The Legend of Zelda: Twilight Princess This guide was written, contributed and copyrighted by me, known here as lighterfluid6. Don't plagiarize, or use this guide giving yourself credit. This guide is not to be posted in any website other than gamefaqs.com, ign.com and associated websites. To contact me, email me at redshift71388@aol.com or IM me at redshift71388 (do not contact my previous addresses, ChaosUnit22). If you do contact me, do it only to ask for help that you feel isn't covered in my guide, or for any constructive criticism and appraisal. Do not, under any circumstance, contact me asking me to join your special forum, be part of some special group, or make small talk. If you ask a question about the game, make sure the guide doesn't cover that. That is all. ----------------------------------------------------------------------- Introduction. A strange shadow has begun to creep its way across Hyrule Kingdom. The mysterious twilight threatens to blot out the light of the land, casting one province after another into darkness. Fortunately, one province has remained untouched by this shadow. Deep in the southern edge of Hyrule Kingdom, the villagers of Ordona can still enjoy a peaceful and modest existence raising livestock, selling their wares or enjoying the nature around them. However, it seems only a matter of time before they too fall into twilight, doomed to spend eternity as spirits unaware of their own fate. In such times, a young hero must be awakened to his destiny and fight against the ancient forces of evil. The goddesses have chosen such a hero, and will test his courage before his final battle against the mastermind responsible for Hyrule's darkest hour. ----------------------------------------------------------------------- Walkthrough. This is a detailed walkthrough for the main storyline in the game. It will not go into the game's many overworld side quests too deeply, so check out the Side Quests section for this. New enemies and bosses, as well as new important items (equipment, key quest items and quest collection items), are identified with CAPITALIZED text. The walkthrough has been divided into these fifteen chapters: 1. Link's Adventure. 2. A Beastly Ordeal. 3. Monkey See, Hero Do. 4. The Call of Nature. 5. Trial by Fire. 6. Plight of the Zoras. 7. Go With the Flow. 8. The Usurper King's Curse. 9. Secrets of the Past. 10. Tracking the Snow Beast. 11. Mind over Matter. 12. Restoration Quest. 13. A City in the Sky. 14. The Twilight Princess. 15. Light and Shadow. ============= Chapter 1: Link's Adventure. ============= On a quiet evening just outside of Ordon Village, a young man named Link and his friend Rusl admire the forest around them. In a solemn tone, Rusl talks about the strange sadness that is felt when night falls. He then changes the subject, asking Link a favor. The day after tomorrow, Rusl is supposed to deliver something to Hyrule Castle, but he wants Link to go in his place because he has never had the opportunity to see it before. Link, Rusl and Link's horse Epona then set off for the village before night falls. When Link returns to his house, Rusl sets off for his own home in the village. Soon after, someone comes by and leads Epona down a trail back into the forest. Moments later, the local goat rancher Fado arrives and asks Link if he will help him herd the goats, which have been rather defiant lately. Fado notices that Epona is missing, so Link will have to find her before he can help herd goats. When you start, familiarize yourself with the controls, and then take the northern path back into the forest where you saw the person walk off with Epona. When you reach the first clearing, you'll notice on your map a large body of water off to your right. Continue up the trail and then turn to reach the Ordon Spring, where Epona and the girl can be found. This is Ilia, Link's childhood friend. Ilia has taken the liberty to wash Epona in the spring's cleansing waters. If you talk to her afterwards, Ilia will ask you to play music by whistling into the horse grass growing nearby. Look by the spring's shore for a brownish red plant, and pick it so that you can whistle into it. The sound will make Epona come to you. Now get on her and ride back to the village. While riding Epona, you can make her dash to get a burst of speed, but it isn't necessary at the moment. When you reach your house, continue south and ride down the trail that leads to Ordon Village. The village is small, but bustling with activity. You'll see Rusl practicing his swordplay by the stream, as well as a few other townspeople going about their business. Keep heading south and follow the main trail across the stream bridge. You'll pass a few buildings, but they can be left for now to be explored another time. At the end of the trail, you'll reach the entrance to Fado's goat ranch. Ride up to meet him. Fado will ask you again to herd the goats into the barn before the sun sets. He says that the goats have been acting skittish lately, but that will be no problem for you and Epona. After you agree to help him, the goat herding will begin. The objective is to get the goats to run into the barn. You don't have a time limit, so don't worry about speed. Still, if you want to get done quicker, it helps to try to get an entire group of goats into the barn at once rather than go after them one by one. The goats will run away if you get close, so if approached carefully, you can get them to head in the direction of the barn. Don't chase them too closely or else they will veer off to another direction. Once a goat is close enough to the barn, it will run in on its own. While herding, you can also whoop near a goat to get it to run faster. When you finish herding all ten goats, Fado will thank you, and tell you that he will be able to handle them tomorrow, meaning you get the day off. Before you can leave though, he'll set up the fences and let you practice jumping them. To jump over a fence, dash as you get near it. You can practice on the fences Fado set up, or you can jump over the exit fence and head back into town. The game will let you save now, and instruct you on how to save in the future. The next morning, three children will call you out from your house. From the window you begin in front of, use the ladder to climb down to a lower balcony, and then a second ladder to descend to the floor. Exit via the front door to get outside. Now jump or climb down to the ground and meet up with the children. Talo, one of the children, will tell you that a Slingshot is being sold at the town store, Sera's Sundries. Malo, his brother, and Beth, the store owner's daughter, also explain that you need rupees in order to purchase it. A slingshot would certainly be handy to have with you, so head into town. Sera's Sundries is the red-roofed building on your right as you enter town. Unfortunately, when you go inside, you'll learn that Sera is in a bad mood because she's missing her cat, which ran off after it ate the fish last night. She's so distraught the she won't offer to sell you anything until this crisis has been abated. That's fine for now, since you don't have any rupees to buy the slingshot with anyway. Head back outside. The question now is, if you were a cat, where would you be? We'll get to that in a moment. If you explore the town, you can chat with the townspeople and learn a thing or two about the area. Of particular note is Uli, Rusl's impregnated wife who's standing by the stream across from the mayor's house. Uli has a problem of her own; her baby cradle has gone missing. She hints that it may have floated away downstream. If you follow the stream, you'll get to a pond along the northwestern edge of town. Jump and swim. As you do so, look to your left behind the house with the waterwheel and you'll see Sera's cat by the river, staring hungrily at the fish swimming below. Don't bother getting out and trying to catch him, because he will only run away. Just keep swimming downriver until you get to an enclosure at the very northwestern tip of Ordon Village. In the center of this watery enclosure is a rock, and on top of it is a monkey, holding Uli's cradle! You won't be able to reach it from here though, but it's important to know that it's there. Swim back to town now. When you get back on land, head over towards Sera's Sundries. To the left of it, in front of the water, is a large, viney outcrop. If you approach it, a man named Jaggle will call out to you from on top of it. Use the Z Button to target him so that you can talk to him. Now climb up on top of the rock using the vines growing along the sides. When you get up, talk to Jaggle again. He'll point out Sera's cat across the river, as well as a rare type of grass growing on the nearby outcrop. Run toward the edge of the rock and jump out to this outcrop. The grass growing here is hawk grass. Like the horse grass you used earlier, it can be blown into when picked to make a distinctive sound. Do so, and a hawk will fly down from the sky and land on your arm. You can now 'aim' the hawk at something by aligning the red targeting reticule with whatever you want to send the hawk after. Try it out. Your objective is to send the hawk after the monkey, but it won't be able to reach from this rock. Set the bird free, and then jump over to the top of Sera's Sundries' roof. Now jump to the third outcrop behind the building, where there's more hawk grass. From here, you'll be within range of the mischievous monkey out across the water. Release the hawk in its direction and it will fly to the monkey and pluck the cradle out of its hands, and then return it to you. Now that you have that in your hands, hop across the rocks and rooftop and then jump down to the ground. Locate Uli and return the cradle to her. She will thank you and say that she has something to give to you when you follow her to her house. Uli is obviously pregnant, and thus will walk very slow, so you can save time by getting ahead of her and walking up the path to her house at the eastern tip of town. She will then reward you with the FISHING ROD! You can use this item near bodies of water to catch fish. Now, about that cat. Go behind the waterwheel house find it. He wants a fish, so you'll have to catch one for him. Walk out to the end of the small dock and set your Fishing Rod. Now cast it out into the water. It won't take long before a Greengill fish starts pulling on the lure. When it does, yank the controller back and reel in the small fry. The fish will be recorded in your fish journal before being set free. Fish are almost always returned to the water, but they sometimes release hearts for health. More importantly, you'll grab the cat's attention. Catch another fish, and the cat will grab it before you can set it free and dart back to Sera's Sundries with it. Sera has her cat back, so your objective is complete. Now all you need to do is gather up enough rupees to buy that slingshot. Return to Sera for another reward. She won't give you the slingshot, but she will give you a BOTTLE half-filled with milk. The Bottle is one of four in the game that can be used to hold certain items or substances. Milk in particular is a healing beverage that restores three hearts and comes in two servings. Once you use it up, you can use the Bottle to hold other things. Anyway, head back outside. You can find rupees in various places, but unless you know where to look, you'll only get cheap green ones. You can get these simply by rolling through the tall grass or picking up and throwing the pumpkins growing in the patches next to Jaggle's house (the building with the waterwheel) and Rusl and Uli's house. You can get a more valuable prize if you climb back onto Jaggle's outpost and call down a hawk. This time, once you have the bird shouldered, aim it towards the hive of BEES hanging from the tree behind the house that's across the path from Sera's Sundries, which is Fado's. When you release the hawk, it will knock down the hive for you. This is the safest way to get rid of the hive. You can also climb up the tree and knock it down yourself, or wait until you buy that slingshot, but this will invoke the wrath of the angry Bees. They'll swarm around you and sting you until they get tired, or until you dive into the water. Anyway, climb on top of Fado's house by going around the right side, to where the hive dropped. If your Bottle is empty, you can scoop up some bee larvae from the hive's remains. They can be used as bait to improve fishing, or be eaten to restore a quarter of a heart. Now climb the vines on the tree until you reach the upper branches. Carefully walk out to the end of the first branch and collect the blue and yellow rupee from its forks. Now jump back down and continue searching for rupees. Once you have thirty, go to Sera's Sundries and buy the SLINGSHOT. This is your first weapon, and it can be used to hit things from a distance. The Slingshot uses pellets, but pumpkin seeds can also be used as substitutes if you find them. Up to fifty can be held at a time. Anyway, return to your house so you can show off your new toy to Talo, Malo and Beth. On the way, you'll run into Rusl, who says he's left something for you in your house. Yet another toy perhaps? When you reach the children, they'll ask you to show off your shooting skills. They'll set up targets near your house for you to shoot at with the Slingshot. Follow the instructions as shown. Using the Slingshot isn't all that different from calling down a hawk with hawk grass and sending it at a particular object. After you hit the five targets, smash the two scarecrows as well. Note that you can also lock on to the scarecrows so that you don't have to aim. After you finish, the kids will remind you that Rusl left you something. You can meet Rusl's son Colin, who's standing next to Epona. It was him who made you the Fishing Rod you got earlier. To get back to your house, climb the ladder in front of it. Before doing that though, use the Slingshot to take care of the WALLTULA that has decided to visit you. These are small spiders that like hanging out in places that you can climb. They'll attack you unless you take care of them beforehand. Walltulas are very weak, so any sort of attack will destroy one. After you get it out of the way, climb up to your house and enter. Inside, you'll find a large chest. Open it to get the WOODEN SWORD, a gift from Rusl to you. Swords are easier to use than other weapons; just swing the controller. Once you get it, go back outside. If the children got excited over the Slingshot, you can just imagine how they'll react when they see you have a sword! As expected, the children will want you to show them how to use the sword. They'll ask you to perform certain maneuvers, so pay attention so that you get them right. The first move they'll ask you to do is the slice. Just swing the controller around to perform it, and give the unfortunate scarecrow that's on the other end of your sword a good beating. A slice can be either horizontal or vertical, depending on whether you're locked on to the target or not. Next, do the stab. Lock on to the scarecrow, and then attack while you are moving towards it. After this, you'll have to show them the spin attack. Just shake the Nunchuck to do this move. Finally, you must perform the jump attack. To do this maneuver, lock on to the target and then run in and press the A Button. If you do any of these moves incorrectly, you'll hear Malo's snide remarks and have to do it again. After you finish showing them your sword skills, Talo will spot a monkey coming out of the forest path. It's the same monkey that stole Uli's crib earlier. The kids want you to use your sword against that pesky primate, and enthusiastically give chase. Follow them into the forest. Beth, the