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Zelda Skyward Sword Walkthrough

by az47

Font:  Courier New 10


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    ZZ           EE        LL        DD    DD   AA       AA
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    SSSSS                                     (X)
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++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~WALKTHROUGH~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Written by: Andy Z and Ninna W                   December, 2011

User name:AZ47

Version: 2.2  04/14/12  This is the Final version, unless a correction is
required or something new is found that needs to be included.  Added the Hero
Mode and the Thunder Dragons Challenge.  Also made some corrections and added
the skydivers.

Version: 2.1  03/29/12  Added more Gratitude Crystals, alternate version of
Cawlin�s letter, argument between Pipit and his mother, other dialog, spelling
errors corrected, Batreaux becomes human and the Moonlight Merchant.

Version: 2.0  02/01/12  Added Gate to the Final Trial, Sky Keep � Guardian of
the Triforce (with puzzle feature), Ghirahim Resurrects Demise in the Past,
Link�s Ultimate Goal - Destroy Demise and an Epilogue.

Version: 1.9  01/24/12  Added RETURN OF THE IMPRISONED BEAST, Gate of
Time/Sealed Temple, In Search of the Triforce, THE PARASITE � BILOCYLE, THE
IMPRISONED BEAST AN ENCORE and Song of the Hero � Water Dragon�s Part, Song of
the Hero � Fire Dragon�s Part, EVEN MORE SIDE QUESTS, Song of the Hero �
Thunder Dragon�s Part, Song of the Hero � Levias the Final Part

Version: 1.8  01/16/12  Added The Sand Ship, LD-0025 SERVO - PIRATE ROBOT,
Finding Nayru�s Flame, ABYSSAL LEVIATHAN � TENTALUS, Thunderhead � Isle of
Songs Revisited, Gate to the Third Trial, Eldin Volcano Summit, The Fire
Sanctuary, DEMON GHIRAHIM RETURNS and MORE SIDE QUESTS.

Version: 1.7  01/10/12  Added Return to the Isle of Songs, Gate to the Second
Trial, Lanayru Sand Sea, The Skippers Sea Chart, The Shipyard and The Pirates
Stronghold.

Version: 1.6  01/03/12  Added Return to the Sealed Grounds, THE IMPRISONED
BEAST, Skyloft - Clues in the Ballad, Eldin Volcano � Propeller, The Windmills
of Skyloft, Thunderhead � Isle of Songs, Gate to the First Trial, The way to
Lake Floria, Water Dragon�s Lair, The Sacred Water at Skyview Temple, Water
Dragon�s Promise, Ancient Cistern & the Sacred Flame and ANCIENT AUTOMATION �
KOLOKTOS.  Added a few Goddess Cubes and treasure chests. Also cleaned up some
typo�s and punctuation.

Version: 1.5  12/29/11  New Glitch found.  Added Lanayru Desert, Lanayru
Mining Facility, Temple of Time, several treasure chests, one on island #3,
and more.

Version: 1:3  12/22/11

Version: 1:2  12/20/11

Version: 1.1  12/18/11

Version: 1:0  12/16/11

Hosted by:

www.gamefaqs.com
www.supercheats.com
www.neoseeker.com
www.cheatcc.com
www.cheatsguru.com
www.ign.com

My contact address: [email protected]


============================================================================
============================ Content: ======================================
============================================================================

Warnings and Glitches

Introduction:

Game Comments:

Lists/References:

Tip�s and Hints:

