end boss of the game.

-----------------------------------
Hyrule Castle Boss 1 - Puppet Zelda
-----------------------------------

	After the initial cutscene the battle begins with Zelda
chasing after you. She has three separate attacks:
	The first is one where she points the sword she's wielding
at you and chases you through the air with it, locked onto your
character. Just jump out of the way to avoid this attack, it's
not too difficult.
	The second attack is one where she sears an inscription of
the Triforce into the ground underneath you, and a huge explosion
erupts from the markings. Whatever you're doing when you see this
marking appear beneath your feet, drop your Z targeting and
roll/rump out of the way as quickly as possible!
	The third attack is directly out of OoT. Zelda will fire a
circular blast at Link, at which point you've got to swing your
sword to reflect the blast back at her. After playing baseball
with her for awhile and her receiving many blasts to the face,
she goes down and Ganon loses control of her.

----------------------------
Hyrule Castle Boss 2 - Ganon
----------------------------

	Ganon is a mighty beast that resembles one of the boars in
this game that's been raised on steroids. He'll run in circles
around the room initially destroying parts of it, then suddenly
race right at you. When he does that, take out your bow and fire
at his head, then scramble out of the way. When you do, he'll
fall over and leave his underbelly exposed. Run up to his body
and attack the white X on his stomach.
	After taking a bit of abuse, he'll start running in
portals. Random portals will being opening all over the room,
glowing red and then fading out. Once this happens, continually
turn to find as many of the portals as you can at once. The
instant you see a portal turn blue and then purple instead of
fade out, draw your bow and face the portal, because that's the
one Ganon is coming out of.
	Knock him over and beat him up a couple o' more times, and
he'll pitch a fit and begin falling from out of the air. His head
will be invulnerable now, so Midna gives a little hint that beast
could fight beast. Switch to your wolf form, and fight him back.
Remember tossing goats around at the beginning of the game? Well
those skills will come back to haunt you... face Ganon as he
bears down on you, and right before you two collide, press and
hold down A to toss him aside and then attack his stomach. After
several hits, the battle seems to be over...

	(Note: You can fight Ganon in your wolf form throughout the
entire battle if you wish. Just resort to the "goat throwing"
tactics throughout the entire battle)

--------------------------------------------
Hyrule Castle Boss 3 - Ganondorf (Horseback)
--------------------------------------------

	...NOT! Now Midna is no longer in the battle, and Ganondorf
is standing in front of you and Zelda on horseback. This
particular battle is quite easy, and I don't remember ever
actually getting hit by anything. Ganondorf will ride around (On
a dark countryside/backdrop no less, you might want to turn up
the brightness on your TV if it is particularly dark) and summon
mounted skeletal warriors to take you on. Chase him down and Z
target him to get Zelda to draw a light arrow on her bow. Get
close with Epona, and Zelda will shoot a light arrow at
Ganondorf. If she hits, he'll start to glow... at this point get
in close and hit him with your sword.
	After getting hit Ganondorf will completely change
directions and make following him initially quite difficult.

----------------------
Final Boss - Ganondorf
----------------------

	This is Ganondorf's last form. He's wielding a huge, bright
blade this time, and there are no special tricks, nothing to make
the battle all that much easier. This form might give people a
little bit of trouble, because unlike the previous end bosses,
there's no special trick to beating him, just fine swordplay.
	Don't bother using either Draw, Shield Attack or Helm
Splitter on Ganondorf... because if you get too close, he'll just
kick you to keep you at bay. Don't make unnecessary movements
either. He's faster than he looks, if you do a jump attack, he'll
hit you in the lag that it takes for you to stand back up from
striking.
	Sometimes Back Slice will work nicely, and if you can hit
Ganondorf once or twice, sometimes you may even get a spin attack
in. However, he'll counter and parry all of your moves, so my
best advice for this battle is to put up your shield and wait for
Ganondorf to make a move, and attack in the opening he leaves.
	After getting several good, solid attacks in, use your
finishing move on Ganondorf, and enjoy the ending sequence, you
beat Twilight Princess! Congratulations!


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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.

Weapons/Armor
-------------

	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.

	Hero Tunic: Worn by the mystical hero that is chosen by the
Gods. It looks damned good on you doesn't it?

	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 from Jovani after giving him twenty Poe spirits.
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.

	Hawkeye: In addition to adding bombs to arrows, it is
possible to use this item in conjunction with the bow to create a
"sniper rifle" out of your medieval weapon.
	After you beat the Goron Mines, head to the top of the
Kakariko Village and complete the archery challenge. Malo mart
will now sell the Hawkeye for 100 rupees.

	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
chests.

	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
item.

	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.

	Ilia's Charm - This charm allows Link to call Epona
whenever he wishes instead of searching around on the ground for
the horseshoe-shaped grass that is usually required.

	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.

Bubbles - These floating skull heads have appeared in every Zelda
game since the Zelda series began. They no longer feature
invulnerability like the previous games, however they still
bounce around and can be annoying if you aren't paying attention.
	I believe this is the correct name, however I am not 100
percent positive.

Leevers - They are usually found within sand, and come up from
burrowing underground just to bother you. With the Master Sword,
these monsters are one-hit kills.

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 Squid - I only call these shadow monsters "squids" because
they look almost exactly like the miniboss of the ghost ship in
Mario RPG, for those people that have played through that game.
Anyway, these floating heads are only found in the Twilight
Realm. They teleport around and fire shadow balls at you. It is
possible to use Shield Attack to reflect the energy back at them,
but it is probably easier and faster in most cases to just kill
them with conventional techniques.

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 shoot an
arrow into their open mouths as they prepare to breathe fire.

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
move.
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
prepared)

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.
	There's a FAR easier way to kill stalfos without actually
fighting them. Firing a bomb/arrow combo at him is good for a
one-hit KO.

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 (or scarabs) - 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 hearts.

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.
	Another trick to beating these monsters is to use the
Clawshot to pull off their masks, leaving them very vulnerable.

Giant Helmasaur - Nearly identical to their helmasaur cousins,
they are found in the sky palace and behave exactly like their
smaller selves, only with slightly more health.

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.
	What's a helpful way to know if you're covered in ghost
rats? You're walking very slowly, and cannot find any other
reason or cause for the phenomena.

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.

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
waterbomb-arrows at the bug, or pulling it out of the water with
the Clawshot and finishing the bug off with your sword.
       (Note: Regular bombs on the bomb/arrow combo just diffuse
in water)

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.

Ice Lancer - Tall ice monsters found in the Snowpeak Ruins. They
throw giant ice spears that look like icicles at you, and will
occasionally even be so bold as to parry your attacks. Look for
openings and take them down... they're nowhere near as annoying
as anything that runs around with a sword and shield.
	They can also be one-hit KO'ed with the ball and chain.

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... whenever they appear in large groups,
and believe me they will, us the ball and chain to quickly kill
many at one time.