least adventurous of the three, didn't make it far into Ordon Woods. You'll see her not far from the start of the trail, and she'll tell you that Talo and Malo are further along. Don't turn into the Ordon Spring this time. The gate to the long rope bridge is open now, so you can cross it to reach a new area. Malo will be standing just before the bridge. After crossing the bridge, you'll reach Faron Woods, which is part of the Faron Province. There is nothing in the first clearing, but you'll find that passage past the second clearing is impossible due to the gate. You're left with one other option: blow the horse grass growing between the two clearings to call down Epona. Get on her, and then use her to jump the fence. On the other side is Faron Spring. Keep moving down the path to your left until the path forks. The right fork leads to a dark tunnel that has a new enemy guarding it. Ignore it for now and walk into the next clearing by going down the left path. This clearing is where Coro lives. This odd man will give you a LANTERN, which will come in handy when you explore that dark tunnel back there. The Lantern can also be used to light things on fire, but it constantly requires fuel to run. If you run out of fuel, Coro will sell you some for twenty rupees. You can also store additional fuel in a Bottle. Coro suggests that you use the Lantern to heat up the pot of soup in front of him. Coro's Nasty Soup can also be bottled, but stay away from it. Coro is a horrible soup maker and drinking it will actually take away a heart from your health meter! Anyway, return to the entrance of that dark tunnel. The enemy that is guarding the tunnel is a DEKU BABA, a type of carnivorous plant. A Baba can't move much, but if you get too close, you will end up a snack for this creature. A couple of good whacks with the sword will defeat it, but if it does bite you, use the spin attack to shake it off. You can break open the Deku Baba's head for Slingshot ammunition. Walk into the dark tunnel that the Baba was blocking. You'll see Talo's play sword not too far in, which is a sign that he's been this way. Once you're actually inside the tunnel, you'll need the Lantern to see clearly. It is very helpful if you use it to light the torches found throughout the tunnel. Doing this will let you see during subsequent visits without needing to use up Lantern Oil. Further along is a KEESE. Keese are fairly common bat-like enemies and easily beatable. Hack it down and move on. After fighting another Deku Baba, you'll find that the tunnel is blocked off by a large spider web. Use the Lantern to burn it down so that you can proceed. When you reach the fork in the tunnel, you'll meet a RAT. These filthy vermin are just as easily beaten as Keese, and share their preference for dark, dank places. The way out is the left path, but if you go right you can get a yellow rupee inside a chest (watch out for the Deku Baba and the additional Keese). Don't forget to light the torches along the way. Anyway, take the left path and burn down another spider web to exit. You will emerge in a misty clearing. This clearing is filled with Deku Babas, Keese and a few BOKOBLINS. Bokoblins are far more threatening than the previous enemies, but that doesn't say much. They are goblin- like creatures that ineptly wield wooden machetes. Attack quickly so that they can't retaliate, and finish them off with a good jump or spin attack. Anyway, you'll notice on your map two red spots. The eastern spot is where Talo and the monkey went, but the southeastern gate that will take you to it is locked, so you must take the northwestern path once you get through the forest. The new path is nothing more than a small cave with a few Keese and a Bokoblin in it. After you beat them, open the small chest at the end to get the small key that will open the other gate. Before leaving this cave though, use the Lantern to light the two torches on either side of the chest. This will cause a second, larger chest to appear on the ledge behind the small one. Climb up to it and open it to get your very first Piece of Heart! Get four more to complete a Heart Container, which adds another heart to your health meter. With that valuable treasure bagged, return to Faron Woods and head over to the southeast gate. It is being guarded by three Bokoblins (two in front of it, and another behind it that will attack after you open the gate), so you'll have to teach them a lesson in pain before moving on. Use the key to unlock the gate, and then proceed. There are two clearing on the other side, both of which have more Bokoblins in them. When you defeat them all, you'll be hailed by a colorful bird managing a shop in the second clearing. This is Trill. Trill lets you scoop up Red Potion and Lantern Oil into your Bottle, but if you don't leave money in his drop box, he'll call you a thief and start pecking at you the next time you come by. Also, if you don't pay him enough, he'll call you a cheapskate but spare you the attack. The Red Potion is useful because it restores eight hearts, which is much more than you even have at the moment. Anyway, you can also find a yellow rupee inside a chest in the northeastern corner of the clearing, but watch out for the Deku Baba. Head up the trail after you finish here. Talo and the monkey are being held captive in a cage by two Bokoblins, so it's up to you to save them! Run up the trail and start fighting the fiends when you get to the top. After you slay them, go up to the wooden cage and use a spin attack to set the prisoners free. Link leads Talo out of Faron Woods and back home to safety, Talo recounting his story along the way. The monkey, as it turns out, was trying to help Talo, and wound up being captured herself. After he runs off, Rusl will appear and thank Link for his efforts. He heard from Colin that Talo had disappeared into the woods and not returned. Rusl is worried that the forest has become a much more dangerous place than it used to be. He also reminds Link that tomorrow is the day he sets out to Hyrule Castle, musing that he may even get to meet the Princess Zelda. The game will begin anew the next morning at Ordon Ranch. Before you can go on your quest, Fado wants you to herd the goats into the barn one more time. Pluck some horse grass and call Epona to your side so that you can begin the task. This time, there are twenty goats. Round them up into the barn just like last time. After you finish, Fado will give your time for herding the goats, and then tell you that you should go down to the mayor's house. Jump the fence and ride into town. The mayor of Ordon Village is Bo, a heavy man who wears a pair of ornamental tusks on his face. He is also the father of Ilia, who is there to meet you as well. Bo says that the gift you are to take to the royal family is ready, so you can set off on your quest as soon as possible. Just then however, Ilia notices a wound on Epona's leg. She scolds Link for treating her too harshly, and then leads Epona off to Odron Spring. You can't deliver the royal family's gift without Epona, so you should go after her. Before doing that though, speak to Bo one more time. This will trigger the escape of a goat from the ranch. Fado will yell down as a rampaging goat charges down the path. To stop the animal, hold down the A Button and get in front of it. After you wrestle with it for a few seconds, the goat will be tossed to the side. When it gets back up, you can pet it, but you can't ride it. This exercise is optional, but will come in handy later on. Back at your home, Colin will talk to you. The other kids aren't letting him into the forest trail where Ilia went. They won't let you pass either unless you let Talo borrow the wooden sword. You won't need it anymore, so go ahead and let him have it. Colin, who admires you deeply, will thank you for getting the other kids to leave him alone, and then run off into the woods. Before you go into the woods though, climb up to your house. Inside, you'll see a ladder in the back that goes down into your basement. The basement is dark, and only with the Lantern can you explore it successfully. There's a large chest in the back holding a valuable purple rupee, which is worth fifty rupees. After you snag it, climb back out and go outside to meet Ilia at the Ordon Spring. The gate at the other end of the forest trail is closed again, but so is the one in front of the spring. Ilia is still angry that Epona is injured, and she won't let you in. Colin will try to reason with her, suggesting that in the meantime you get in through the tunnel nearby. The entrance to the tunnel is along the northeastern edge of the previous clearing, where the birds and scampering squirrels are found. Crawl into the hole and make your way to the other side. Halfway through you'll have to make a left turn, and there's also a green rupee in it that's not really worth mentioning. When Link emerges from the tunnel, Ilia softens up to him, having heard Colin's story about Talo and the monkey. She admits that Epona prefers her master over her anyway. Before Link leaves, Ilia asks that he doesn't do anything that's out of his league. It is an uplifting moment, broken suddenly by Epona's distressed whinnying. All of a sudden, a giant boar crashes through the gate, mounted by two ogre-like monsters! One of them carries a bow, and uses it to strike down Ilia! Before Link can react, the second monster knocks him unconscious with a club. The two monsters collect the unconscious bodies of Ilia and Colin while a third monster appears. This one is much larger and more terrifying, riding an armor-festooned boar that matches his master's disposition. The leader blows into his large horn, causing a strange portal to appear in the sky above. The riders then leave before Link reawakens. Panicking, he runs after them into Faron Woods. Before he can cross the bridge however, a strange black and orange wall with glowing symbols bars his path. Link hesitates, but is suddenly dragged into the dark wall by a mysterious hand. Link finds himself in the grasp of a horrific shadow demon, but is released promptly when the Triforce symbol starts glowing on his hand. As if that weren't strange enough, Link suddenly morphs into a wolf! He falls unconscious and the shadow being drags him away. All the while, a strange creature with an elaborate headdress watches in the distance.... ============= Chapter 2: A Beastly Ordeal. ============= Link wakes up in a small jail cell, still in the form of a wolf. A chain is attached to his right paw, tethering him to the floor. After struggling to free himself for a few seconds, Link realizes that he isn't alone. The greenish black creature with the headdress that was watching him earlier is hovering in front of him with a mischievous smile. The imp speaks in a girlish voice, teasing Link, but telling him that she'll help him. After toying with him a bit more, the creature generates a ball of energy between her hands and fires it at the chains around Link's leg. The chain is severed, and Link is free to move around his cell. After this, the imp warps herself out of the cell and tells Link that she'll help him out of here if he can reach her. Needless to say, you're going to have to find an alternate exit, since the cell door isn't going to open. All you can really do as a wolf is dig, dash and attack. There's a soft spot of dirt in your cell, but that isn't the way out. Instead, turn towards the crate near the cell's gate. You can smash it to bits by attacking it. Don't just dash at it; hold down the Z Button and then lunge at it to perform an attack. With the crate destroyed, you can see that there is a small opening underneath the gate. It's too small to crawl through, so use your ability to dig and wriggle your way out. The imp, much to Link's protest, gets on him and tells him that if he wants to get out of here, he'll have to do exactly as she says. Link has no choice but to trust this mysterious being. She's actually quite helpful, and has special powers that will come in handy as the game progresses. You can speak to her at any time too, since she will constantly be by your side (or on your back) for the remainder of the game. Anyway, run down the hall and enter the second jail cell. Your companion will call out to you. She notices a lever hanging from the cell's ceiling. Do what she says (press the Z Button and the bite the lever) to pull it down, opening the gate in the corner. Now run through to escape the prison. At the end of this passage is a sewer system. You will soon spot a mysterious glowing light hovering above the ground. The imp will tell you to use your senses as indicated. As a wolf, you have an extra sense that allows you to detect things that are otherwise invisible to the naked eye. Looking at the glowing light through your beast sense will reveal that it is actually the spirit of a Hyrule soldier. You can listen to his words of hopelessness, but he won't seem to notice you at all. Turn left and continue. Your rider will explain that there are more spirits roaming around. Should you meet any, turn on your senses and listen to what they have to say. Turn right at the end of this passage. There's a SHADOW VERMIN in the water that you should take care of. In the twilight world, enemies undergo transformations that turn them into new forms. Shadow Vermin are the twilit counterparts of Rats, even though they look more like black squid. Give it a thrashing and keep moving. You'll reach a dead end, but notice that the imp's hair starts glowing and takes the form of an extended arm. She's pointing out another lever hanging above you. Just like you did before, lock on to the lever and pull it down. This opens a new path in front of the lever. This is another dead end, but you can break open the crate inside the tunnel for some cash. To continue through the sewers, go back to where you saw the Shadow Vermin and jump up onto the back ledge on your left. The gate will take you deeper into the sewers. There are more levers throughout the sewer's corridors, but most just open up the tunnels along the side that contain nothing more than rupees and health. Some also contain more Shadow Vermin, so be careful. The sewers will split off into four directions. Besides the path that you just came from, there's a path up ahead that's a dead end, a left path and a right path that's impossible to travel over because it's laden with a bed of nails. That of course leaves the left path. At the end of it is a lever that will actually do more than just open up a tunnel. Pull down on it to raise the gate next to it. This lets water flow into the sewer channels. Now you can just swim over the bed of nails over the right path. When you swim past the nails, climb out of the water and use your senses to listen to another spirit. It seems that even though the spirits cannot see or hear you, they can see the Shadow Vermin swimming around just fine. How odd. The vermin will now have the advantage of water over you, so don't fight them unless you're on one of the side ledges. At the junction, turn right. When you reach the lever at the end (next to another spirit), pull it down to drain the water out again. Turn around and run straight ahead to the other end of this passage. A gate blocks your way, but with the water down you can tunnel around it through the left-hand side. Talk to the soldier on the other side if you wish and turn around to exit the small cave. With your companion, continue through to a tall, open chamber. You must ascend the chamber by climbing the stairs when possible and using your friend's powers when necessary. Turn left and start your way up the staircase. You will soon get to a gap. It's small enough to jump across, but attempting to do so will cause the edge of