#1 Skyloft

#2 To the Plaza 

#3 The Academy 

#4 The Bazaar

#5 Back to the Plaza

#6 Night time in Skyloft

#7 Taking to the sky  

#8 The Sealed Grounds 

#9 The Faron Woods 

#10 The Deep Woods  

#11 Skyview Temple  

DEMON GHIRAHIM 

#12 Skyloft Demon

#13 Eldin Volcano 

#14 Earth Temple 

PYROCLASTIC FIEND � SCALDERA

#15 Return to Skyloft

#16 Lanayru Mine

#18 Lanayru Mining Facility

THOUSAND YEAR OLD � MOLDARACH

#19 Temple of Time

#20 Return to the Sealed Grounds

THE IMPRISONED BEAST

#21 Skyloft - Clues in the Ballad

#22 Eldin Volcano � Propeller

#23 The Windmills of Skyloft

#24 Thunderhead � Isle of Songs

#25 Gate to the First Trial

#26 The way to Lake Floria

SIDE QUEST 

#27 Water Dragon�s Lair

#28 The Sacred Water at Skyview Temple

#29 Water Dragon�s Promise

#30 Ancient Cistern & the Sacred Flame

ANCIENT AUTOMATION - KOLOKTOS

#31 Return to the Isle of Songs

#32 Gate to the Second Trial

#33 Lanayru Sand Sea

#34 The Skippers Sea Chart

#35 The Shipyard

#36 The Pirates Stronghold

#37 The Sand Ship

LD-0025 SERVO - PIRATE ROBOT

#38 Finding Nayru�s Flame

ABYSSAL LEVIATHAN - TENTALUS

#39 Thunderhead � Isle of Songs Revisited

#40 Gate to the Third Trial

#41 Eldin Volcano Summit

#42 The Fire Sanctuary

DEMON GHIRAHIM RETURNS

MORE SIDE QUESTS

RETURN OF THE IMPRISONED BEAST

#43 Gate of Time/Sealed Temple

#44 In Search of the Triforce

THE PARASITE - BILOCYLE

THE IMPRISONED BEAST AN ENCORE

#45 Song of the Hero � Water Dragon�s Part

#46 Song of the Hero � Fire Dragon�s Part

EVEN MORE SIDE QUESTS 

THE MOONLIGHT MERCHANT 

#47 Song of the Hero � Thunder Dragon�s Part

#48 Song of the Hero � Levias the Final Part

#49 Gate to the Final Trial

#50 Sky Keep � Guardian of the Triforce

#51 Ghirahim Resurrects Demise in the Past

#52 Link�s Ultimate Goal - Destroy Demise

THUNDER DRAGONS CHALLENGE

Hero Mode

-Credits �

Copy Rights

Questions and Answers

Epilogue


============================================================================
============ WARNING  ================= GAME KILLING GLITCH ================
============================================================================

A game KILLING glitch has been found in the Skyward Sword game.  Be aware of
this before starting.

When speaking about the issue, on 12-6-11, Nintendo spokesman Sharon Matheny
said:

We have been made aware of the issue that results in being unable to progress
in the Song of the Hero quest. If the game has been saved after completing the
sequence of events, it will no longer be possible to proceed through the game
on that save file. The only options at that point are to either start the game
over or to use an earlier save file to continue.

The situation is caused by performing the following sequence of events during
the Song of the Hero quest:

1.  At the beginning of the quest, go to Lanayru Desert to retrieve the song
of the Thunder Dragon.
2.  In the Lanayru Mine, speak with Golo the Goron.
3.  Complete the Thunder Dragon�s event, and receive his song.
4.  Before heading to the forest or volcano regions, speak with Golo in the
mine again.
5.  At this point, the forest and volcano events will no longer occur, making
it impossible to continue.

Solutions:
This issue WILL NOT OCCUR if the Fire and Water Dragon songs have already been
collected before collecting the Thunder Dragon�s song. Talking to Golo in the
Lanayru Caves will also NOT trigger this issue.  If the game has been saved
after completing the sequence of events, it will no longer be possible to
proceed through the game on that save file. The only options at that point are
to either start the game over or to use an earlier save file to continue.  I
wish I had a better answer, but I�m afraid there currently is no other fix
available. I can assure, however, that we are documenting all feedback we
receive on this issue.  Thank you for your patience and support.

On 12-15-11, Nintendo said it will be offering two ways for users to correct
the issue; those with an Internet connection can download a patch, those
without an Internet connection can send Nintendo their SD card or Wii console
to install the patch. More details soon.

============================================================================
=== WARNING  = GLITCH THAT HALTS PROGRESS ==== DISAPEARING MINING CART =====
============================================================================

I found a new glitch that stops Link�s progress.  It doesn�t �kill� the game,
but it requires you to start again from your last save point.  The glitch is
near the entry to the Temple of Time.  When at the entrance to the Temple of
Time and leaving the Goron for the first time, Link rides a mining cart past
a Goddess Cube.  Between the Goddess Cube and the next ledge, Link falls out
of the cart.  The screen goes blank and Link is found lying on the ground
on the ledge from where the cart started.  The problem is that the cart is
hanging in mid air between the Goddess Cube and the ledge, with no way to
get to it.  Re-setting the Blue Stone Timeshift doesn�t help either.  This
may have been caused, by pressing the �A� button, while in the cart.  By
turning off the power and starting the game from the last save point, I was
able to proceed.