Armos Statues - Statues that come to life when Link gets near.
Back Slice works quite well on these statues, since you need to
get around them to score a hit. After a few strikes they'll start
hopping in place until they explode. Be careful! When they start
hopping around, they wildly swing their hammers, and it is
possible to be hit by them!

Beamos Statues - The ever-famous spinning statues that when they
spot Link, they focus on him and fire a continuous laser. Shoot
an arrow into the eye of the statue to kill it.

Iron Knuckles - Found predominantly in Hyrule Castle, these
monstrosities still take the cake as one of the most annoying
monsters you fight in the game.
	They start out looking like the Tin Man, dressed to kill
under a mighty pile of armor. Find weak points in these knights
between their hiding behind their shields and swinging their
swords to attack. Stabbing with your sword works well, but I've
noticed that Helm-Splitter works VERY well while they still have
armor on. After knocking the iron knuckles around a few times,
their armor will begin to fall off. You can also use the
Bomb/Arrow combination when they move to attack you as a means of
destroying some of their armor.
	When the iron knuckle has lost all of its armor, it'll
throw its sword at you and pull out a rapier. The monster has
become much faster and much more limber, and can still block your
attacks fairly effectively with its sword. Use Back Slice or
Mortal Draw to get easy hits in on him, and after a few hits the
enemy will finally go down.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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
dead.
	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 by pressing A; after a few stabs he'll shake you off and
keep swimming. If you get in front of Morpheel's mouth he will
suck you in and do damage, but he's pretty much harmless
otherwise. After a few hits Morpheel runs into the wall and all
the water drains out of the room. 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 by jumping the moment before
you slam into the bone. 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, and the boss will die, leaving behind
a...
       ...not full heart container quite yet. Actually, there's a
second, rather humorous part to this battle. After the third
strike, Armogohma's eye is left behind, and several of her
broodlings are holding it and running around the room. Either
chase them down and hit the eye with your sword once, or fire
arrows at it. Either way, kill the eye and the third Twilight
Mirror piece and that heart container are all yours.

-------------------------
Sky Palace Boss - Argorok
-------------------------

	Argorok is easily one of my favorite bosses in this game.
True to form, he isn't that difficult, but he is fun.
	After walking through the boss door, you find yourself
outside. (It'll take some Clawshot action to get up to him) Head
up to the top-most platform where the dragon awaits. You'll find
him plenty ready for you, flying around what looks like the arena
Cell constructed in DBZ. There are four huge towers flying
skyward on every corner of the arena... and even better, the wind
is howling. Notice that this platform is a giant rectangle, so
that two towers are very close to each other (relatively
speaking) at each end of the rectangle.
	Use your double Clawshot to zigzag up the towers from one
side to the other, and when you get to the top turn to face the
dragon. The dragon will ready a huge stream of fire, so right
before he spits at you, attach yourself to the tower opposite of
where you are now. The fire will miss, and Argorok will need a
couple of moments to regain his strength. Aim and attach to his
tail with the Clawshot, then put on your iron boots. The added
weight will drag Argorok to the ground, where you can abuse him.
After doing this a couple of times, he'll throw a tantrum and
throw up a bunch of floating, spinning propellers that you can
latch onto with your Clawshot.
	And latch on you will! Climb the towers again, and when you
get high enough, attach with your Clawshot to the first
propeller. Argorok will spit a stream of fire at you, so to keep
ahead of the flame, Clawshot as fast as you can from one
propeller to the next. Eventually Argorok will tire out and
you'll find yourself behind the boss. Target the weak spot on his
back and let yourself get pulled onto his back. Once on, press A
a few times to watch Link stab Argorok in the back with his
sword.
	As a precautionary note, you have to do this twice, and the
second time around, the dragon tries to trick you. When you make
it to the propellers at the top and outrun the fire blast the
fire time, Argorok will immediately shoot a second burst of
flame, this time moving in the opposite direction
(counterclockwise) instead. After the second burst of flame you
may circle around Argorok and Clawshot to his back.
	After the second time, Argorok goes down with a mighty roar
and is dead once and for all.

-----------------------------------
Palace of Twilight: Sol Boss - Zant
-----------------------------------

	Zant is an unhealthy mixture of many of the bosses that
you've already fought throughout the game. He will dance around
and a light drum will set the background percussion, and the
scene will change. The scene that is flashed is a certain room
home to a boss you've already killed before. Zant will take on
the personality of that particular boss, at which point you must
fight him in exactly the same fashion as you did before.
	The scenes are as follows:
	1.) Diababa - Throw your Gale Boomerang at Zant and he'll
drop, open to a flurry of attacks from your sword. The only
threat he will pose is throwing blasts of energy at you.
	2.) Goron Mini Boss - Zant floats above the level causing
Link to lose balance and firing energy blasts at you. Wait until
he is tired and attack him back with your sword yet again.
	3.) Morpheel - Equip your Zora's Tunic and Iron Boots, and
fall to the "ocean" floor. Here Zant will hide behind a giant
metal grating, which he will open and occasionally shoot out some
energy blasts. Wait until the grating opens, and then use your
Clawshot to draw him close. After hitting him several times with
your sword, he's had enough and changes the scene yet again.
	4.) Monkey Mini Boss - Wooden pegs practically sprout out
of the floor and Zant jumps from peg to peg, shooting more of his
annoying energy blasts. Wait until he comes to a complete stop,
and then roll into the pole to knock him down. Once he falls,
abuse him with your sword.
	5.) Blizzeta - A giant fat Zant is now rolling around a
massive skating rink, and you've got to hit him with your ball
and chain. Fight him just like you fought Blizzeta, dodging him
and his attacks. When he turns into a small version of himself,
hit him with either your sword or ball and chain, and repeat a
few times before he gives up trying to mimic old bosses.
       After the Blizzeta form, Zant will summon a scene with the
castle in the background, where he dons Arabian Nights-type
clothing and pulls out two cutlasses. He will then appear and
reappear around you, doing one of two things: The first is where
he will appear and repeatedly attack you, at which point you
should just throw up your shield until the fury is over. Another
thing he's accustomed to doing is spinning very rapidly in
circles with his blades held out. When the storm of spinning is
almost over, use that chance to get as many hits in as you
possible can before Zant regains composure and starts the attacks
again.
	This ending part of the battle becomes very repetitive, but
is not difficult at all if you can just have patience. After
hitting him for the umpteenth time, Zant expires and the battle
is over... congratulations, you saved the Twilight Realm!

-----------------------------------
Hyrule Castle Boss 1 - Puppet Zelda
-----------------------------------

	After the initial cutscene the battle begins with Zelda
chasing after you. She has three separate attacks:
	The first is one where she points the sword she's wielding
at you and chases you through the air with it, locked onto your
character. Just jump out of the way to avoid this attack, it's
not too difficult.
	The second attack is one where she sears an inscription of
the Triforce into the ground underneath you, and a huge explosion
erupts from the markings. Whatever you're doing when you see this
marking appear beneath your feet, drop your Z targeting and
roll/rump out of the way as quickly as possible!
	The third attack is directly out of OoT. Zelda will fire a
circular blast at Link, at which point you've got to swing your
sword to reflect the blast back at her. After playing baseball
with her for awhile and her receiving many blasts to the face,
she goes down and Ganon loses control of her.