it to break. Not only will you fall, but the gap will increase in size and make it impossible to jump across. Return to it and speak to your companion for help. She will dart out ahead and extend her ghostly hair limb. Lock on to her and jump to clear the gap. Do this a second time as soon as you land so that you can make it to solid ground before more parts of the staircase crumble away. Keep moving up the stairs, clearing the small gaps as you go. Soon you'll come to a large stone blocking the path. You'll hear the imp giggle, promoting you to call her out again. As before, she'll help you leap across the stone obstacle. Watch out for the Shadow Vermin as you continue. When you reach the top, there will be no way to continue unless you carefully crawl across the rope stretched between this part of the stairway and the next. Keep climbing and use your friend's abilities to clear more gaps. At the top of the tower you'll be greeted by SHADOW KEESE. Maul them before they swoop down on you. To escape the tower, climb onto the rock next to the locked door. Your friend will say that you might be able to figure out where you are if you reach the window above. Use her help to leap from rock to rock four times before you reach it. Now run out and enjoy the long awaited sunshine. That is, if there were any sunshine. The castle exterior is shadowed by a black twilight cloud, giving the air a strangely mystical look. This is Hyrule Castle, home of the royal family. The imp will point out a tower up ahead, where there's someone she wants you to meet. Jump down from the ledge and run along this walkway until you see another spirit. This one will mention monstrous birds flying around. You'll see them for yourself soon enough. Turn left and walk onto the wooden platform. The next ledge is too high to reach, unless you jump onto the nearby crate first and leap from there. Jump down to the next walkway and go right. It is here that you'll see the first of one of the monstrous birds the last spirit solider mentioned. This is a SHADOW KARGAROK, a large, headless bird that makes easily-recognizable trumpeting cries. Leap on it twice to defeat it, but be careful not to accidentally leap off the edge of the walkway when doing so. Keep moving and jump up to another ledge. Take care of the second Shadow Kargarok flying around here. At the end of the walkway is another wooden platform that sticks out to the side. Your companion will guide you across the gaps to the rooftop ahead. You need to leap several times in succession to get there. Follow the rooftop and turn right. Kill any Kargaroks that oppose you. At the end, climb up to the new tower window. Once inside the tower, jump down and take the stairs to the upper chamber. This is where the person your companion wanted you to meet resides. A cloaked figure is standing by the tower window. Link has some uncertainty about the figure, but his rider simply giggles at his behavior. The figure turns, addressing the little sprite as Midna. Midna in turn sarcastically calls the figure the Twilight Princess, and asks her to explain what is going on to Link. She starts her story by saying that there was once a land where the power of the gods was said to rest; Hyrule. However, it was transformed when the Twilight King invaded it. The royal forces did their best to defend the castle, but were overrun by the creatures that dwelt in the shadow. The Twilight King gave the Princess Zelda a choice between death and surrender. To save her people, the princess surrendered. Twilight engulfed the kingdom and its citizens were transformed into spirits. They now exist in fear, unaware that they have been turned into spirits. After the cloaked figure finishes her story, she reveals that she is the Princess Zelda herself. She remains in her physical form only because she, like you, possesses a portion of the power of the gods she mentioned earlier, the Triforce. Zelda urges Link and Midna to leave because her guard will be back soon. After your meeting with Princess Zelda, turn around and exit the room. Run down the stairs until Midna stops you. The guard, who has returned sooner than expected, will be coming up the stairs any second. Midna seeks an alternate way out and finds it in the form of the open window from which the duo first entered from. Outside, Midna offers Link her help once more. She will return him to the place where Link first entered the twilight and help him save his friends on the condition that he becomes his loyal servant and does exactly as she says. Once again, Link has no other choice but to oblige. With this, Link dissolves into darkness and is warped back to Ordon Spring. Link appears through the mysterious portal that appeared after the encounter with the green boar-mounted monsters. To his surprise, he is still in wolf form! Midna, who remains with Link as a part of his shadow, calls out and says that he'll remain this way for some time. Oh well. Exit the spring and listen to Midna once more. She won't let you back into the twilight realm unless you can get her a sword and a shield. These can be found in Ordon Village if you look carefully, but you won't be able to just walk up to your fellow townspeople and ask because of your frightening wolf figure. Luckily, you have Midna to help you out, so hurry up and head back to the village. The path back to town is now befouled by a BULBLIN. This is the very same type of creature that invaded Ordon Spring earlier and kidnapped Ilia and Colin. It's time for revenge. Two hits will kill the Bulblin, but you must wait for it to get back up before you can hit it the second time. Stay out of the way of its club too. Two more Bulblins can be seen patrolling the area in front of your house. After they are dealt with, run towards Ordon Village. Just before you enter, you'll be stopped by a voice belonging to one of the squirrels in the area. The squirrel will thank you for getting rid of the Bulblins. It's important to remember that as a wolf you have the ability to talk to animals. They will often give out helpful information. After talking to the squirrel, enter the village. Hanch, one of the villagers, is standing on the outcrop Jaggle used to nap on, lamenting about the fate of the children. Stick to the main path and locate the Cucco strutting near the bridge. The fowl advises you not to get too close to people because they'll think you're a monster. Next, head towards the waterwheel house, where Bo and Jaggle seem to be having a secret conversation. All you'll get to hear at first is something about a shield, which is certainly worth further investigation. Slowly creep up on them to continue hearing bits of information. The closer you get, the better you'll be able to hear them. If you get too close though, they'll run back into the house. You'll hear Bo confirm that the shield you want is in his house. Both men will then spot you and run back inside. Now you have to find a way in. Midna points out the open window that can be accessed from the roof, which in turn can be accessed from the pumpkin patch in front of Hanch's outpost. When you go there though, Hanch will inevitably see you, blow into some hawk grass and launch the angry bird of prey at you. Stay away from the lit area, which is where the hawk will limit its range to. Head towards Sera's Sundries and talk to the cat standing outside. He will tell you that in order to stop the hawk, you'll have to scare Hanch away. Midna will pop up and help you jump up onto the roof of the shop. From here you can jump over to Hanch and give him a good scare. Now you can safely get into Jaggle's house. Midna will help you jump over to the waterwheel, and then the house's roof. Enter it though the open window. Once inside, jump down to the floor and then hop onto the table. With Midna's help, you can leap up to the balcony where the shield is hanging. Charge into the wall to unhinge the shield, and then repeat a second time to knock it down altogether. You received the ORDON SHIELD! You can't use it yet, but you will be able to soon. Now escape through the open window next to you. The second item on Midna's list is the sword. When you land outside, you'll see Rusl and Uli outside their house. The sword you want is inside the house, but you have to sneak past Rusl first. Stay out of the light as before and creep along to the back of the house. The Cucco here will help you out by showing you the patches of loose earth that you can dig through. Use your senses to detect the patch right along the side of the house and burrow your way in. Inside, run over to the couch and grab the ORDON SWORD. You can look forward to using this weapon when you revert back to your human form soon. Midna's next instructions are to return to Ordon Spring. Exit the same way you came in and make your way to it. When you pass the spring, a spirit's voice will beckon you into it. Suddenly, as you wade into the water, strange objects will fall in place around you and form an energy barrier, trapping you inside! The spirit will warn you that a shadow being is approaching. Sure enough, a black demon-like creature will descend from the dark portal above you. This is a SHADOW BEAST. Although it is used as a scout for the twilight world, it is still a formidable enemy. Luckily there is only one this time. Shadow Beasts are far more dangerous in groups, but can easily be handled when alone. Jump at it and bite its throat. Attack it twice to finish it off for good. After you kill the beast, it will dissolve into darkness. The spirit of Ordon Spring will appear once the dark being is defeated, infusing the water with blinding light. It will take the form of a mythical goat, shimmering with radiant energy. This is Ordona, the spirit that watches over the Ordona Province. It is one of four light spirits that reside in the sacred springs of each major province. The Shadow Beast that attacked had come to take its light away and cast the province into twilight, just as they had the other provinces. To save Hyrule from darkness, Link must seek out Ordona's brethren and restore the light that once flowed from their springs. Link is the hero chosen by the gods, because it is within him that the Triforce of Courage dwells. Ordona will tell him that he will be able to regain his human form once he revives the spirit of Faron Spring. The spirit will then disappear, brining the spring back to its serene state. You may notice that the spring water will now heal you gradually if you stand in it. You can come back here in the future when you're injured to refresh your health. Anyway, head back to the forest trail and turn right towards Faron Woods. The ominous glow of the twilight barrier is still there, but you have no choice but to reenter the dark world. When you approach it, Midna will dart in ahead of you and then pull you in with her glowing appendage. Once inside the twilight realm, Midna will take the sword and shield and store them for you. She also wants you to help her obtain certain items, but she won't reveal anything specific at the moment. For now, you must go to Faron Spring and speak to what remains of its light-deprived spirit. Run forwards into the second clearing, where once again you will be enclosed within an energy barrier. This can only mean that the Shadow Beasts are about to descend again. This time, three of the gruesome creatures will face you. Shadow Beasts must be fought in an entirely different way when there is more than one. If you try taking them out one by one, you'll discover that they have a hidden weapon; when you have defeated all but one beast, the survivor will emit a frightening howl that will revitalize its fallen comrades. The Shadow Beasts are essentially invincible unless you have a way of defeating the last two at the same time. Midna will present her solution in the form of her energy field attack. Press and hold the B Button to generate an energy field, and then release to strike any opponents within the field at the same time. Do this to destroy the final two beasts after you have killed the first. The defeated Shadow Beasts will warp out of existence through the same portal they entered from. Take note of the portals that appear whenever Shadow Beasts attack, because they will prove useful later on. When you reach Faron Spring, you will meet the spirit that resides in it. Without its light, the spirit is nothing more than an ethereal cloud hovering over the water. Until you bring light back to this province, the spirit will neither take shape nor give the spring the ability to heal your wounds. To this end, the spirit gives you something known as the Vessel of Light. To restore the light, you must seek out the tears of light scattered throughout the dark province and bring them back to this spring. The vessel will allow you to carry the tears of light after you have found them. Each tear is within a special kind of dark parasite known as a SHADOW INSECT. When you find the insect, defeat it to get it to release the tear it holds. The fading spirit will use the last of its power to show you where each of the tears are located. Your map will now be marked with white dots that indicate where the tears are. There are sixteen tears total, meaning there are sixteen Shadow Insects that you have to find and kill in order to obtain them. Conveniently, the first two are located in the path that leads to Coro's establishment. You need to use your senses in order to fight these small bugs. Although relatively harmless, they can release jolts of electricity to protect themselves sometimes. They are also able to fly and dig beneath the ground, depending on the situation. Also, watch out for the SHADOW BABA growing inside the passage. Apart from its twilit appearance, this weed is really no different than its light world counterpart. After you have dispatched it and the Shadow Insects, collect the glowing blue tears that they leave behind. Continue down the path and kill two additional Babas. Two more insects can be found a little further ahead. They will dart underneath the closed gate that leads to the dark tunnel, so ignore them for now and head into Coro's clearing. There are two Shadow Insects inside his house, but there is no apparent way to get inside. One more bug can be seen crawling around on the back edge of the house, so go after it first. To reach it, slam into the house to knock it down, and then pounce. Now go around to the left side of the house and walk up the ramp behind the scarecrow. Midna will help you jump into one of the side windows. The fourth and fifth insects are inside, tormenting Coro's spirit. After you speak to him, the bugs will run out from underneath the furniture. Kill them and claim their captive tears. Now climb out via the wooden ledge along the back wall. You can now return to the tunnel entrance and use your senses to find a spot that you can dig through. Once you're on the other side of the gate, attack the two insects that eluded you earlier. There aren't any more of them in the rest of the tunnel, but you still have to fight your way through a few Shadow Babas, Keese and Vermin to reach the other side. When you get to the forest clearing, you'll find two more Shadow Insects hanging out on the wall to your left. If they fly away when you get near, just jump out at them when they fly low enough. You're more than half way there now. Notice that the forest clearing is now filled with dark fog. Touching it will make you faint and restart at the beginning of the clearing, so it's a good idea not to go in. Along the left end of the shore is a half-buried stump that protrudes out of the ground a bit. From here, Midna will be able to transport you across to the other side of the clearing in a series of jumps. You still aren't through the purple fog