============================================================================
==== WARNING  = GLITCH THAT HALTS PROGRESS === GHIRAHIM DISAPEARS ==========
============================================================================

While playing the final battle with Ghirahim at ground level he disapears, as
he quite often does, but one time he didn't return.  Nothing I did brought him
back so I had to reset the software.  Just another one of those glitches but
Link has to start from his last save point.

============================================================================
====================== LINKS ODD BEHAVIOR ==================================
============================================================================

During play, especially during battle, Link may start walking in a circle to
the left or right uncontrollably.  This happened to me twice, once each during
play on two different games.  It may have to do with trying to do a spin
attack or other sword slice.  In any case just disconnect the Nunchuk from the
Wii remote and reconnect.  Link will return to his joyous self. 

============================================================================
=========================== Introduction: ==================================
============================================================================

This is the second walkthrough I have written and have a co-author to help. So
please bear with us.  The reason for doing this is due to the fact that there
were few walkthroughs to be found, at the time of this writing, for this
newest edition of Zelda.  I have been playing video games since their
introduction over forty years ago when I was in my twenties.  Yes I am an old
fart who enjoys a challenging game.  That is why I continue to play or for a
better reason, to keep my mind sharp.  I have stayed with the Nintendo
platform since it was introduced because I like what is offered for their
system, namely the Zelda series.  The games I play are varied.  From
children�s games, I have grand kids, to undercover agents.  Of the 70 games
currently in my collection, my favorites are, Splinter Cell, 007, Hit Man,
Call of Duty, Medal of Honor, Army Men RTS and others.  


============================================================================
=========================== Game Comments: =================================
============================================================================

I found the graphics to be very good, in a cartoonish way, with decent detail.
There was zero lagging or frame loss in character movement.  Control of the
camera angle did leave something to be desired.  Toggle control instead of the
remote would have been better.  Overall the controls are excellent.  The sword
action is superb and fun.  Missing is the ability to skip through old dialog
when talking to the townspeople.  It sure would have saved time.  The game
does play well and gives many hours of enjoyment. 


============================================================================
========================== Lists/References: ===============================
============================================================================

I am not including a reference list for weapons, enemies, other characters or
the weapons they use, as they are pretty much the same as they have been for
the past 25 years.

NOTE: For those who are new to the game:

The weapons consist of several grades of swords, several grades of shields
(wood, iron and sacred), two grades of slingshots, several grades of Beetle's
(standard, Hook, Quick and Tough)and bombs to open cave walls and slab doors. 

The enemies are the usual Keese, Octoroks, Deku Babas, Bokoblins, along
with a few new ones, like the �Rimlit� and �Staldra�.  The Remlit looks like
a cross between a cat and a raccoon.  During the day it is cute.  At night it
becomes ferocious. The Staldra is a three-headed snake creature.

Collectable items such as insects and other miscellaneous items are given in
the walkthrough as they are found.

Locations of chests, people and most items will be given throughout the
walkthrough.  Obvious items, such as heart plants, bomb plants, stamina
plants, etc. will not be mentioned, except as needed.

Much of the area you will travel is on a path or road, and by air with your
Loftwing.  Link can swim and will, on occasion, use the water to access
certain places.

References to entrances such as South/West are based on the compass location
of the game map.



============================================================================
============================ Tip�s and Hints: ==============================
============================================================================

Talk to the townspeople during the day and at night.

Collect as many Rupees as you can to upgrade your equipment.

Find and energize Goddess Cubes, there are 27, to receive items.

Upgrade often and before any major battle.

Stealth is your biggest asset in taking down the enemy.

A strong bow and accuracy is the next best asset.

Patience and knowing your surroundings will bring rewards.

The obvious route may not be the best route.

A Deku Baba can be defeated by rolling a small boulder over it.

An Octorok can be defeated, by shooting it with your slingshot to stun it, and
using the forward thrust of your sword, to finish it.  Bombs work well.

Bokoblins near tightropes; Shoot him with your slingshot, he will be stunned
and then he will start to cross the tightrope.  While he is crossing, shoot
him again and he will fall off.

Collect Deku Hornets with the bug net.  Their venom is used to infuse potions.

Heart plants that are above you, but out of reach, can be hit with a Deku seed
and will fall down to you.  They can also be collected using the Beetle.

Use the Beetle to survey the area ahead or around corners.

To upgrade to the Sacred Shield certain items found in the game are required.
One item in particular, the Dusk Relic, is only found in a single treasure
chest and in the Silent Realms.