----------------------------
Hyrule Castle Boss 2 - Ganon
----------------------------

	Ganon is a mighty beast that resembles one of the boars in
this game that's been raised on steroids. He'll run in circles
around the room initially destroying parts of it, then suddenly
race right at you. When he does that, take out your bow and fire
at his head, then scramble out of the way. When you do, he'll
fall over and leave his underbelly exposed. Run up to his body
and attack the white X on his stomach.
	After taking a bit of abuse, he'll start running in
portals. Random portals will being opening all over the room,
glowing red and then fading out. Once this happens, continually
turn to find as many of the portals as you can at once. The
instant you see a portal turn blue and then purple instead of
fade out, draw your bow and face the portal, because that's the
one Ganon is coming out of.
	Knock him over and beat him up a couple o' more times, and
he'll pitch a fit and begin falling from out of the air. His head
will be invulnerable now, so Midna gives a little hint that beast
could fight beast. Switch to your wolf form, and fight him back.
Remember tossing goats around at the beginning of the game? Well
those skills will come back to haunt you... face Ganon as he
bears down on you, and right before you two collide, press and
hold down A to toss him aside and then attack his stomach. After
several hits, the battle seems to be over...

	(Note: You can fight Ganon in your wolf form throughout the
entire battle if you wish. Just resort to the "goat throwing"
tactics throughout the entire battle)

--------------------------------------------
Hyrule Castle Boss 3 - Ganondorf (Horseback)
--------------------------------------------

	...NOT! Now Midna is no longer in the battle, and Ganondorf
is standing in front of you and Zelda on horseback. This
particular battle is quite easy, and I don't remember ever
actually getting hit by anything. Ganondorf will ride around (On
a dark countryside/backdrop no less, you might want to turn up
the brightness on your TV if it is particularly dark) and summon
mounted skeletal warriors to take you on. Chase him down and Z
target him to get Zelda to draw a light arrow on her bow. Get
close with Epona, and Zelda will shoot a light arrow at
Ganondorf. If she hits, he'll start to glow... at this point get
in close and hit him with your sword.
	After getting hit Ganondorf will completely change
directions and make following him initially quite difficult.

----------------------
Final Boss - Ganondorf
----------------------

	This is Ganondorf's last form. He's wielding a huge, bright
blade this time, and there are no special tricks, nothing to make
the battle all that much easier. This form might give people a
little bit of trouble, because unlike the previous end bosses,
there's no special trick to beating him, just fine swordplay.
	Don't bother using either Draw, Shield Attack or Helm
Splitter on Ganondorf... because if you get too close, he'll just
kick you to keep you at bay. Don't make unnecessary movements
either. He's faster than he looks, if you do a jump attack, he'll
hit you in the lag that it takes for you to stand back up from
striking.
	Sometimes Back Slice will work nicely, and if you can hit
Ganondorf once or twice, sometimes you may even get a spin attack
in. However, he'll counter and parry all of your moves, so my
best advice for this battle is to put up your shield and wait for
Ganondorf to make a move, and attack in the opening he leaves.
	After getting several good, solid attacks in, use your
finishing move on Ganondorf, and enjoy the ending sequence, you
beat Twilight Princess! Congratulations!


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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
instead.
	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
heart.

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.

STARS Minigame! - At Hyrule Castle Town, on the right side of the
map, you'll find a tent with a man inside standing next to a
cage. After a rather eccentric introduction, you'll be introduced
to a game where you collect a bunch of floating orbs.
	There are two stages to this minigame. The first time you
may even bother to try to beat it is when you get the Clawshot.
Upon entering the cage, use the Clawshot to hook to the cage and
collect the orbs while flying from platform to platform. Lo and
behold! Collecting the orbs using a "star" pattern with the
Clawshot will allow Link to finish the minigame at least 15
seconds early.
	Come back for round two after getting the double Clawshot.
Head back to the minigame, this time following the star pattern
for the second time, but ignoring to pause on platforms. This
second version is only slightly more challenging than the first,
but still a piece of cake.
	Beating the minigame for the first time, Link is awarded
with a quiver that holds 60 arrows. Completing the minigame for
the second time will get you a quiver that holds 100 arrows.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
I. Secrets
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

1 - Swordplay Skills
--------------------
       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
head.

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
Forest
	Human Location - Outside the southern gates of Hyrule
Castle

	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
statue.
	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 - Golden Bug Locations
------------------------
	Here are listed all 24 of the golden bugs that can be found
in Twilight Princess. Every time you get a bug it can be given to
Agitha who lives in Hyrule Castle Town, on the eastern side of
the city. There are rewards for giving her the bugs, which
include:
	Giving her one bug: she gives you a 600 rupee bag
	Giving her all bugs: she gives you a 1000 rupee bag
	Anytime Link gives her a bug, she will give you 50 rupees.
If you give her the second bug of a pair, she gives you 100
rupees. (So each pair yields you 150 rupees!) Needless to say,
collecting golden bugs is very profitable to you, and if you need
to raise money quickly (pay the Gorons, buy Magic Armor, etc.),
then this is the way to go.

	The golden bugs are located in pairs in select locations...
for example, there is a pair of bugs in Kakariko Village, etc.
So, this makes listing the golden bug locations very easy indeed.
I will list each set of bugs by the region or town that they are
found in/near/at:

Bug Set #1 (Butterflies) - East of Hyrule Castle
Bug 1: Next to the eastern entrance of the castle is a
ledge that has a spot where you can Clawshot to the top of it.
Bug 2: By the same eastern entrance there's a tree with a
batch of flowers nearby. The other butterfly is underneath that
tree.

Bug Set #2 (Ants) - Kakariko Village
	Bug 1: In the graveyard.
	Bug 2: Inside one of the houses on the western side of the
minimap has an ant inside of it.

Bug Set #3 (Stag Beetles) - Lanayru Province
	Bug 1: From the river current that exits at the bottom of
Hyrule Castle, head northeast and look for the path that leads
east and south, deeper into the Lanayru province. On the wall
above a boulder is the first stag beetle. (Use your Clawshot to
get the bug down)
	Bug 2: Between the river exit and the location of the first
stag beetle is a tree with the other beetle. Find and collect.

Bug Set #4 (Beetles) - Outside of Faron Woods
	Bug 1: Exit the woods and follow the western wall. One of
the beetles is attached to the wall above your head.
	Bug 2: There's a stream running across Hyrule Field when
you exit the forest, with a bridge that runs across it as well.
Next to the bridge are a couple of trees, and the other beetle is
on the side of one of them.