yet though. Run up the path here to the end of a ramp, and then leap out again across two thin poles sticking out of the water. You'll find yourself inside a hollow tree, in the company of three Shadow Insects. Destroy them and collect the tears. Keep walking through the hollow tree and have Midna help you leap over to another section of the clearing. You'll end up leaping over a dozen times in four different series before you finally reach your destination. It's best if you just ignore the Shadow Babas growing along the way. Also, there's a part where you have to jump past a swinging log. Simply time yourself so that you don't get whacked in mid-jump by it. When you finally get to solid ground, you'll see two more Shadow Insects burrowing underground. Use your senses to locate them and dig them out so you can kill them. There are only two insects left now. Enter the tunnel ahead of you to exit the murky clearing. On the other side, you'll be greeted by a trio of Shadow Beasts. A force field will secure you in as soon as they spot you. Just like before, try to isolate one of the beasts and kill it before finishing off the other two with the energy field attack. You can also try hitting all three at once with the energy field if you want, but it's trickier. In any case, one of the Shadow Beasts is already off to the side, so you may as well kill it apart from its fellows. After you beat them, another mysterious portal will appear in the sky. You'll also notice something strange that wasn't there before: a wooden bridge just lying off to the side. Remember its location, and keep going. Trill's shop is unattended, but you won't be able to take anything. Just keep running up the trail until you get to the spot where you rescued Talo and the female monkey the day before. The said monkey is there again, having been chased up a wooden pole by the two Shadow Insects that remain. Kill them and take the last two tears of light. The freed monkey will speak, mentioning its boss (presumably a larger monkey) and the strange creatures that have appeared since he went funny in the head. Of course, the monkey here is still only a spirit, so you should return to Faron Spring, rid this province of the twilight and return Coro and the monkey back to their physical forms. The Vessel of Light is now full, so light will finally return to the Faron Province. Back at the spring, the spirit Faron will appear, taking the form of a luminous primate. At long last, Faron will transform you back into your human form. As the awakened hero, you are now wearing the HERO'S CLOTHES, which are symbolic of the hero chosen by the gods to vanquish evil. Faron has been saved, but the remaining provinces of Eldin and Lanayru are still covered in twilight. Before disappearing, Faron tells you to seek out a forbidden power located within the nearby Forest Temple. This power was sealed by the spirits long ago, but it must be called upon to match the power of the king that rules the twilight. Midna also seeks this power, but for what purpose is still a mystery. ============= Chapter 3: Monkey See, Hero Do. ============= Now that you're human again, you have access to all of your previous items and equipment, as well as the Ordon Shield and Ordon Sword. The Ordon Sword is more powerful than the Wooden Sword, and the shield can be used to defend yourself against enemies while you have your sword out. As you walk towards Coro's house, Midna will explain how to use the shield as you fight a Deku Baba. The shield can block any attack, but don't forget that it's made out of wood, so keep it away from fire. When you reach the tunnel gate, you will see that it's locked. Head towards Coro's house instead. Coro can be found napping in his usual spot, and if you wake him he'll give you the small key that opens the gate. He will also offer to sell you a BOTTLE full of Lantern Oil for 100 rupees. Why so expensive? Well because the oil comes with the extra Bottle. Now head back to the tunnel. If you are low on Lantern Oil, don't use that extra Bottle just yet. If you lit the torches in the dark tunnel earlier, you shouldn't have trouble seeing anyway. After you fight your way through the enemies in the tunnel, you'll come out in the forest clearing. The dark fog that blanketed the forest floor in the twilight world is still there, so you have to use your Lantern to disperse it as you walk. As you approach the fog though, that female monkey will show up and snatch your Lantern! She isn't stealing it though; she's simply showing you how to get through the fog. Just follow her closely as she leads you through. Make sure you defeat the enemies that show up along the way too. The monkey will pause every few seconds to wave the Lantern around and make sure you're still following, but eventually you'll reach the other side. She drops your Lantern and runs ahead towards the Forest Temple entrance. Now reclaim the Lantern and follow. Since the monkey used up all of its oil, now you should refill it with the Bottle Coro sold to you. Also, there's a new chest in the forest that has a red rupee in it, so if you want it you'll have to go back through the forest, waving your Lantern around to keep the fog at bay. The chest is located at the top of a few steps near the center tree, on the south side. Now make your way back to the southeastern gate, or just let the fog overtake you and you'll start back at that spot. The following clearing has two Bokoblins in it. Cut them down and proceed to Trill's shop. If you want more oil, scoop some up from his cauldron, but don't forget to pay up. Further along, you'll see a white wolf with gleaming red eyes sitting there. As you approach it, it will seemingly prepare to attack you. However, when the wolf pounces, you'll be transported to snowy plane, miles from where you were. This is where you will meet the Hero's Shade, a skeletal warrior of ancient times who is a master of ancient sword fighting techniques. Although he looks frightening, the Hero's Shade is an ally who will help you by teaching you his ancient sword skills. Start by attacking the Hero's Shade. He will easily counter your move and tell you that your sword wields no strength unless the hand that holds it has courage. He will then begin his training by teaching you the first of his hidden skills; the ending blow. When you strike an enemy but don't kill it, it will be down on the ground but invulnerable. The ending blow will allow you to finish a downed opponent before it has the chance to recover. After knocking an enemy down, target it and press the A Button to perform the ending blow. After demonstrating it to the Hero's Shade, he will tell you that you still have six more hidden skills to learn throughout the course of your adventure, but his training session will end for now. Later on, you will come across special howling stones. As a wolf, you will have to match the sound they make to summon the white wolf. The wolf will appear in a certain location around Hyrule, and when you find it in your human form you will be able to meet the Hero's Shade again and learn a new hidden skill. Note that even though the howling stones can be activated in any order, the order in which you learn certain skills is always the same. After you finish learning the ending blow, you will return to the spot where you saw the white wolf in Faron Woods. Now continue to the entrance of the Forest Temple. The two Bokoblins are back, guarding the temple. Slay them and then get your Lantern out. The entrance to the Forest Temple was blocked before by a set of boulders, but is now blocked only by a spider web. Burn it down and enter. The Forest Temple is the first dungeon you must complete in this game. Like all dungeons, it has a boss, a mini-boss and a new item that must be used to complete it. Fortunately, this dungeon only has one floor, so it will be easier to keep track of your location once you find its map. Kill the Keese in the first passage and walk into the main entrance. The first thing in this room that you'll get to is a set of totem poles. By rolling into the right-hand one, you can bring down a jar resting on top of it and get rupees. Just past the totem poles is a Deku Baba, and further along near the back is another, plus a Bokoblin. Kill them quickly. The Bokoblin was guarding a cage holding your monkey friend. She just can't seem to stay out of trouble, that one. Use the spin attack to free her. To escape, you must climb the vines behind the cage to reach a door on the ledge above you. Make sure you use the Slingshot to get rid of the Walltulas on the vines though. Also, don't miss out on the yellow rupee that can be reached by climbing the vines along the left wall, near the front of the room. Now follow the monkey through the far door. The next room is the hub of this dungeon, although somewhat small. There are three more doors in this room, but not all can be used right now. Run down the steps and up to the central platform. A SKULLTULA will come down from the ceiling and attack. This is a massive skull-marked spider big enough to eat you and the monkey for lunch. It can block your frontal attacks sometimes, so try to maneuver around it to get to its softer abdomen. After you knock it down, use the ending blow to end its life. Now check out the rest of the room. Below, near the north end of the room, you'll see a curious little bug known as a BOMBLING. As their name implies, Bomblings will become explosive if attacked. They are quite dangerous, but also quite useful. After you attack one, it will start flashing red for several seconds before actually detonating. You have that time to pick it up and throw or place it somewhere else. You can use a Bombling to harm enemies or uncover hidden areas. Bomblings will also replace themselves after blowing up. Use one to blow up the boulder on the northern side of the room. This will reveal a small alcove, containing a chest that holds a red rupee. Now return to the center platform. Once there, ignore the chest hanging from a spider thread above you (but feel free to Slingshot the hanging jars for rupees) and get the Lantern back out. Use it to light the four torches at each corner of the center platform. Lighting them all causes a wooden structure to rise up from the north side of the room, creating a pathway to the north door. Do this after you get the red rupee, or else the boulder will be blocked off and you won't be able to claim your prize until later. Anyway, head towards the north door, but stop to open the chest just before it. It contains the Dungeon Map, which will show you the rooms you haven't visited yet. Now head on through the door with the monkey. You'll enter a large windy canyon filled with bridges. The monkey will try to run ahead across the rope bridge, but stops when she sees a much larger baboon on the other side. The masked baboon hurls a boomerang at her, severing the ropes that hold up the bridge. Your monkey friend barely makes it back to you as the bridge collapses, and the baboon, pleased with himself, makes a rude gesture at you before leaving. This oversized ape must be the boss your companion monkey mentioned back when she was a spirit. His actions certainly match her description of him having gone funny in the head. Anyway, follow her back to the hub. The monkey will now run out to the left side of the platform and jump onto the rope that connects to the west door. Hanging upside-down from it, she wants to help you swing across to the door. Jump out so that she grabs you, and then let go when you swing over to the door. Now enter. To your right here is another Bombling. Use it to blow up the boulder behind it. The alcove has nothing more than a few jars, but one of these jars holds a little birdlike being named Ooccoo. Ooccoo will join your inventory and can be used as an item to escape the dungeon whenever you feel like it. Actually, she will stay behind when used, and her son Ooccoo Jr. will warp out with you. Use Ooccoo Jr. to return to the room that you left Ooccoo in. They're pretty handy if you need to escape to refill your Lantern, for example. You can only use her in this dungeon, but you'll end up meeting her in the other dungeons as well because of her seemingly never-ending quest for something unspecified. Anyway, now go left to get to the main part of the room by burning down a spider web. Make a slight right and jump across the wooden walkway. Keep going until you see the pygmy Skulltula hanging in front of you (ignore the north door for a second). This is a smaller variant of the fearsome spider and much weaker as well. Use the Slingshot to knock it down before hopping across. The other door here is locked, and they key to unlock it can be reached by going through that other unlocked door, but there's treasure to collect first. Dive into the water and swim to the southwestern corner of the room. Inside a small cave here is a chest with a yellow rupee in it. Now, to get out of the water, swim back to the entrance of the room and use the steps to get up. Also take note of the rope bridge in the room that leads to a sealed cage. When you get the new item in this dungeon, remember to come back. Now go through the north door, without the monkey. This is another portion of the windy canyon. The grumpy baboon that almost spelled doom for your monkey friend earlier is nowhere to be seen this time. When you go in, the bridge ahead will rotate with the wind so that you can cross to the opposite side. Slash at the Keese as you go and enter the door at the end. In this darker chamber, all you can do is grab the small key from the chest on your right. Now return to the watery chamber where the girl monkey waits. Use the key to enter the west door in here. Look, another caged monkey! The first monkey will run over to its friend and attempt to free him, but fail. Go right and run across the bridge. When you get past it, the bridge will collapse. Jump or continue down to where the monkeys are. To free the second monkey, roll into the totem pole its cage is sitting on to send it toppling to the ground. The cage will break and the monkeys will be reunited. Suddenly, two angry Bokoblins will jump down from a ledge and attack you. Show them the price they must pay for leaving a caged monkey unattended, or for caging it in the first place. After the Bokoblins are destroyed, search the ground beneath the wooden platform for a chest with a yellow rupee. The monkeys will now run up to where the bridge was and hang upside down from the rope. Go up the path with them and swing twice to reach the door. Both monkeys will follow you as you return to the dungeon hub. When you return to the hub, the monkeys will each swing upside-down from the side ropes, giving you access to the east door as well. Make sure you kill that Skulltula again too. Now use the Lantern to burn down the web in front of the east door. When you go through, the two monkeys will stay behind. The new enemy in this next room is a BABA SERPENT. This mutant Baba strain will continue to attack you after you sever its stem. Just keep slashing away at it after it has been separated to kill it for good. Also in this room is a DEKU LIKE. This plant can be found in the southwestern corner of the chamber. Deku Likes cannot be defeated with any of the weapons you have with you. You must toss an explosive into its maw to destroy one. There are Bomblings above, so make haste. Go to the back of the room and climb onto the wooden walkway. Turn left and continue. There's a second Deku Like up ahead, but you have to make another left turn before it. At the top of the stairs is a Bombling colony to meet your needs. After grabbing one, turn around and run down the walkway along the wall to get over the Deku Like. Drop the Bombling into it and watch