Side quests are important.  They provide entertainment and bonuses like Rupees
or items.  Some progress in the game is affected by what Link receives in a
side quest.

Treasure chests are also important.  Beside the obvious treasure chest that
contains a weapon and a key, there are obscure chests that have more than just
Rupees.  One of Link�s empty bottles is found in a treasure chest.

Note:  The game saves only at Bird Statue save points. If you wish to leave
the game for any reason, go to a Bird Statue and choose �save and quit�. When
you open the game later just click on your adventure and it will return to the
last save point.

Install a SD or SDHC card to save the file periodically.  Each time you save
the file from the hard drive you have to erase the file on the SD card because
it will not automatically overwrite.  The reason for doing this is in case of
game failure.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                  Zelda the Skyward Sword adventure begins:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The opening scene is a lush serene meadow in a forest.  Then there is a
growing rumble as the earth begins to open.  The scene changes to view a large
dark monstrous creature emerging from the depths reaching skyward.
-Scene closes-


~~~~~~~~~~~~~~~~~~~~~~~~~~ LAND ABOVE THE CLOUDS ~~~~~~~~~~~~~~~~~~~~~~~~~~


                      <<<<<<>>>>>>
                      #1 Skyloft
                      <<<<<<>>>>>>

-Cut Scene-	
Birds are circling in the sky above a beautiful city (Skyloft) resting above
the clouds.  A blue bird (Loftwing) lands before a young girl (Zelda) standing
at the foot of a large statue (statue of the Goddess).  Zelda puts a note in
the beak of the Loftwing and it flies away.

Link (you), is in darkness, looking surprised.  The scene changes to the
monstrous creature, also in darkness, with a bright light shining above.  A
voice tells Link that it is time to wake up and that destiny will find him.

Link is now lying on the floor, next to the bed, with the blue Loftwing at the
window tossing the note.  The note tells Link that it is his �alarm� clock and
to wake up.  The note also reminds Link that today is the �wing� ceremony and
not to forget his promise to meet Zelda.
�End Cut Scene-

Walk to the armoire (clothes closet).  Open it to find a Blue (5) Rupee.
Leave the room.  To the right is a townsman named �Pipit�.  Speak to him
about the race.  Go through the door to the left (classroom).  Speak to
�Owlan�, the instructor, he has white hair.  Exit classroom.  Don�t go
upstairs.  Pipit will tell Link the door is locked.  Follow the hallway to the
last door on the left and talk to the old lady in the kitchen.  If Link breaks
any of the jars, she will reprimand him.

1st jar broken; �What are you doing?  Clean that mess up.�

2nd jar broken; �If you do that again, you will be mopping up soup stains in
the kitchen for a week�.

3rd jar broken; She is mad! �I�ve had it!  I�m going to have a word with the
head master about having you expelled�.

She is waiting for Fledge to bring her barrels.  Exit the kitchen.  To the
left Link will see Fledge.  Speak to him.  Offer to help carry a barrel to the
kitchen.  Do so and the old lady will say thank Link.  Back outside speak to
Fledge.  He will offer Link half of what the old lady offered him, 20 Rupees.
Exit the double doors to the outside.  Link will hear a voice asking him to
come closer and talk. It is Instructor Horwell (brown hair).  He will instruct
Link on how to climb the crates or a wall.  Do as he instructed to reach the
roof he is on.  He will ask for Link's help to find the Headmasters pet
Remlit, named Mia.  Say yes.  Dash toward wall behind Instructor Horwell and
grab onto ledge.  Go hand over hand to get to the porch cover to the left.
Drop down and jump from one porch cover to the other and climb the vines on
the right to the upper roof.  Directly in front of Link will be a wooden
crate.  Move it to the wall and climb up to the roof.  Pick up the pet, Mia.
Jump down and walk forward to the archway.  Jump down and take Mia to
Instructor Horwell.  He will thank Link and ask him to tell the Headmaster
that Link has found his pet.  Turn left and follow the path a short distance
to a �save� statue.  Walk up to it and press �A� to save.  Just ahead, and to
the right is a fellow making repairs to a gate.  He will explain how the
statues work and where Zelda is.  To the left of the gate repairman is a light
green plant, which is a stamina fruit.  This replenishes Link's stamina.
Follow the staircase through the entrance ahead.

-Cut Scene-
Zelda is standing at the base of the Goddess Statue playing a harp.  She turns
and says �Good Morning�.  Zelda tells Link she got him up early so he would be