Bug Set #5 (Ladybugs) - South of Hyrule Castle
	Bug 1: Right after you exit the town, before you head down
the stairs, head to your left. A ladybug is scuttling around near
the wall.
	Bug 2: Head down the stairs and look for a small grove of
trees next to a body of water. On one of the trees is the other
ladybug.

Bug Set #6 (Mantis's) - The Lake Hylia Bridge
	Bug 1: On the southern side of the bridge is a rock pass,
and the praying mantis is clinging to the wall far above your
head.
	Bug 2: Flying around the pillars at the northern gate of
the bridge.

Bug Set #7 (Dragonflies) - Zora's Domain
	Bug 1: There's a path that starts on the right side of the
waterfall that goes uphill. Follow the path to find the dragonfly
flitting around near a couple of crates.
	Bug 2: Swim to the upper Zora's River area, and look around
for the other dragonfly. It's flying above some grass in this
area.

Bug Set #8 (Pill Bugs) - Outside of Kakariko Village
	Bug 1: The bug is crawling around right outside the
entrance to the village in some grass.
	Bug 2: Keep walking away from the village to find the
second bug crawling in the rocks around the huge chasm near the
village.

Bug Set #9 (Grasshoppers) - North of Kakariko Village
	Bugs 1 and 2: These bugs take a bit of searching. Both are
in the large field north of Kakariko Village, and both are
(generally) in the eastern portion of the field. Exit Kakariko
Village and run so the eastern wall is relatively close to you,
heading north. Look for the golden sparkle of these bugs, they
aren't too difficult to find since neither are hiding all that
well.

Bug Set #10 (Phasmids) - Eldin Bridge
	Bug 1: At the north end of the bridge, climb the cliffs on
the right side to find the bug above your head.
	Bug 2: This bug is hanging around the southern end of the
bridge on a pillar. Use the Clawshot to get it down, just like
all of the others hanging around out of reach.

Bug Set #11 (Snails) - In the Sacred Grove
	Bug 1: When you first find the entrance to the Temple of
Time and drop into the pit to get to the entrance to the level,
there is a snail on the wall of that pit/cave.
	Bug 2: Inside the Temple of Time but outside of the actual
level, where the world around you is mostly black and white,
check the left wall for the other snail.

Bug Set #12 (Dayflies) - Gerudo Desert
	Bug 1: In the eastern side of this desert the first dayfly
is moving around one of the chasms that separates the
northeastern side of the desert with its western half.
	Bug 2: The second dayfly is flying around one of the wooden
barricades, also on the eastern side of the desert.


3 - Heart Piece Locations
-------------------------
	It takes five pieces of heart in this game to get a new
heart container, and there are 45 pieces of heart in all. Two can
be found within every dungeon. So far, I have 30 heart piece
locations listed in all, exactly 2/3 of the available ones in the
game.
	(Note: The two heart piece locations in the Forest Temple
listed in this guide were submitted by Frozenfire.)

Faron Forest -
       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.
       2) Right outside of the forest there is a small creek of
water with a bridge crossing it. Nearby you should see a few
trees, and in the branches, another heart piece. Use your
boomerang to get that piece down.
       3) Later in the game, sometime after the third dungeon, you
can return to the ranch and herd the goats to be awarded another
heart piece.

Forest Temple -
	4) 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.
       5) 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.

Kakariko Village -
       6) 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.
       7) 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.
       8) 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.
       9) Outside of the village, right next to a gorge, there is
a tall rock sticking up in the air out of a rock formation, and
from there you can nab the heart piece with your boomerang.
       10) Directly outside of the village's northern end at
Hyrule field on your right side is a wall that can be bombed to
reveal another heart piece.

Goron Mines -
       11) The northwest corner of the room just outside of the
first elder you meet in the Goron Mines. See the Walkthrough for
more details.
       12) There's a place on the second floor where the magnetic
strips split apart into different directions... one way leads to
the place you're supposed to go, the other leads to the heart
piece.

Lake Hylia -
       13) 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.
       14) Also at the fishing hole is a rock archway with a heart
piece on top of it... use your Gale Boomerang to pull it down.
       15) Make your way to the cabin at the top of the cliff atop
Lake Hylia. Up there is a man who will let you pay to ride a
Cucco down into the lake. Fly in a diagonal forward and to the
right to find some "stairs" jutting out of the water. There are
treasure chests on each stair, and the second stair has a piece
of heart.
       16) Talk to the bird after clearing the Twilight about
playing a game where you collect fruit. If you get 10,000 points
you get a piece of heart. (Pick a fruit and go only for that
fruit... strawberries or oranges will work)

Water Temple -
       17) Above the chandelier in the main room of the Water
Temple.
       18) Once you are ready to enter the boss chamber, direct
the water flowing from the eastern side of the room to the lower-
western side of the room to raise a bridge. Take the new route to
another heart piece.

Hyrule Field -
	19) Walk north of the Great Eldin Bridge and look up to see
a cliff that you can Clawshot your way to. There is a cave up
here with some rocks blocking its entrance. Use your bombs to
blow open a hole to the cave, then enter and head down to some
lava pits. There is a magnetic strip running along the wall that
you can walk on with your iron boots... follow it to a heart
piece.
	20) East of the Eldin Bridge, and practically outside of
the abandoned village is a spinner track on the outside cliff
wall. Follow the track to a chest containing another heart piece.
	21) North of the Eldin Bridge there is another spinner
track that takes you to a ring of enemies. Kill all of the
enemies to get awarded with a piece of heart.
	22) After you donate 1000 rupees to the Gorons to build a
bridge to Hyrule Castle and bring the hot spring water to the
sitting Goron, he'll spin away and return with a piece of heart
for you.
	23) This one is actually inside of the Hyrule Castle Town.
There is an old beggar on the right side of town who asks you to
donate him rupees. After donating him 1000 rupees, he will give
you a piece of heart.

Arbiter's Grounds -
       24) Outside of the Arbiter's Grounds, where you find the
monster holding the key to the gate, is the steaming, cooking
carcass of a boar. Hack open the pig meat to find another piece.
       25) 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.
       26) In the second room with the multitude of spinner tracks
on the basement floor, you there will be a track that leads
directly to a heart piece.

Snowpeak Ruins -
	27) At one point of the dungeon you'll be in the entrance
hall of the manor on the second floor. There's a chandelier you
can hit that will jump you to a chest that has a heart piece
inside of it.
	28) Run to the top of the circular room with the ice giants
locked behind cages. At the top is a Clawshot target with some
floorboards on the floor nearby. Use the Ball and Chain to
destroy the floor, then fall to a heart piece.
	29) Return to the warp point outside of the Snowpeak Ruins
then challenge the Yeti and his wife to a race back to their
house on the snowboards. If you win they'll give you a piece of
heart.