the repulsive plant implode. If you accidentally fall or try to jump before destroying it, the Deku Like will attempt to consume you, causing damage. Now go back and grab a second Bombling. With this one, jump across the gap that had the Deku Like in it and throw the bug at the rock ahead of you. This exposes the door behind it. Before entering, turn right here to face a wall of vines. Destroy the Walltulas so you can jump on and cling to the vines. Climb up to the ledge to reach yet another door. As before though, ignore it and turn right. There's another Bombling here. Use it to blow up the first Deku Like that you saw, which is at the bottom of the gap just past this Bombling. When it succumbs, jump down and open the chest that it was guarding. This chest contains a valuable Piece of Heart. After all that is done, you have a choice between three doors. The north one just goes back to the windy canyon, so ignore it and use the east or south door. You'll have to climb to the top of the room to reach them. It doesn't matter which you choose first, as long as you do the other right after. Go through the south door. There's another monkey being held captive in this chamber. Its guardian is a rare, monstrous plant aptly named a BIG DEKU BABA. This beast will swallow the small key needed to free the monkey, so it must be defeated in order to get it back. You can look at a Big Deku Baba as a combination of a Deku Baba and a Deku Like. First you must destroy the head by severing it from its body. Use your shield to block its strike or dodge it, then lash out at its stem before it rises up again. When you destroy the head after several slashes, grab a nearby Bombling and toss it into what remains of the Big Deku Baba, just like a Deku Like. The explosion will kill the plant and release the small key. Grab it and liberate the monkey at the back of the chamber. With your new friend, go back to the previous grassy chamber and use the east door. There's yet another monkey in this watery filled cavern. Like the last one, the cage it's being held in needs a key to open, but you don't need to fight anything mean and nasty to get it. Just hop down and roll into the left totem pole to bring down the chest with the key in it. It's getting to the cage that's the challenge. The path across the pond is covered in tiles, but some of them appear to be moving. These are actually disguised TILE WORMS. If you walk over them, they will spring out and knock you away. It's impossible to kill the Tile Worms now, so pay attention to the yellow arrows that mark their location and just avoid them. There are more Tile Worms on the other side of the pond too. To continue, you must use the Lantern to light the unlit torches while navigating through the maze of Tile Worms. Try to stay on the lighter colored dirt, where the worms can't hit you. After lighting each of the two torches, a wooden platform will appear. Together, they make a staircase that gives you passage to the back of the chamber. Climb up there and slay the Skulltula before rescuing the second monkey. Now, before you leave, go to the north end of the tiles and climb the vines here to reach a small chest. Inside is a ruby red rupee. Exit this room via the stairs near the entrance and reenter the grassy chamber. Use the west door to get back to the hub. Along with the two monkeys you just rescued and brought back, you now have four monkeys with you. Head north to the windy canyon. The four monkeys will once again go out and hang from the connecting rope. Swing from monkey to monkey until you reach the other side, and then enter the next room. This cavern is the lair of OOK, the bad baboon gone bananas. Ook is the mini-boss of the Forest Temple. He'll taunt you again by slapping his buttocks, and then hurl that deadly boomerang into the air. The boomerang will sever the Baba Serpent heads hanging from the ceiling, which will then start inching their way towards you. This ape's antics have gone far enough, so it's time to teach him a lesson. To begin, kill the Baba Serpents coming at you, and then head to the center of the room. Ook's battle strategy is to hop from one totem pole to another, stopping every now and then to either taunt you some more or hurl his boomerang. When he uses his weapon, be ready to block it with your shield. It won't always go for you though. Sometimes Ook will throw it at the Babas on the ceiling and set them upon you. Ook can jump across the totem poles fairly quickly, but when he stops you can roll into the totem pole he's on to unbalance him. There are two ways to knock him off completely. The first is to roll into the pole twice in a row before he regains his balance. Alternatively, you can wait for him to toss the boomerang. Now roll into the totem pole to make Ook dizzy. He won't regain his senses in time to catch his weapon, which will hit him and knock him down. Once Ook falls, run up to him and start slashing at his bright red bottom. After a good spanking, Ook will jump back onto the totem poles. Repeat this another two or three times to win the battle. Disoriented, Ook will slam into the center totem pole and fall over. What was thought to be his mask will fall off and explode, revealed to actually be a parasite that was controlling Ook's mind. After Ook gets back up with a headache, he'll see you and run away, utterly embarrassed with himself. Now go over to the weapon he left behind, the GALE BOOMERANG. This is no ordinary boomerang. It houses the Fairy of Winds, who gives it the power to generate small windstorms. To use it manually, aim it at an object and then press the Z Button when the flashing cursor appears to lock on to it. You can acquire up to five targets at once with the Gale Boomerang before tossing it, and all will be hit before it returns to you. You'll need this cool new weapon to get out, since you can't escape through the hole Ook dashed out of. Target the small fan on top of the exit door and throw the Gale Boomerang at it. The wind produced by the boomerang will rotate the fan, raising the gate over the door a bit. Repeat this two more times to raise it completely and exit. Once back in the windy canyon, you'll see that your monkey friends have left you, making it impossible to cross the gap. Turn left from Ook's room and head down a new path. The bridges here periodically rotate as the wind blows through the canyon, but you can use the Gale Boomerang to rotate them yourself by hitting the small fans on top of them. After crossing two bridges, you'll see a fifth captured monkey. Kill the Bokoblin guarding it, and then use the Gale Boomerang to sever the thread holding the monkey's cage up. Once freed, the monkey will dash away, presumably to join its friends. Now face south and cross two more bridges. Watch out for the Keese and enter the door at the end. This door puts you back in the grassy chamber where you got that Piece of Heart. Speaking of which, use the west door to get back to the room with the Tile Worms, but make sure you destroy the Deku Like in your way first. The Tile Worm chamber holds another hidden Piece of Heart. Now that you have the Gale Boomerang, the resident Tile Worms are at your mercy. Use it to rip up the tiles, including the hidden Tile Worms. Once they're exposed you can slash at them to kill them. Better yet, if they land in the water, they'll die instantly. After you get across the pond, target the four torches amid the tiles with the boomerang to extinguish their flames. This will lower all of the wooden steps you used earlier to reach the monkey, exposing a hidden alcove in the back. Open the chest to get the Piece of Heart, and then return to the dungeon hub. When you get there, you'll find two of the monkeys ready to help you get to the side rooms. First use the Gale Boomerang to knock down that chest suspended above the center platform. Inside is the dungeon's Compass. Each dungeon has both a Dungeon Map and a Compass. The latter will reveal the location of all the treasure chests in the dungeon, as well as the location of the boss's lair and Ooccoo, if you haven't already found her. Lastly, this Compass in particular will show you where the last three captured monkeys are. You can also use the Gale Boomerang to blow out the torches and lower the northern walkway if you didn't get the red rupee before. Anyway, swing over to the west door and reenter the watery chamber. Run through the room and cross that rope bridge to get to a gate. Behind it is a large treasure chest. The gate is operated by a set of fans around it, but they must be blown in a certain order for the gate to open. The clue to this order can be found on the floor. A zigzagging line can be seen connecting the fans. It shows you that you have to target the front left fan first, followed by the front right, back left and back right fans. You have to hit all four in one sweep. Once this is done, the gate will open. Inspect the ornate chest behind it to get the Forest Temple's Big Key. This item will open up the dungeon boss's lair when you reach it. Now get out of this room, using the north doorway. Cross the bridge in the windy canyon. There's a monkey waiting for you on the other side. It will follow you into the next room, which you explored only briefly before to get a small key. Now that you're armed with the Gale Boomerang, you can use it to rotate the bridge ahead of you. Once you're on the bridge, rotate it again, because the doors you want to reach are actually the side ones. Both are guarded by Bokoblins, but only the east one is unlocked, so use that one. The east chamber is small and seemingly empty, other than the pair of Skulltulas hoping to ambush you. Kill them and bring your Lantern out. There are holes in the floor that lead to a deeper part of this room. Use the Lantern to burn through the webs sealing them. But make sure you pick the right hole, because only one will put you on top of the platform down there where the monkey is being held. If you don't pick the right one, use the vines to climb back up. The correct hole is the one farthest north. There's also a Deku Like down on the ground and a Bombling nearby to go along with it. Destroy the Deku Like to find a red rupee. Once you free the sixth monkey, climb out and return to the previous chamber. The opposite doorway in the bridge room is locked, and you have no key yet. You'll have to return later. Rotate the bridge so that it goes north to south, and then take the north door. This puts you in a large tree chamber. The monkey you have with you will hop over to a set of platforms on your left, where all the other freed monkeys are waiting. There are eight platforms, and only two should be empty. Midna will point out that only when all eight monkeys are freed will you be able to get to the boss's lair, which is directly ahead across the chasm. Now turn right and get on the bridge. You must rotate it and the next bridge to get to the east side of the room. There's a Bokoblin waiting for you here, so kill it. Now use the Gale Boomerang to sweep the Walltulas on the vine wall ahead of you away. Climb the vine wall to reach a platform, and then climb the second vine wall to get to a door. Kill the Bokoblin in front of it before entering. The next room is filled with water. There is a pair of Baba Serpents near the entrance you should get rid of. Now you'll see that to your right is a Deku Like blocking the way to a large chest. However, the only Bombling in the room is stranded on top of an inaccessible piece of rock in the middle of the water to your left. To get it, simply target it with the Gale Boomerang and let it go to have it bring the Bombling to you. Now toss it into the Deku Like's mouth to blow it up. The chest on the other side contains a small key that will open the locked door you saw earlier, but don't leave without freeing the monkey in this room first. Climb onto the central platform and kill the Baba on the other side. The vine wall in the back leads to the monkey, but the top is blocked off by a large boulder. Use the Gale Boomerang to retrieve another Bombling. This time, don't throw it at the rock, since you won't be able to reach it. Instead, quickly target the rock with the boomerang while the Bombling is still with you. When you release the Gale Boomerang, the Bombling will fly along with it and blow up on the rock. Now climb up the vine wall. Up on this ledge, kill the Bokoblin and the pair of hanging Baba Serpents. The easiest way to get them down is with the Gale Boomerang, just as Ook did during your fight with him. The monkey's chamber is blocked by another rock, so stand by the edge of this ledge and bring over a third Bombling to blow it up. The monkey will run out of its prison and join you. Now return it to the previous chamber. Only one monkey remains. Head back to the room south of the monkey chasm. Use the Gale Boomerang on the bridge to make it connect the east and west sides of the room once you get on it. Head over to the west doorway and use your key to unlock it. The final monkey is somewhere in here, but first be sure to sweep out the Tile Worms hiding in the floor ahead of you. Now head to the back right corner of the room to find a tunnel. It leads to a pit full of spiders, ranging from Walltulas to larger Skulltulas. Kill them indifferently. Now climb the vines to escape the pit. The monkey up here is being held behind a cage kept shut by a pair of fans. Use the Gale Boomerang to blow them at the same time. The monkey will run off to join its friends. Follow it to the main chamber, but watch out for the Baba Serpent that will ambush you on the way out. Don't jump down to the ground just yet. Turn left and leap over to a wooden platform with a chest on it. Open it to get a red rupee. Now you can return to the room where the monkeys have accumulated. The eight monkeys will scramble up the tree and run out to a branch that hangs over the chasm. One by one, they'll hang down from it and each other, forming a chain of dangling monkeys. As they swing towards you, jump out to grab the bottom one. Now swing over to the other side. The boss's chamber is dead ahead, but don't go in there unless you're ready. Break the jars open just before the door to find health. One also has a Fairy in it. If you're missing health, this friendly creature will heal you, but it has an even better use. Bottle it up if you have an empty one. Now you can have it heal you later on. Also, the Fairy will automatically restore up to eight hearts to your health meter if you faint, allowing you to stay in battle longer. Use Ooccoo as well if you need anything else from the outside world. When all is ready, enter the boss's lair. The room is filled with murky purple water. Three Bomblings sit on floating logs within this foul pond. At first, the chamber is quiet. Suddenly, two enormous Baba heads rise out of the water, hungry for hero. These are the twin Baba heads of TWILIT PARASITE DIABABA, the boss of the Forest Temple. The boss's heads will sway back and forth out of reach, occasionally lunging at you to take a bite. Your shield will be effective in blocking this strike, but you can also simply dodge it. Unlike the Big Deku Baba, who used a similar tactic, the Diababas won't stay down long enough for you to slash at their stalks. You must instead call upon the power of the new item you obtained in this temple, the Gale Boomerang. The only way to damage the parasite is by feeding it explosive Bomblings with your boomerang. Target one of the three Bomblings floating on the bobbing logs out ahead of you. Instead of retrieving it though, target one of the Baba heads immediately after before finally releasing the Gale Boomerang. It will first fly to the Bombling and pick it up, and then carry it over to the Baba head's wide