the first to see her, in her new clothes and with her new harp.  She asks how
she looks.  Zelda�s father will approach and tell Link that if he wins the
race he will participate in the ceremony with Zelda.  Zelda has her doubts
because Link has not been practicing.  Her father says not to worry, Link and
the Loftwing have a special connection.

Zelda drags Link to a platform at the island's edge, pushes him off and tells
him to call for his Loftwing.  Link�s Loftwing does not appear.  As he falls,
Zelda�s father comments that Link�s Loftwing is taking a long time to arrive.
She dives after him.  Zelda saves link.  Zelda and her father show concern and
tell Link to go ahead and see where his bird has gone.  Bells above the
archway ring and Zelda�s father tells Link to go see Instructor Horwell and
tell him the Headmaster will explain the situation.
-End Cut Scene-

Speak to the gate repairman.  He will tell Link that Groose�s Loftwing flew
off with his Loftwing and that Groose was headed down towards the Wing
Ceremony.

Note: an insect is in the South/West corner of the Goddess Statue square.

Leave the Goddess Statue square the way Link came in.  Follow the path and
tell Instructor Horwell that the Headmaster has summoned him.  At the entrance
to the Knight Academy a young girl, Karane, will tell Link to speak to Pipit,
as he knows about birds.  Go through the double doors where Link will find
himself on the upper level of the Academy.  Follow the stairs down and speak
to Pipit.  He will offer to help Link find his Loftwing.  Go to the plaza.

                      <<<<<<<<>>>>>>>
                      #2 To the Plaza 
                      <<<<<<<<>>>>>>>

Leave the academy from the lower level and go through the now open double
gate to the right.  Follow the path a short distance, where Link will find a
young boy, Piper, bashing his head against the tree.  He will teach Link how
to dash and roll to knock things, like Rupees, insects and hearts, out of the
tree.  Speak to the boy after banging the tree and he will tell Link that he
needs a bug net, which can be bought at Beedle�s Airshop.  Continue down the
path a short distance.  There will be a house on the left.  No need to enter.
And just to the right of the front door is a garden of heart plants, which
will replenish Link's life.  Continue down the path to the middle of the
plaza.

-Cut Scene-
Groose and his cronies are talking about taking down Link�s Loftwing and
putting it in a pen.  Groose turns around to see Link and goes into a dialogue
about Link and Zelda.  (You are given a choice of statements.  �I like your
hair.�  �Bring it on.�  �Give him back.�)

If (you) choose �I like your hair�, Groose becomes upset and bullies Link.
Zelda appears and puts Groose in his place.  He and his cronies jump on their
Loftwings and leave.  Zelda tells Link she will look for his Loftwing.
 
If (you) choose �Bring it on�, Groose says �how are you going to do that with
no wings�, and he continues bullying Link.  Zelda appears (same ending).

If (you) choose �Give him back�, Groose says, �I�ve got no idea what you are
talking about�.  Then he starts bullying Link.  Zelda appears (same ending).
�End cut scene-

Leave the plaza following the path to the East.  Link will see another Bird
Statue.  It might be a good idea to save at this time.  On the steps to the
left is a young woman, speak to her.  She will tell Link to look for his
Loftwing from the Statue of the Goddess.  Link will have a good view of the
whole town.  Continue up the steps and around the Bazaar to the steps
leading to the Goddess Statue.  Pipit will call out to Link.  Meet him and
Fledge at the Sparring Hall.  Fledge tells Link that he overheard Groose and
his buddies talking about capturing Link's bird and hiding it near a
waterfall.  The map appears with a Red �X� showing the location of the
waterfall.  Talk to Pipit again and he will tell Link that he needs a sword
and that he saw the Knight Commander go into the Sparring Hall.  The Knight
Commander may let Link borrow one.  Go into the Sparring Hall and speak to the
Knight Commander.  He tells Link to go into the back room to find the sword in
the chest.  The commander will teach Link how to use the sword and gives him
permission to take the sword outside the Sparring Hall.  Link leaves the
Sparring Hall.

-Cut Scene-
A �Sheikah Stone� appears and tells Link that if he needs help or is stuck in
a certain situation, it may have advice that may help Link.
-End Cut Scene-

Follow the pathway to the Red �X� on the map.  It may be a good time to find
a Bird Statue and save.  Using Link's newfound sword, chop up the pointed
stakes blocking the cave and enter.  This is the �Waterfall Temple�.  Follow
the path a short distance to the broken wood fence on the right.  Walk down