Temple of Time -
	30) When you beat the Skull Kid before entering the Temple
of Time, bomb the large rock in the center of the room, it has a
heart piece inside of it.


4 - Poe Soul Locations
----------------------
	There are sixty total Poe souls spread throughout Hyrule,
and they are used to cure the curse laid on Jovani, whose greed
turned him into a golden statue. (Ten souls listed so far)

Jovani's Room (1) - When you first meet Jovani, there is a Poe
soul haunting his room. That is where you get your first soul.

Cave of Ordeals (3) - If you complete this side quest, you will
have to kill three Poes in order to get to the end of the
dungeon.

Arbiter's Grounds (4) - You get four Poe souls by just completing
this dungeon, since you have to kill them to solve a puzzle.

Temple of Time (1) - There is a Poe soul in the elevator room
hiding behind a golden fence. Use the statue that you're bringing
to the first floor to break it open.

Sky Palace (1) - After you get the double Clawshot and you're in
the room where you have to adjust the length of the chain to get
by the walls, one of the flying propellers will take you to a
solitary floating island that has one of the ghosts waiting under
a tree.


5 - 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.
	If you don't complete the "hot spring" miniquest, the
donation required is 2000 rupees instead of 200 rupees. If you
start donating toward the 2000 rupee collection and then decide
to undertake this side quest, you will lose all of the money that
you've donated thus far, and still have to give the Gorons a full
200 rupees. A ripoff!


6 - Restoring the Great Eldin Bridge
------------------------------------
       After the bridge disappears when you cross the Lanayru
province for the first time, you can have the Eldin Bridge
restored when you get to the Gerudo desert. On the southeastern
side of the map is a cliff that can be climbed up on. If you get
up into those rocks, there's a bunch of shadow monsters that can
be dealt with to make a warp point. More importantly, next to
that warp point, is the massive stone bridge sticking out of the
sand. Use Midna to warp that bridge back to the warp point
created above the hole in the bridge to have it restored.


7 - Kakariko Village/Lake Hylia Warp
------------------------------------
	In the Zora Graveyard there's a small pond that has a
bombable rock wall in its depths. Using a water bomb, Link can
open a portal that instantly teleports himself to Lake Hylia.


8 - 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.


9 - 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)


10 - Throwing Goats!
-------------------
	If you ever find yourself frustrated in Ordon Village for
one reason or another, why not head to Ordon Ranch?
	Approach goats and press A at the right time to toss them
over and annoy the heck out of them. Does it do anything special?
Not really... but neither does controlling a cucco.


11 - Move Quickly Underwater
---------------------------
	To cover more distance more quickly when wearing the Zora
Tunic and wearing the iron boots simultaneously, use the jump
attack to move far faster. This will make time while traveling
tunnels and fighting certain bosses pass by more quickly.


12 - Fortune Telling
--------------------
	The fortune teller in this game resides in Hyrule Castle
Town. If you do pay for her services, she'll give you two
questions that you can ask her:
	Career - She gives you hidden messages that are backward.
Look at them in the opposite direction to make sense.
	Love - She will show you a vision of some area in or around
Hyrule at random and tell you to "do something". Those locations
she is conjuring up in your head are places where heart pieces
reside.


13 - Unlimited Spin Attack
--------------------------
	Even though the Gamecube and Wii versions of Zelda are
practically the same, there is one difference that can be taken
advantage of if you own the Gamecube version: there is no lag
when using the spin attack.
	In the Wii version, if you use the spin attack, Link must
wait a few moments before the spin attack recharges, when a beam
of light makes its way up his blade. However, for those of you
who own the GC version, the spin attack has no game-enforced wait
time, and thus makes fighting multiple monsters, especially after
getting all the sword skills, far easier.

14 - Unlimited Rupees
---------------------
	Find and kill all 60 of the Poe ghosts hiding throughout
the game, and return to Jovani. He will give freely fill your
rupee bag to its maximum upon every visit! Yay!


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
J. Cave of Ordeals
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

	Ahh the Cave of Ordeals... this cave mimics the hundred
floor dungeon from Windwaker, but considering this dungeon is
only half the size and you get a break every tenth floor, it
isn't as much of a time-buster. The entrance is in the Gerudo
Desert underneath the Great Eldin Bridge sticking upright in the
sand.
	The cave does manage to get to be quite difficult,
regardless of how you find the beginning. There are 45 floors
with monsters on them, and each set of ten floors gets
progressively more difficult. The last room on the 49th floor
features three iron knuckles at once, so it of course goes out
with a bang.
	However, here are some hints ahead of time that can help
you get to the end of the dungeon:

 - There is an EASY way to kill the ReDead Knights. If you get
close enough to them where they begin walking toward you, throw
your Ball and Chain at them. You'll hit them twice... when the
ball is going through them, and then a second time when you pull
it back toward you. On the pullback, they'll die.
 - Make sure you have all four bottles, each filled with some
life-recovering item. There are few hearts to be found in this
dungeon, so be prepared. I would recommend having one bottle
filled with a fairy, and the other three filled with either blue
potions, great fairy tears, or silver Chu jelly.
 - Have all three bomb bags, all filled completely up with
regular bombs. Having "special" bombs limits the maximum number
of bombs that you can carry.
 - Have at least the first quiver upgrade from the STAR minigame.
Having a maximum number of arrows is unnecessary, because you can
pick up arrows that enemies shoot at you. (Block their arrows
with your shield, and pick 'em up when they fall on the ground)
 - Avoid being careless at the beginning of the dungeon. Being
fancy and wasting hearts in the beginning just limits the number
of hearts you'll wind up with at the end of the dungeon. Even
though the first 10-20 floors are repetitive and fairly easy,
take advantage of that, fight smart and keep from losing hearts.
 - I would recommend having all of your sword skills learned from
the skeleton warrior. Skills like Great Spin, Mortal Draw, Back
Slice and Helm Splitter will all by crucial for fighting either
large numbers of enemies or monsters with shields.
 - Hearts are buried underneath the ground in certain rooms.
Although I am unsure of which rooms these occur in, it doesn't
hurt to transform into your wolf form after some battles, turn on
your sense and find dig locations.
 - I would have the Magic Armor in your inventory along with at
least the 600 rupee bag, completely maxed out on rupees. I would
also save this armor for the very end of the cave.
 - Make sure you have the Hawkeye as an item, it can be very
useful for picking off pesky enemies before dropping down into
the room.
 - The rooms with the ice monsters I found to be by far the most
difficult. Why? The ice giants can freeze anything around it in a
great radius, with the lancers preventing you from being able to
throw the Ball and Chain at the giants. This is where you will
probably waste a few Bomb/Arrows... the first bomb will only
destroy their lance, so make sure you can hit them before they
regenerate another one.
 - I list hints for several of the rooms. However, if you aren't
sure the best way to deal with an enemy, and the room I list
gives no indication of any tricks, checking the "enemies" section
might have some more information that can be useful.
 - The first time I beat this dungeon, I have three bottles, one
quiver upgrade, and one full bomb bag. Two bottles had fairies
and one had Great Fairy Tears. I had fourteen hearts, 600 rupees
and the magic armor. When I was finished I had five and a half
hearts, no bombs, no arrows, all empty bottles and 96 rupees. I
say this because this "inventory check" on what I had shows what
is possible and gives a clue as to what you might want to have
when you head into the dungeon.
 - As a final note, all of the great fairy locations are points
where you can warp out of the dungeon. However, you have to start
all the way at the beginning of the cave if you want to finish
it.
       IMPORTANT! If you want to finish the cave from start to
finish, you will have had to of gotten the item found in the Sky
Palace. Otherwise, you cannot get past the fourth great fairy.
(You can't even get past the tenth floor without getting the item
found in the Arbiter's Grounds...)
	Every tenth floor is a great fairy. Each gives you a
reward, but none of them will refill your hearts (go figure). I
will list what rewards you get within the rooms below.