mouth. The bomb will explode, causing the Baba head to sink back below the waves. Now do this again to the second Baba head. Both heads will fall, but the battle is far from over. The water churns and a new head erupts from it, along with the two you just damaged. This serpentine head is the plant's main weak point, and it can be destroyed in the same way its twin counterparts were. Unfortunately, the Bomblings are no longer there to use, having sunk when Diababa's true form surfaced. Luckily, Ook comes to your aid, redeeming himself for the trouble he caused earlier. The baboon swings to the other side of the cavern and into a small hole in the wall. He comes out holding a Bombling by the legs, and then starts swinging again. This time, target Ook with the Gale Boomerang to get the Bomblings he holds. You don't need to destroy the twin Baba heads this time, but it helps to get rid of them so that you aren't attacked. Use the Gale Boomerang to send a Bombling from Ook to any one of the twin heads. After they fall, repeat the procedure on the main Diababa head. This can be a bit trickier, because the Diababa will sometimes be unaffected by the Bombling unless hit in the right way. Luckily, Ook will do a pretty good job of holding its attention and keeping it from attacking you. If you're having trouble hitting the Diababa with a Bombling, use the Gale Boomerang to bring one to your side. Now manually target the boss's body or head and send the Bombling its way. When you finally hit it, the head will collapse in front of you, exposing an eye inside its gaping mouth. Slash at it repeatedly until the boss gets back up. Following this assault on it, Diababa will spit a stream of dark water at you. Roll to the side to avoid this. You only need to repeat this procedure once more before you destroy the Twilit Parasite Diababa. The second time, the twin Baba heads will rise again, so get rid of them before attacking the main head. If you want health, break open the jars around you for hearts. After the second time you attack Diababa's eye, the boss will contort with agony and explode, leaving behind only the eyeball. The shadowy pieces of the creature will cohere, turning into a strange piece of armor. This is a FUSED SHADOW. Before you can take it, Midna will show up and grab it. This is what she was looking for, and what Faron said was the forbidden power needed to match the Twilight King. There are two more to collect though, so the search isn't over yet. Midna will create a portal that will let you leave the Forest Temple, but don't go without grabbing the Heart Container that Diababa's eyeball left behind. This valuable item is one of eight of its kind, obtainable after you defeat each dungeon boss. It will add another heart to your health meter and replenish all of your energy. Along with the forty-five Pieces of Heart (which together make nine Heart Containers) and the three hearts you began with, these Heart Containers will give you a possible grand total of twenty hearts by the time you end your game. Now, unless there are any treasure chests you missed in the dungeon, use Midna's portal to exit. ============= Chapter 4: The Call of Nature. ============= After warping out of the Forest Temple, you'll reappear in front of Faron Spring. The spirit will call out to you, instructing you to go west and help the spirit Eldin of the Eldin Province. You will find your friends here, but the province is still under the shadow of twilight, so you will have to restore light to it as you did here. There is nothing left to do in Faron Woods, so head towards Coro's house and continue north. The gate that was previously shut is now opened, allowing you to continue down the path. There are Bokoblins around here, but they shouldn't be much of a problem. You will soon enter an enormous expanse of land known as Hyrule Field. This plain is large, but actually only just a portion of Hyrule Field in its entirety. Hyrule Field stretches across three different provinces and is divided into six major sections. This part is southern Hyrule Field, which lies within Faron Province. In the distance, you may be able to spot Hyrule Castle, but it's shrouded behind a curtain of twilight. Your destination is west, so turn that way and start running. You won't be able to use Epona, even if you blow into some horse grass, so be prepared for a good run. There are a few items (such as Pieces of Heart and Golden Bugs) in this part of Hyrule Field that you can obtain now as well if you explore it thoroughly enough. Also, watch out for the new enemies. Other than Bokoblins, you will see KARGAROKS. These large, leathery birds behave just like their twilit counterparts. Slash at one once to knock it to the ground, and then finish it with an ending blow. You'll also see BOMSKITS. These strange little creatures sprint across the plains at great speeds, but aren't at all aggressive. You can try to stop them with projectile weapons if you deem it necessary. Bomskits defend themselves by leaving behind small explosives as they run. They also leave behind worms when destroyed, which can be bottled up and used for fishing. Another type of enemy will appear if you stick around until the sun sets. Skeletal dogs known as STALHOUNDS will emerge from the ground and attack you. They often appear in large packs, but are actually quite easy to destroy. Anyway, as you approach the western edge of the field, a funny little postman will come running up to you to deliver a letter. This won't be the last time you see him either. He warns you not to go any further because of the twilight barrier covering the Eldin Province, and then gives you a letter. You can look at it in the Collection Menu. It's from the postman himself, telling you to watch for him as you travel around Hyrule. Now keep going west (ignoring the postman's warning) until you reach the narrower pathway. The twilight wall is just ahead. Midna will warn before entering that going in will mean you will become a wolf again. You don't have an alternative though, so have her take you inside. Once you go into the twilight and turn into a wolf, you can't go back. Midna will appear in her corporeal form, delighting in the lovely twilit skies. Run down the path, but watch out for the Shadow Baba hidden in a clump of grass. Just past it you'll find broken pieces of the Wooden Sword you lent Talo before, meaning you must be headed in the right direction. Strange fumes seem to be coming out of the sword, so turn on your senses to investigate further. You can sniff the fumes to learn the youth's scent. Now, with your senses active, you can follow the scent and hopefully be led to where the children are. Your senses will reveal the orange trail of scent winding its way down the path. Ignore everything else around you and follow that scent. Soon, a trio of Shadow Beasts will block your path. Before you can continue following the youth's scent, you must defeat them. Kill one of the beasts first, and then finish off the others with Midna's energy field (or hit all three of them with it). The Shadow Beasts will depart, creating a portal in the sky. Midna will finally reveal the purpose of these portals after you beat the Shadow Beasts. As long as you're a wolf, you can speak to Midna and have her warp you to any location with a warp portal, even if it's outside the twilight world. This means that every time you destroy a pack of Shadow Beasts, you'll get a new place to warp to easily, significantly reducing your travel time across Hyrule. She points this out to you now because you need to find the bridge that's missing across the gorge here. Do you remember where you saw a bridge where it didn't really belong? Warp to North Faron Woods to check it out. When you reach the Faron Woods clearing, walk over to that wooden bridge propped up against the right wall. Midna will ask you if you want to warp back to Kakariko Gorge (where you just were). Do so, and she will transport the bridge along with you. Back at the gorge, the bridge will fall in place and allow you to cross. On the other side of the gorge, two SHADOW BULBLINS will attack you. Defeat these masked foes just as you would a regular Bulblin. Watch out for the clubs they swing at you. You can now tune your senses again to follow the youth's scent, but the path is pretty straightforward anyway. Keep going west until you get to a metal gate. Two more Shadow Bulblins are patrolling the other side of it, evidently trying to keep anyone from passing. Of course, they failed to notice the sizeable hole underneath the gate, which you can easily dig under. Once you get past the gate, kill the Bulblins and continue down the path to Kakariko Village. As soon as you enter this silent mountain village, three more Shadow Beasts will appear. Fortunately for you, two of them will usually be hanging around separately from the third, making it easier to battle that one and then go after the other two with the energy field. A new portal will be made over Kakariko Village after the beasts are slain. Also, the spirit Eldin will beckon you to her spring, which is at the southern end of the town. Eldin will give you the Vessel of Light needed to gather the tears. The hunt for the sixteen Shadow Insects begins again. Turn on your beast senses to locate the youth's scent again. It will end at the front door of a building right in front of Eldin Spring. You can't go in this way, so go around the right side. Soon, Midna will find a good leaping spot. Use her to leap three times until you reach the roof of this building. Stand on the clump of sticks in the center to fall through. Several spirits are taking refuge inside this sanctuary. Your senses will show that they are Colin, Beth, Talo and Malo, as well as three other people you haven't met before. The first is the town shaman named Renado. He is a very wise man who has sworn to protect Kakariko Village. His daughter Luda is also among them. The other man by the window is Barnes, the village bomb maker. Together, these people are the only ones that remain in Kakariko Village. Sadly, Ilia doesn't seem to be with them. While Renado tries to comfort the frightened children, Barnes looks out the window, keeping his eye out for the Shadow Beasts. His words begin to upset the children until Renado yells to silence him. Despite what Barnes is saying, Renado insists that the sanctuary is safe. He adds that this building has a cellar for further protection, which can be opened when the candles around the room are lit. Barnes begins lighting candles, but stops when Luda tells him that she saw Shadow Insects down there. Colin then tries to get Beth to stop crying by telling her that you're on the way, coming to rescue them. If only they realized you were right there beside them. Through listening to the spirits, you should have learned how to open the cellar where the first Shadow Insects lurk. Grab the stick Barnes was using and go over to the burning torch. Use it to ignite both ends of the wooden stick. Now run up the steps to the right of the entrance and go around the room, lighting the candles along the wall. If your stick goes out, run back and relight it. When all four candles in the room are lit, the large statue in the room will shift aside and reveal the cellar entrance. Jump down and go into it. Three insects are down here. Use your senses to locate them, and then kill them and collect the tears of light. Head to the back of the cellar and leap up to the top of the scaffolding with Midna's help. You will come out in the town's Graveyard. One more insect hides among the ancient tombstones. Dig it up and take the tear. There are some Shadow Keese here too. Before leaving, make a mental note of the two unlit torches near the back of the Graveyard. Now leave through the east side. Go back into town and head down the main road. The first building on your right is the general store. A Shadow Kargarok will defend its territory when you come near it. There's also Shadow Insect inside the store, and to get in you have to crawl in through the hole on the south side. Once inside, climb up to the back shelves, where the dark insect lurks. Now exit the store and go back to the main street. Right across from the general store is another building with a Cucco coop next to it. You can climb onto the building's roof by climbing onto the coop first, and then jumping. Jump across the adjacent rooftops until you see a thatched hole in one of the roofs, near some Shadow Keese. Fall through the hole as you did on the sanctuary roof. The Shadow Insect in this building is hiding underneath a crate. Locate the crate and push it to the side to flush out the insect, and then attack it. Midna will help you leave when you're finished in here. Across from this building, and next to the general store, is a larger building known as the Elde Inn. You have to find a way in, but there is none down here. Run back to the south side of the general store and locate the trail that goes up and behind it. The posted sign at the trail's entrance says it's a dead end, but don't let that stop you. When the trail ends, ignore the warning sign and make a running jump over to the top of the Elde Inn. You can enter the building using the opening here. Jump down when you get inside and look around. One of the Shadow Insects is hiding on top of the wood stove, out of reach. You can smoke it out by grabbing a stick from the stove and lighting it on fire using the nearby candle. Get on the table next to the candle first and jump out to it to reach the flame. Now take the burning stick over to the wood stove and light it up. As the bug flits away, grab it and collect its tear. Now go into the next room. There are two Shadow Bulblins patrolling it, so kill them. There is also a small chest you can open underneath the stairs. It contains a red rupee. Now head upstairs and take out a third Bulblin. The doorway up here will take you to the final room, where the last Shadow Insect (in this building) is hiding. Now retrace your steps to the woodstove room and climb onto the shelves on the south side to get back out. Keep moving north through town and find Barnes Bomb Shop, a big tin building. You can get into it by climbing on top of the small shack to its right, and then jumping through the window. The Shadow Insect is upstairs, so go there. It will be hiding inside the cabinet along one of the walls, giving itself away with an occasional rattle. Slam into the cabinet to bring the bug out of hiding. Once you're business is done, climb up to the window above. The window puts you on top of Barnes Bomb Shop. Turn around and climb the steps to a dirt trail. Go left from here. You'll see a Shadow Insect dash into the building up ahead, which is Barnes's storehouse. You can go in the same way the insect did, by creeping through the tunnel on the side. You'll discover that the bug has hidden itself inside the woodstove in the corner. No amount of slamming will force it out, so you have to use fire again. Grab a stick from the woodstove and go over to the small fire burning across the room. Use it to light up the woodstove. The burning Shadow Insect will dart out in panic, but that will be the least of your worries. The storehouse, which is filled with explosives, will start burning around you. Midna does the intelligent thing and scrams, so you should do the same. Quickly crawl back out through the tunnel you entered from. Just as you escape...boom! The entire building blows up, reduced to rubble in only seconds. The good news is that when the dust settles, there will be not one but three tears of light left in the wreckage. Collect them all and move on. Instead of going back down to the main road, follow the winding dirt trail up to the side of the cliff and to a watchtower. There are Keese along the way to kill. You'll have to find another creative way into this building. Turn on your senses if they aren't already on and find the dig spot along the side of the building. The Shadow Insect in here will be easy to find. Smash up the pots in the corner to uncover it. There's nothing else you can do in here as a wolf, so dig back out. You've found all of the Shadow Insects in Kakariko Village, but you still don't have all sixteen tears of light. The others are located deeper in the mountains. From the watchtower, jump down the main road and head further north. Up ahead, the trail will split off and go left towards Death Mountain, home of the Gorons. The trail comes to a high wall that's too high to jump to unless you get help from Midna. Stand at the end of that small ramp on the left side to do this. At the top, you'll see the spirit of a Goron. Gorons are large beings with a rocklike hide. They are very powerful, but normally get along well with humans. However, these days, times are anything but normal. Keep going up the mountain trail. There won't be much opposition, other than a few Shadow Vermin and Keese. You'll soon reach another wall, but you don't need Midna's help to get up. Just climb onto the metal platforms on the right side. The clearing up ahead has a few steam vents in it, which will hurt you if you touch them. One of the Shadow Insects is also somewhere around here. Additionally, you can probably hear a strange whistling noise coming from the statue up on the ledge. This is one of the howling stones the Hero's Shade mentioned. After you get the tear of light, stand next to the stone and listen to its tune. Memorize the pattern the tune makes, and then repeat it to make the same noise. When you succeed, the howling stone will activate, taking you to another realm. Repeat the tune once more in the presence of the white wolf. In a brief cinematic, Link and the white wolf will howl towards the sky, making the same tune that the stone made. Afterwards, the white wolf will mark its location on your map, next to Ordon Spring. Whenever you go back there as a human, you can meet the Hero's Shade again and learn a new hidden skill. Now keep going north and follow the trail. The path will soon start sloping downwards towards the base of Death Mountain itself. Death Mountain is a fiery, active volcano constantly erupting. The dangers haven't deterred the forces of twilight however, because there are four Shadow Beasts waiting for you inside the clearing. Defeating four will not be very different from defeating three. You just have to kill an extra one beforehand. One thing that might affect how you fight is the shape of the force field that pens you in. Instead of being a simple circle, it will have a separate section that's nearly closed off from the main part, with one Shadow Beast inside. Since it's by itself, kill it first and then move in on the others. After the battle, you will be able to warp to this spot from any other location. Now look for the resident Shadow Insects. One should be crawling around the north wall. The other one is nearby, but cannot be reached from here. Climb onto the small yellowish outcrop along the wall to leap up to the top of the black metal gate. Watch out for the vent coming out of the side though. Also, if the volcano is erupting, it will send molten rocks out that may fall on you. Look for their shadows to avoid getting hit. Now follow the path in front of the Goron spirit, which goes right. Climb onto the rock ledge on the right side of the trail and use Midna to leap higher up the mountain. There's another Goron spirit up ahead, and a Shadow Kargarok. The Goron is overlooking a hot spring down below, which has your last Shadow Insect (and a few Shadow Vermin). When you collect the tear, you'll be brought back to Eldin Spring. After finally restoring the light of Eldin Province and returning to his human form, Link is met by the spirit Eldin, who takes the form of a shimmering bird. Eldin reminds Link that he still needs to seek out the dark power Midna calls the Fused Shadow. It is hidden deep inside Death Mountain. Already the mountain is suffering from the wicked evil that seems to spread wherever Fused Shadows lie. Link must go to the land of the Gorons and cleanse it of this evil. Eldin disappears after its message is made. Link begins to walk back to the village sanctuary, but the door opens before he gets there. Colin, Beth, Talo and Malo rush out to meet him, and Renado, Luda and Barnes follow. After recounting the story of how Renado found the children after they had been abandoned by their captors, Renado will go on to explain the problems this town has had to face recently. Most unfortunate of all is the inexplicable and sudden change in the behavior of the Goron tribe. They usually come down to the village to trade merchandise, but have now cut themselves off from humans completely. Renado suspects something in their mines is the cause of the problem. Something must be done to correct this. You now have two reasons to go back up to Death Mountain. One is a Fused Shadow, and the other is to find out why the Gorons have been in a sour mood lately. There's a bit of treasure hunting you can do in town first though. Remember the two unlit torches you saw in the Graveyard? Well, if you go back with your Lantern and light them, a chest with a purple rupee will appear. The Graveyard is home to a flock of GUAYS though, and they won't take kindly to the company. Guays are black birds that always attack in flocks. They are easily defeated, but very annoying. Fortunately, defeating the entire flock will come with a great rupee reward, if you have the need or patience. Avoid the hive of Bees in the tree as well. There are also other chests and goodies you can find around town if you look hard enough. Eventually, you'll have to return to Death Mountain. Walk up to the end of Kakariko Village and take the trail that leads into the mountains. As a human, you won't have Midna to help you leap up to the top of the wall this time, but you can just climb yourself. The wall is covered with mesh, so it's easy to climb. At the top, a Goron will stop you. He roars angrily, saying that no humans are allowed here. Curling up into a ball, the Goron will start rolling like a boulder down the trail, straight at you. Do you remember back in Ordon Village when the goats got loose and you had to stop them? This will be similar. Press the A Button as the Goron gets near to grab onto him and...bam! The Goron will still knock you backwards, no matter what you do or how many times you climb back up to attempt it. Just give up and return to town. You'll meet Renado just outside the entrance to the Death Mountain trail. He admires your valiance, but admits that even the bravest human stands no chance against the strength of the Gorons. Renado knows of only one man who has ever matched the Gorons in strength. That man is none other than Bo, the mayor of Ordon Village. You must go to him and tell him about the situation with the Gorons, and that the children of the village are safe with Renado. Just then, as you walk back through town, Epona will come galloping in through the north side, trying to shake off a duo of Bulblins on her back. The Bulblins quickly fall, but Epona continues to race through town, clearly distressed. Before Epona or anyone else gets hurt, Link jumps on her and tries to calm her. This is where the fun begins. You have to try to stay on Epona while she races wildly around town, leaning in the direction that the screen tells you. If you manage to stay on after a while, you can press the A Button to seize her and calm her completely. If you do fall off, just run back to her and get on again. Once calmed, you can ride Epona out of Kakariko Village. This will make the trip back to Ordon Village much faster and safer (remember, you can't warp as a human). Start by exiting through the southeast gate, which you have to jump over. As you begin your journey, the postman will come running up to you again, delivering a letter from Ooccoo. Now race through Kakariko Gorge and back to Hyrule Field. Riding Epona not only has its speed advantages, but it gives you defense against enemies too. If something stands in your way, just smash into it to send it flying. Continue riding through Hyrule Field, heading south until you get to the path that leads to Faron Woods. Keep riding through the familiar terrain until you get to Ordon Spring. The white wolf is waiting for you here. Approach it and let it take you back to the snowy battleground where the Hero's Shade will teach you your next hidden skill. Before he teaches it to you though, you must prove that you remember how to do the ending blow. The new skill is a simple one; the shield attack. While defending yourself with a shield, jab the Nunchuck forward to perform this move. It can be used to break through an opponent's defenses, leaving them temporarily open to attacks. It can also be used to deflect energy attacks. If you do a shield attack at the exact moment that an energy attack is upon you, the attack will be deflected right back at the opponent. Both aspects of the shield attack will be tested here. After the move has been passed on to you, head to Ordon Village. Not much has changed in Link's hometown. You can always go back to Fado and touch up on your goat herding skills (and maybe get a reward for it), but the man you need to see is Bo, who's standing in front of his house as usual. He'll take you inside his house once you talk to him. After a quick assurance that the children are ok, Bo will go on about the Gorons. He'll teach you the secret to beating them if you promise to keep it a secret. Agree to keep silent and he'll take you to the back room. Bo will show you a sumo arena in the back room. The way to earn the Gorons' respect is by besting them in sumo matches, and Bo will teach you how. The rules are simple. Basically, you have to try to push your foe outside of the arena, using one of three basic techniques: a strike, a grab and a sidestep. Use a strike on a foe trying to sidestep, a sidestep on a foe trying to grab and a grab on a foe trying to strike. As you can see, it works like a game of rock-paper-scissors. Bo will show you which buttons correspond to each move. After you memorize what beats what, you'll be ready to beat any Goron that challenges you. However, Bo won't just teach you how to sumo wrestle. You'll have to beat him twice in a match to prove your worth, shirtless and all. If you can beat Bo, you can beat a Goron. The first time, Bo will stick to one move, so just counter him appropriately. The second time, he'll use all three techniques. It is important to remember which technique to use when you see Bo about to make his move. If you execute the correct move, you'll have the advantage over him. Now you can begin trying to push him out of the ring by repeatedly tapping the A Button. Bo will probably recover before you finish, so just keep at it. Once you get him close to the edge, shove him off for a victory. After the second win, Bo will take you back to the first room. He tells you that no matter how good you are at wrestling, you have no chance against a Goron unless you use his secret weapon to even the odds, which he keeps inside a chest. Open the chest and you'll receive the IRON BOOTS. Wearing this footwear will make you heavier than a boulder, allowing you to endure such things as attacks by the mighty Gorons. The boots make you harder to toss around, and also help you sink quickly when in the water. Take your gift and leave Ordon Village. Ride back to Kakariko Village as speedily as you can. When you get there, you'll be treated to a cut-scene. Talo and Beth stand outside of the village sanctuary, talking idly. Suddenly, the sound of thunderous footsteps is heard. They turn to see what is making these sounds, but it isn't Link. To their horror, it is the sound of the Bulblin raiding party, charging into town on their giant Bullbos. They are led by KING BULBLIN, the ruthless hulk responsible for what happened to Ilia and the other children. King Bulblin races towards the children, but only Talo has the sense to run. As Beth stands transfixed with terror, Colin jumps in and pushes her out of the way to save her. Suddenly, Link and Epona arrive, in time to see the great green brute holding up Colin's limp body. With a snarl, the Bulblin commander leads his posse out of town through the north end. Quickly race after the Bulblins, heading north through the town's thoroughfare. At the end, jump over the gate and ride into another part of Hyrule Field. King Bulblin will be waiting for you in this great expanse, holding a large pole with Colin tied to the end of it. He blows into his mighty horn, summoning his cavalry of Bullbo-riding archers. Immediately charge after King Bulblin and his Lord Bullbo. As you chase him across the plains, his loyal minions will try to catch up to you, firing flaming arrows at you. If they overtake you, swing your sword around and start dismounting them. Epona can run faster than the Bullbos only when she dashes, but she doesn't have the stamina to keep ahead of them all the time. Not only do you need to outpace the archers, but you also have to catch up to King Bulblin. Use up your dashes as quickly as you can if he's in range. Once you catch up to him, start slashing at him repeatedly. Bits of his armor will fall away, but it will take more than just a few hits to unseat this adversary. Keep attacking him, all the while doing your best to avoid the cavalry of Bulblin archers. After repeatedly slashing King Bulblin, he will drop his horn and ride away towards the Bridge of Eldin to the north. He has no way to call for reinforcements now, so hurry up and catch up to him so you can finish him. When you get the bridge, King Bulblin will already be on the other side, facing you. A pair of Bulblin archers will shoot their fiery arrows at the piles of wood at either end of the bridge, trapping you inside. Now it's just you, the king, Epona and his beastly Lord Bullbo, and it all comes down to a jousting match. Race towards him with your sword out. When you get close, you'll be able to strafe to the sides instead of turning. Dodge King Bulblin and swing your sword as you race past him. If he hits you, his mighty steed will knock you off the bridge, and you'll have to start over. If you hit him, another piece of his armor will fall off. Now, when you reach the end of the bridge, turn around and repeat the attack. After a second successful hit, King Bulblin will fall off his mount and tumble down the immense drop below the bridge. Proclaiming victory, Epona rears up and Link brandishes his sword in triumph. Back in Kakariko Village, young Colin wakes up to see Link's face. He asks Link if everyone is ok, and then looks up to see Talo, Beth, Malo, Renado and Luda standing around him smiling. Colin says that he understands now what it is to be strong. It doesn't mean he has to be physically strong, but to be brave in the face of danger. He admires Link for the strength and bravery he has shown, and is confident that he'll be able to help the Gorons just as he helped him. Colin faints, and the others move in to his aid, carrying him back to the sanctuary. Alone, Link prepares to face the Gorons, and whatever other dangers may await him at Death Mountain. ============= Chapter 5: Trial by Fire. ============= Before you go back to Death Mountain, there is something you should check out here in town. The general store, which was abandoned when its previous owner took off, will now be managed by none other than Malo. Despite being only about four years old, he's quite capable of running his own business. His store, Malo Mart, has a few