Room 1 - a single Bokoblin
Room 2 - Keese and a handful of rats
Room 3 - Deku Babas, 3 of them are on the ceiling.
Use your Clawshot to hit the 3 Deku Babas off of the
ceiling, then drop down and use your Great Spin to ensure
their death. (Hopefully you still have it)
Room 4 - 3 giant spiders
Room 5 - Bokoblin archers
Stand on top of the ledge and use your Hawkeye/Bow combo to
take the monsters out from up above.
Room 6 - Torch Slugs
Several of these slugs start out on the ceiling. Use your
arrows to shoot them down, then drop down to finish them
off.
Room 7 - Dodongos and Fire Keese
	Kill the bats before dealing with the dodongos!
Room 8 - Multiple Tektites
Room 9 - Bokoblin archers and Lizard Warriors
Hawkeye everything to death. If you want, leave a single
archer alive to replenish arrows.

Room 10 (Great Fairy) - When you reach this room the great fairy
       will summon fairies to inhabit the Ordon Spring.

Room 11 - Rats and Helmasaurs
Use your Clawshot to pull the masks off of the helmasaurs,
otherwise the battle can wind up being fairly difficult.
Room 12 - Purple Chu (maximum size)
Remember that Chus can split apart, and be mindful of the
possible Chu glitch that can occur in the Cave of Ordeals.
(Check the glitch in the next section)
Room 13 - Several Bubble Bugs
Room 14 - Several Bubbles (floating heads)
Room 15 - Bokoblin archers and clubmen
Room 16 - Keese and Rats
Room 17 - Skeleton Hounds and one Poe
Kill the skeleton hounds first, then concentrate yourself
on the Poe. Be ever watchful of the ghost's movements and
draw the hounds away from him to deal with them.
Room 18 - A ring of Leevers
Room 19 - Chu Legion
If you've lost health already, use a potion and bottle a
blue Chu if you get the chance during this battle.

Room 20 (Great Fairy) - Summons fairies to the Faron Forest
       Spring.

Room 21 - Ice Keese and Bokoblins
Hawkeye the Keese to death if possible. If you feel
comfortable with your number of arrows, Hawkeye the goblins
as well.
Room 22 - Keese and Rats
THIS ROOM HAS SHADOW RATS! I would suggest being in wolf
form when fighting in this room so you can throw them off
of you.
Room 23 - Small Skeleton Army
There are a truckload of one-hit KO skeletons in this room,
so run into their center, hope you have full hearts, and
spin attack them into oblivion.
Room 24 - Five ReDead Knights
Room 25 - Bokoblin archers and clubmen
Room 26 - Several Stalfos
Room 27 - Giant Spiders and Bubbles
The spiders are hanging from the ceiling, so use your Gale
Boomerang to make them fall.
Room 28 - Bokoblin and Lizard Warrior Legion
Room 29 - Small Skeleton Army and 3 Stalfos

Room 30 (Great Fairy) - Summons Fairies to the Eldin Spring.

Room 31 - Five Beamos Statues and Ice Keese
Hawkeye the statues from above before you drop down, then
the bats are a piece of cake.
Room 32 - Dodongos, Fire Keese, Torch Slugs and Fire Bubbles
Room 33 - ReDead Knights and one Poe
Room 34 - Purple Chu (maximum size)
	THIS ROOM HAS SHADOW RATS!
Room 35 - Ice Keese and Ice Giant
Room 36 - Ice Lancers
Room 37 - Leevers and Keese
Room 38 - Ice Giant, Ice Keese and Ice Lancers
This is the first really annoying room you'll run into...
it can be a real heart-drainer, so keep yourself safe.
Room 39 - Two Iron Knuckles
Remember that the Bomb/Arrow combo will remove their armor,
and for the love of everything holy, don't bother using
Helm Splitter or Back Slice until at least one of them is
dead. Getting around one iron knuckle will leave you open
for punishment from the other.
Note: If you use your magic armor here, try not to use
much. There is a spot in this room where you can dig
up a silver rupee (200!) after the battle is over, so
watch your total number of rupees.

Room 40 (Great Fairy) - Summons fairies to the Lanayru Spring.
I would be careful from this point on, the battles for
these last nine rooms are going to get tougher, so conserve
your healing items and check every room for extra hearts.

Room 41 - Armos Statue Legion
I would recommend dropping to the right side of the room
and taking on these statues one by one.
Room 42 - Deku Babas and Bokoblin Legion
Room 43 - Bokoblin and Lizard Warrior Legion
Room 44 - Several Lizard Knights and one Poe
Room 45 - Purple Chu, Bokoblin archers and ReDead Legion
Don't let the purple Chu get the red and golden Chu in this
room! That's free health!
Room 46 - Freezards and Ice Lancers
THIS ROOM HAS SHADOW RATS! This room is also, in my
opinion, one of the most difficult.
Room 47 - Small Skeleton Army, Bokoblins and Rats
Room 48 - Iron Knuckle and Two Shield Dragons
Run around the iron knuckle, and don't engage him until the
two shield dragons are dead.
Room 49 - Three Iron Knuckles
This is the last room, so any remaining items you have can
be used in this battle. Use up all your bombs and arrows
whenever they drop their guard to destroy their armor, as
well as any rupees you have left for your Magic Armor. Be
careful, against three iron knuckles, you CAN'T get behind
any of them, because you will be surrounded and punished,
so this eliminates Helm Splitter. Back Slice CAN be useful,
but again, you'll probably wind up in the middle of them so
be careful. Mortal Draw is iffy too, because iron knuckles
can hit you from fairly far away. Just keep your distance
and wear them out slowly, being sure to always keep
yourself as close to the center of the room as possible.

Room 50 (Great Fairy) - A Great Fairy will be placed in all of
the springs across Hyrule so Link can refill his bottles
with Great Fairy Tears whenever he wishes. Oh, and you also
win bragging rights! Congratulations for taking on and
winning out over this dungeon, because it isn't quite a
walk in the park!