new items, including the HYLIAN SHIELD. This legendary shield is marked with the symbol of the gods, and unlike your Ordon Shield, it is made of metal so it will never burn. However, it will cost you 200 rupees. The Wooden Shields they also sell here are there just in case you lost your first shield and don't have enough cash for the Hylian Shield. They are no different than the Ordon Shield, and once you get the Hylian Shield there will never be any need to get one. So, just save your rupees and get that Hylian Shield before heading to Death Mountain. The Malo Mart is only open during the day though. Also, don't bother going into Barnes Bomb Shop, because he's got nothing to sell ever since someone went and blew up his storehouse and the Gorons have cut off access to the raw materials. Now head back to Death Mountain, and climb the first mesh wall to challenge the Goron guard to a rematch. Remember, you need to have the Iron Boots on before you face him or else he'll knock you straight back down. With the boots properly equipped, grab onto him when he rolls towards you and toss him aside. It will be no different than stopping a charging goat. Four more Gorons will roll down the hill as you make your way up it. After the second mesh wall, you'll find yourself in a clearing, surrounded by Bulblin archers. They have the advantage of elevation and projectile weapons, but you can counter them with projectiles of your own. One hit with the Slingshot will unbalance a Bulblin and make it fall to the ground. You can also use the hawk grass in the area if you want to be a bit more stylish about it. Continue through the trail until you get to the base of Death Mountain. During the brief cut-scene, a pair of Gorons up above will spot you. One will curl up into a ball, while the other climbs on him. The first will then uncurl with force, sending his fellow up to the ledge above him so he can warn the rest of the tribe. This should give you an idea about how you're going to climb this dangerous mountain. Jump into the pit below, where two Gorons are standing guard. All of a sudden, a bombardment of molten rock will rain down from the sky. Roll out of the way as you see the shadows form under you. After several smaller rocks fall, a giant shadow will appear and a huge fireball will fall from the sky. Get out of the way quickly. The shard of half-melted rock will slam into the ground. This will be another important thing to remember later on. Now turn your attention to the Gorons. If you get near them, they'll try to knock you around. Use your shield to stun one briefly when it swings, and then strike back. The Goron will curl up into a defensive ball. Climb on him and wait for him to launch you upwards, just as you witnessed moments ago. When you get up to the next part, find another Goron and repeat the process to get even higher. When you reach the second ledge, you can go forward and jump into the hot spring down below. You'll find several friendlier Gorons relaxing in its healing waters. One Goron even has a shop set up in the back, and you can buy supplies if you need them. You won't get anything that good though. Now climb out by grabbing onto the mesh behind one of the bathing Gorons. When you reach the ledge again, find the hostile Goron and have him launch you up to an even higher ledge. The path here is blocked by a steam vent, but you can just put the Iron Boots on to avoid getting pushed by it. Now keep going down this path. Have your Iron Boots ready, because two more rolling Gorons will come out of the tunnel ahead. At the end of the tunnel, have the Goron launch you up to the one above it, and then once more to get to the entrance of the Goron dwellings. When you get inside, six Gorons will start rolling towards you. Suddenly, a voice orders them to stop. From a chamber in the back, an older Goron steps forwards and calls you over. This is Gor Coron, an elder who has led the tribe ever since their patriarch Darbus was unable to due to certain circumstances. Gor Coron will not permit you into the Goron Mines unless you beat him in a contest of strength. Your training with Bo has led up to this, so don't fail him. Of course, when you first accept Gor Coron's challenge, you won't be given a chance to put your Iron Boots on before he blasts you out of the arena. Just put them on and demand a rematch. Now you will be even with him, so start wrestling. Remember, a grab beats a strike, a strike beats a sidestep and a sidestep beats a grab. Once you gain the upper hand, start pushing Gor Coron towards the edge of the arena. Eventually, you will win. Impressed, Gor Coron will tell you a bit more about the Gorons' troubles. One day, when Death Mountain suddenly began erupting ceaselessly, the four Goron elders and the patriarch Darbus went to investigate what was the cause. They saw the treasure that the spirits of light had entrusted them with. When Darbus touched it though, he was transformed into an unspeakable monster! The other Gorons were forced to lock him up after Darbus destroyed much of the mines. Now, Gor Coron needs your help to go to Darbus's aid. He commands his guards to step aside and allow you into the mines. Before you go in though, go to the southeastern side of this chamber and talk to the Goron standing in front of a doorway. He steps to the side to reveal an elevator. Go into it and put on the Iron Boots to activate the large switch on the floor, which won't press down if you aren't wearing them. This elevator will take you down to the hot spring. When you get there, pull the large stone with the symbols on it out of the way. Now you can go up and down the mountain more easily. Unless you need anything else, go back up to the top of the mountain and enter the Goron Mines. The Goron Mines make up the game's second dungeon. They may be familiar ground to the hardy Gorons, but even the bravest adventurer will have trouble navigating through its fiery, lava-filled catacombs. The Gorons aren't the only inhabitants of the mines either. It is filled with numerous fire-based enemies that you've never seen before, making it all the more important to pick up the Hylian Shield beforehand. The Iron Boots will play a large role in this dungeon as well, and there's a brand new weapon for you to collect after you face off against its mini- boss. To start out, hop down from the entrance and jump out to the first rock platform in the lava. Now jump to either the left or right path. It makes no difference, since both will put you in the same place. Just be careful as you jump across the gaps. The hot lava below will damage you and force you to start at the beginning of the room, and there are also geysers of fire that frequently erupt from between the gaps. On the other side of the lava pool, look for the metal tunnel on the left side of the cavern. It's barricaded by some wooden boards, but you sword will make short work of them. When you get inside, walk forward to find more wooden beams blocking the way. You can cut them down once again with ease, but going any further is impossible because of the jet of fire erupting from the large furnace on the wall. Turn back and look in the corner for a metal switch. With your Iron Boots on, step on the switch to press it. This will shut off the furnace, but only for about seven seconds. You'll hear the timer tick faster and faster as the furnace gets closer to reactivating. Run past it before the fire comes out again. On the other side, there's another metal floor switch that will shut off the furnace further ahead. This time, you have to run past it and exit the cage, and then turn the corner (right) and get through the flame's path again before time expires. The path is narrower here too, and there's a new enemy harassing you from the lava pool. After you get through the flames, turn towards the lava and put your shield up. There's a FIRE TOADPOLI in the lava. This rare creature is found only here, but is nothing special otherwise. It attacks by belching balls of fire at you. Use a shield attack to deflect them right back for a kill. No other method will work against the Fire Toadpoli until you get better ranged weapons. Once it is killed, jump across another small gap and climb up the ladder in front of you. On top of the metal cage, run forwards and leap over to meet another new enemy. TORCH SLUGS are very common in the Goron Mines, and easy to kill. One hit will kill one. The Torch Slug sometimes emits a burst of flame to protect itself, so use a spin attack to be safe. Torch Slugs are little more than annoying obstacles, not real threats. Behind this one is a small chest with a red rupee inside. Now backtrack a bit and jump over the nearest gap, then turn right towards the lava. Jump over to the stone platform, and then over to the eastern rocky ledge. Turn right again and follow the ledge to a floor switch and a Torch Slug. Defeat the slug and press the switch. The furnace way over on the opposite end of the ledge will turn off. Hurry up, turn around and start running north along the ledge. A bunch of Torch Slugs will fall from the ceiling to hinder your progress, but ignore them if you can. You'll be right in the path of the flame jet if you don't get to the end and make the right turn in time. If you do make it, run down the path to a door. Three more Torch Slugs will appear in front of it, so unleash a spin attack to destroy them. The exit is barred, but you can open it by pushing down on the large lever to the right of it. Climb onto the pathway steps and leap over to the lever. Put on the Iron Boots to press it down. Now go through the door. The next room is a huge cavern housing a large set of magnetic cranes that will come into play later. For now, run ahead to the circular platform and go left down the walkway. At the bottom, fight the Bulblins and take the small key from the chest afterwards. Now go back up to the circular platform and take the right path. At the top, you'll find a rotating platform. Jump when it is horizontal, but jump again to get past it before it flips on you, sending you into the lava. Do this a second time to get by another platform, and then use your key to take the door up ahead on your right. In the next chamber, go right and follow the metal path down to a stone platform, home to a DODONGO. These tough reptiles are only vulnerable when attacked from behind, but are more dangerous from the front. They spit a stream of fire at anything that gets in front of them, and will always try to face their opponent to keep their tails protected. Dodongos move slowly though, so you can circle around this one and strike its tail as it is shooting fire. Now turn west and jump across the rocky islands, but watch out for the lava spouts. There's another Dodongo up ahead on a metal platform. Get to the northeast corner of the room and take out the third Dodongo on the rocky shore. Along the right wall is a chain resting on the floor. Grab onto it and start pulling the slab of stone it's attached to out from the wall. When you pull it out as far as it'll go, let go. The slab will slowly start to retract again, so run back to the metal platform where you saw the second Dodongo as quickly as you can (hopefully you don't get hit by poorly-timed lava geysers). Directly east from here is a pathway that will begin to seal itself as the stone slab slides back into place. Quickly hop over to it and get by before this happens. Now go through the door here. The next chamber is odd compared to the other rooms in this dungeon because it is filled with water rather than lava, although it won't be the only one. The fence up ahead will keep you from swimming by, but jump into the water anyway. You might notice an opening in the fence below the water's surface. You can easily sink to the bottom by placing your Iron Boots on. Now clomp along the bottom of the pool to a metal switch on the other side of the fence. Don't take too long though, because an oxygen meter will appear and slowly start to drain as you spend time underwater. Losing all of your air means game over. Anyway, when the switch is pressed, you'll suddenly be pulled out of the water by a magnetic beam up above you. This puts you on a patch of magnetically-charged magnetite. As long as you keep your Iron Boots on, you can walk along this patch, even if you're sideways or upside-down. Go up and around until you reach a doorway. Put the Iron Boots away and go inside. This is the chamber of Gor Amoto, one of the other three ancient Goron elders. He gives you a key shard to take with you, which is one of three components to the dungeon's Big Key. The other shards are being held by the other two elders, so you must seek them out. Gor Amoto tells you that the patriarch is locked in a room deep within the mines, and only with all three shards can you get to him. Besides the key shard, you can also get a red rupee from a small chest on the back platform, and the Dungeon Map directly behind Gor Amoto. Now climb the ladder in the back and go right along this ledge. Before exiting through the door up here, inspect the pots along the wall to find Ooccoo trapped inside one of them. Together again, you can use her and Ooccoo Jr. to warp out of the Goron Mines whenever you want. After exiting, you'll be inside the magnetic pool chamber again, but higher up. You can put the Iron Boots on to walk along the magnetite walls and get to the opposite doorway. Both sides have Torch Slugs, but the left is less populated so go with that one. When you get across, proceed through the door. The next room is the Dodongo chamber, but you won't have to fight any of them this time through. Go on ahead and don the Iron Boots to push down the floor switch. This activates a magnetic force that pulls you to the ceiling. The entire ceiling is covered in magnetite, so you can walk all the way across the room upside down. The path won't be straightforward though, and it's actually more like a maze. It goes without saying that you should never remove your Iron Boots for any reason until you safely reach solid ground. Trudge along over to the northwest corner of the room first and drop down when you get above the hidden platform, or just follow the magnetite path down and around the wall. The chest here has a Piece of Heart. Now walk back up the magnetite wall and continue traversing the ceiling. The path to the west exit, starting from the east side, goes south, then along the south wall for a bit before intersecting with the curved path that goes towards the door. There are many Torch Slugs oozing along the ceiling too, but it's better if you just avoid them rather than confront them while dangling over lava. Once you get to the west doorway and use it, you'll enter the room with the large cranes. Proceed along the walkway to the base of one of these cranes. There's a switch nearby that you should press, but it's being guarded by four Bulblins. Take them out, and then press the switch down. This will get the crane to start moving again. Continue west to a circular platform, and then wait for the crane to pass overhead. When you see the magnetic field surround you, make sure you're wearing the Iron Boots. You'll be pulled up to the crane, which will then carry you over to a new ledge. If the crane goes left, stay on it or else it will just bring you to the part of the room you explored earlier. If it goes right, drop off when it stops over the next platform. You'll be welcomed by some FIRE KEESE. Fire Keese are the fiery cousins of regular Keese, and are really no different other than the amount of damage they inflict. Fight or ignore them, and then go up the walkway to another circular platform. You know what to do; slay the Bulblins and then use the Iron Boots to press the switch. Now let the second crane carry you