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
K. Glitches
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

	There have been some updates concerning these various
glitches. First and foremost, the only glitches that I have
successfully tested myself is the glitch that bypasses the
moveable wall in the Goron Mines and the glitch concerning the
Cave of Ordeals. I have NOT tested the game-ending glitches
myself, so I post these in hopes to warn the Zelda players out
there that may or may not run into them.
	To start off, there has been a recent development that
should be taken note of: the Eldin Bridge glitch has been
impossible to prove, and thus largely discounted. TSA, Zelda
speed run extraordinaire, has had this glitch tested from every
angle he could think of. If you would like, search his website up
on the net.
	The others, as of yet, I am unsure of their authenticity,
but beware the possibility of their existence.


1. Game-Ending Glitches
-----------------------
	Great Eldin Bridge glitch - Recently thought to be a glitch
that ends the game once the player crosses the Great Eldin Bridge
after completion of the Goron Mines. The thought was that if you
saved and quit your game after crossing the bridge but before
entering the Twilight of the Laranyu province, that the game
would start Link off in Kakariko Village with an unpassable chasm
ahead of the player.
	This glitch has been tested by many people, including TSA
(speed run champ of the Zelda series), and none of them were able
to recreate the glitch. However, there are still people that say
that this glitch occurs to them, so there is the possibility that
the glitch is specific to either the Gamecube or the Wii.


	A second glitch has been proven to be very much fatal in
Link's progression throughout the game. (There are youtube videos
to prove it) This glitch happens very late in the game as well,
so it is even more annoying.
	Without giving too much of the story away, it goes like
this: You discover a cannon in a hole in the ground. When you
find the cannon and Shad stands behind you, DO NOT save and quit
your game. If you reload Shad will have disappeared, so he can't
leave the room, and Midna will refuse to warp the cannon
anywhere. Thus, you are stuck here for eternity. If you are
pressed for time, make sure that you have enough to warp the
cannon (it only takes a few seconds) in the very least...
otherwise you'll have to replay the first six levels of the game
again, along with all the mutton in between.


	There is a third glitch that may or may not be true.
(Spoilers to those who haven't made it to Zora's Domain for the
first time)
       When the player first enters the Twilight at the Laranyu
Province, the man at the bottom of the lake will direct the
player's attention to a monster that is bugging him. The monster
will summon a giant bird when attacked, which Midna pacifies and
the player will eventually use to fly to Zora's Domain.
       Saving and quitting after talking to the man but before
attacking the monster may result in the monster not being there
when the game reloads.


2. Miscellaneous
----------------
	Dungeon-ending glitch for the Cave of Ordeals: It is
possible that fighting Chu jellies too close to the door to the
next room can force the player to start the cave from the
beginning.
	When attacking Chus, they split apart if they are too large
a blob. If fighting close to the door leading to the next room,
it is possible for a Chu to split and for one half of itself to
wind up stuck behind the opposite end of the closed door from
Link. This makes it impossible to kill the Chu, and thus,
impossible to complete the dungeon. (You must reload from your
last save point)


       Another interesting glitch that has come to my attention
may be specific to the Gamecube version, and occurs when you
first enter the Arbiter's Grounds. I was unable to get the glitch
to work, yet I have received two separate emails complaining
about this glitch, and they both have the Gamecube version.
It occurs in the most southeastern room on the second floor. To
get to the next room you need to pull on a chain and run around
the wall quick enough to get to the door. Spikes come out of the
ground randomly and hit you if you go in the wrong direction.
Unfortunately, the complaints have been of Link in both wolf and
human form getting "stuck" in their walking animations, and their
movement slows down so much that they can't get around the wall
in time. The glitch occurred when they walked into a set of
spikes following pulling the chain out of the wall.
       Note: This glitch has nothing to do with the ghost rats
found in this room! By "stuck" in their animations, I mean to say
that there was ZERO movement coming from either Link or Midna.
When you're stuck with ghost rats they still cause Midna to
struggle around, and Link still moves his legs to walk, even if
he's moving slowly. According to this glitch, however, there was
no change in animation at all.
       Resetting the game is supposed to end the glitch.
       Since I don't have the Gamecube version, it is impossible
for me to test the legitimacy of this glitch... however, it is
always another possibility.


	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
know.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
L. Fragment from the History of Hyrule
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

	I first made this section solely to inform people (with a
spoiler warning of course) of the identity of the skeleton
warrior, just as an interesting fact. However, it has taken a
completely different direction, and now I'm using this as a sort
of personal pet project of my own to discover the true timeline
of the Zelda series.
       This particular section has caused major discussions to
rise up, and I've received countless emails concerning
possibilities for the timeline that the Zelda series takes on. It
has changed drastically time and time again, and probably will
continue to do so as the guide proceeds.
       As an obvious heads up, there are spoilers in this section.

       The first tidbit which I find interesting: the identity of
the skeleton warrior is revealed to you after finding all of your
skills: He is the Hero chosen by the Gods time and time again.
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."
       Apparently Link can only pass on his own skills to the next
hero blessed by the goddesses, or himself reborn.
       He also 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.
	The Zelda series does follow a storyline, (which Nintendo
themselves admitted to) and the games take place in a specific
order. This particular game is another piece of the puzzle that
is Zelda's timeline. Clues like these can be used to piece
together a timeline that this series follows.
	For instance, 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 realms, thus referring to the essence of Link
instilled in every hero found in each game within the Zelda
series. Some of the other factors that can be taken into
consideration:

	- Before Twilight Princess even starts, Ganon breaks out of
his seal, but then is banished to the Twilight realm by the
lingering spirits from the sages. At the end of this game, Link
duels and kills Ganondorf. His breaking of the seal suggests that
this game must occur after OoT.

       - Both Ocarina of Time and A Link to the Past both announce
that Link is the last of his bloodline, descending from a long
line of Knights. So while the skeleton warrior says that he is
the last of his bloodline, either Link from OoT or LttP could
have come before Twilight Princess chronologically.

       - However, Ocarina of Time probably occurs after a Link to
the Past. Reason being, several locations that exist within LttP
are named after the sages that sealed Ganondorf away.

       - Another clue is that LttP's storyline starts off by
saying that Ganon used the Triforce to turn in what was once the
Sacred Realm into the Dark World. Even though it is true that the
Dark World reverts back to its glory when Link touches the
Triforce at the end of the game, the story implies that the
Sacred Realm has been dealt with before.

       - A note on Ganon: The original Link dealt with a beast
version of Ganon, who is reincarnated from game to game. The
Zelda games that have Link dealing with a person named
"Ganondorf" have you fighting the man who first appears in
Ocarina of Time and is sealed away by the sages, only to break
out of his seal in Twilight Princess.
       It is my guess that this human version of Ganondorf is
separate from any other "Ganondorf's" that might appear later.
This means that Ganon, who appears in every single game, is
probably separate from Ganondorf.
       I have but a theory to support this idea: the beast version
of Ganon is what the Triforce does to evil beings using it to
seek power: it transforms them into Ganon. In some Zelda games,
such as LttP and the original Zelda for the NES, by the time you
meet the thief who took the holy power, he already has been
warped by the Triforce into Ganon.

       - Windwaker makes a statement that directly supports this
theory at the very beginning of the game, saying (paraphrased):
"There was once a hero clad in green who fought back evil.... but
he failed." Windwaker can't be first, but doesn't necessarily
have to be last.

       - The worlds of both of the NES Zelda games, Zelda I and
II, both feature areas in Hyrule that are drastically different
than any other of the Zelda games. So, it is possible that these
games occurred after Windwaker, since the flood would back up a
couple of theories:
       1) Without a visible Hyrule Castle in Zelda (and if I
remember correctly, The Adventure of Link), these games don't
necessarily have to take place in the normal "environment" that
is Hyrule. (Death Mountain still exists, but maybe it takes place
on the other side of the mountain, for instance)
       2) Much of the land around the castle and all has been
moved around, and some of the landscape has changed drastically.

	- In response to several emails, the Master Sword's
location can't necessarily predict the timeline of the games, but
it can give hints. As far as I can tell, only in LttP and OoT do
the endings of the games show that the Master Sword was returned
to its pedestal. If OoT went first, followed by LttP and then by
Twilight Princess, the sword's location would be accounted for in
all three of the games: Stuck into its pedestal.
	Following Twilight Princess, Link doesn't necessarily have
to return the Master Sword into the pedestal he found it. A
monument could be built somewhere else, etc. Not only that, but
losing the sword could partially explain why an old man in the
middle of nowhere gives you the Master Sword in the Legend of
Zelda.

	There are hints all throughout the games as to what order
the games go in. Keep in mind that an undetermined amount of time
separates the occurrence of each Zelda. Thus far, this is what
the timeline looks like:

	Link 1
 - Ocarina of Time
 - Majora's Mask

	Link 2
 - A Link to the Past
 - Link's Awakening
 - Oracle of Ages/Seasons

	Link 3
 - Twilight Princess

	Link 4
 - Windwaker

       Link 5
 - The Legend of Zelda
 - Zelda II, the Adventure of Link

	The four swords games are not included in this timeline,
but I will leave the following note by Geoff Thew concerning
those games themselves, as well as the lands that all of the
games take place in: (some of this was edited)
	"The three Four Swords games do take place in an alternate
version of Hyrule... although it is possible that they only take
place in the distant future. (Hence the reason I didn't add them
to the timeline)
       All of the [Zelda] games take place in the same world.
Oracle of Seasons and Majora's Mask take place outside of Hyrule,
but it is still within the same world. Windwaker takes place on
"the islands", or high above Hyrule."


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
M. 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.

7.75 - Completed the entire walkthrough and bosses section. Also
changed was the "Fragments" article with more accurate
information. The third bottle was replaced with the correct info
on where to find it; other problems of this nature were dealt
with throughout the FAQ.

11.81 - I added the locations of all of the golden bugs. The Cave
of Ordeals was finished as well and added into its own section.
Several minor changes were included in the walkthrough, ranging
from things that were previously forgotten to those that were
incorrect or poorly worded. The glitches and history sections was
updated again, and the "Hyrule fragments" were moved: it was
given its own section.

11.82 - Better worded one of the glitches that had previously
causing tremendous misunderstandings.

12.99 - Updated the Cave of Ordeals, added up to thirty heart
piece locations, started the Poe ghost section, and made a few
minor changes throughout the FAQ.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
N. 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:

 - http://www.gamefaqs.com/

 - http://www.gamerhelp.com/

 - http://www.zeldac.net/

 - http://www.teamanti.com/

 - http://www.cheatcc.com/

 - http://www.supercheats.com/

 - http://www.gamerevolution.com/

 - http://www.twilight-princess.org/

 - http://www.1up.com/

 - http://mycheats.com/

 - http://impaqtgaming.net/

 - http://www.cheating.de/

 - http://wiiki.mindjunk.org/

 - http://www.wiigamecheats.com/

 - http://www.a21guides.com/

 - http://www.cheathappens.com/

 - http://www.cheatplanet.com/

 - http://www.solojuegos.com/

 - wiihome.proboards7.com/

Copyright 2006 by Jeremy Jusek

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
O. 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.

       Sunni Brar, who sent me the sequence of jumps required to
solve the puzzle right before receiving the Master Sword, along
with a steady stream of things to update, including (but not
limited to) info concerning monsters, items I left out of the
items section and minigame information.

       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
with.

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

       Geoff Thew and Bob Messing who both provided me with, and
pointed me in the right direction of, a workable, largely
errorless timeline that could be used to explain the Legend of
Zelda legacy.

       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.

       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.

       Mike Ryan for some of his ideas about the Zelda timeline.

       Joel McCotter and M. Cohen for helping with the problem I
had in the guide with the first meeting of the skull kid.

       Samuel Luke for a bit of information, some of which
included heart piece locations.

       Thanks go to Patrick Shaw, Chrono, Dianne James (zanyzora),
Tyler Wilde, Dennis, Jye, Aaron Busch, Tim Tackett, Chris
O'Rorke, Dave, Braedon, Connor Lennon, Stephen Solka, Richard Li,
Craig Tesch and Frank G. for asking their permission to host this
guide.

       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 solojuegos.com

       Peter Linderstrom for translating the FAQ into Swedish.

       My roommate Mike and BlueFire14 for always keeping me up to
date on new release information... I would have never looked up
the trailers and download the information that I did without
their endless browsing of forums.
       BlueFire14 also, a second time, for sending me the link
concerning TSA's denouncement of the Eldin Bridge glitch.

       Martin F for notifying me about the glitch concerning the
Cave of Ordeals; thanks also to Mavis Presley and John Fargo for
the Arbiter's Grounds glitch.

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

       John Chief for some information regarding the fortune
teller.

       For little additions that have helped me along with what I
have accomplished thus far, I would like to thank Chris Hassan,
Michael Soo, Jibraeel, Timothy Harvey, Michael Chaird
(Linkmaniac), Joseph Rasmussen (for correction on direction),
Orge, Goombella, Aaron Rowe, Corey Naish, Michael Cohen, Robert
Tran, Cole Sutra, Ian Lindsey, Justin Dunlop, Steven Panek,
Wilhelm, Marc07, Letsgopens13, Wes Alvaro and Perullo.

       Nintendo and the countless of faces required to piece
together graphics, the programming, music and translate the
entire lot that made it possible for me to even play Twilight
Princess...

	...and finally, last but not least, I would like to thank
ocremix.org and the various artists therein, Nightwish, U2,
Aerosmith, Genesis, Queen, Genitorturers, and many other
musicians who made sitting down and writing for hours on end
bearable.