and leap to the ledge across from the way to open the chest for a Red Rupee.
Drop down and follow the path past the ledge on the left.  Link will see a
climbable wall (vines) that leads to a chest with a Red Rupee.

Note: One of the jars will contain an insect that Link needs to collect.

Follow the path a short distance to a small ledge on the right.  Hidden
behind the grass is a crawl space with Rupees.  Continue on.  As Link leaves
the cave Zelda arrives on her Loftwing.  She tells Link that Groose and his
buddies had been seen hanging around an area further down the path.  Zelda
hears something and turns her head.  She then tells Link she was distracted
and the two of you should continue on looking for Link's bird.  As Link walks
down the path Zelda follows him.  Suddenly Link sees his bird in a pen.  Cut
away the ropes on the boards to free Link's Loftwing.

-Cut Scene-
The Loftwing is happy to see Link and takes to the air.  Zelda turns to Link
and mentions the voice she heard earlier and asks if Link heard it too.  She
says it�s been happening a lot lately as though someone is calling out to her.
She then asks Link if he ever wondered what is beneath the clouds.  She tells
Link there are stories of a land below, but the Loftwings won�t fly through
the cloud barrier.  Zelda then tells Link to leap off the ledge.  Link will be
riding his Loftwing.   There is a short tutorial on how to fly.  Zelda tells
Link that he and his Loftwing are doing well and that he should show her
father.


Now in the plaza, Zelda tells Link she will fly back and tell her father what
happened.  As Zelda leaves, Groose appears and badgers Link about being late
and receiving special treatment. He goes on to bully Link about Zelda and goes
on to state that he will win the race and the �Sailcloth�.  Zelda arrives and
puts Groose in his place again.  She then turns to Link and tells him to fly
the best he can.  A voice calls that the race is to begin.

Link and the other flyers are gathered before the Headmaster and Owlan.  Owlan
shows his concern about having to delay the start of the race without Link and
goes on to explain the rules of the competition.  Link and the other flyers
line up and as the signal is given, Link mounts his Loftwing and the race
begins.
-End Cut Scene-

The goal is to grab the statuette and on the first attempt, Groose knocks Link
out of the way and tosses eggs at him.  Try to avoid the eggs and fly wisely
to retrieve the statuette.  Zelda jumps into the air carrying her harp and
lands on Link's Loftwing.  She congratulates Link on his flying and Link heads
off to the ceremony.  At the Goddess Statue Zelda asks Link to hand her the
bird statuette so she can offer it to the Goddess.

-Cut Scene-
Zelda plays her harp as a flight of Loftwings circle the Goddess Statue. Zelda
then holds Links hand and asks the great Goddess to grant her blessing during
the ceremony.  The Goddess bestows her blessing and Zelda presents the
Sailcloth to Link.  The Sailcloth allows Link to drop from great heights
without injury.  Zelda tells Link that the Goddess gave the sailcloth to her
chosen hero long ago.  Zelda now tells Link that he must jump off the statue
and land in the courtyard below.  As Link turns, Zelda pushes him off the
ledge. (After several tries, Link will land in the circle) Zelda extends an
invitation to Link to fly around the clouds.  Zelda begins to tell Link of
something very important when suddenly there is a flash of light.  A tornado
appears, which knocks Link off his Loftwing.  As Link is falling in the
darkness, another image appears and says it has been waiting for Link.  The
voice tells Link the time has come for him to awaken.  The image then becomes
that of Zelda who then falls into the jaws of a monster. Lying in his bed,
Link awakes to find the Headmaster standing before him.  He tells Link that
his Loftwing is unconscious.  The Headmaster then asks Link �where is Zelda?�
Link tells him of the tornado and that Zelda mentioned the �surface�.  After
the Headmaster leaves, Link hears a voice outside the wall.
-End Cut Scene-

As Link leaves his room he will see a ghostly image floating above the
staircase to the right.  As Link approaches the ghost it will float away from
him.  Follow the ghost to the entrance of the Goddess Statue where it will
move to the right.  Follow it down several ledges to a forked path.  A Remlit
will attack.  Link must strike it with his sword.  It then becomes docile and
may then be picked up.  But each time Link sets it down it will turn on him.
Follow the lower path to the end to find a treasure chest with a Red (20)
Rupee.  Back track to the high path.  Follow it to the end and jump up to
grasp the ledge.  Quickly move hand over hand to the next ledge.  Follow the
ghost to several more ledges and to a climbable wall, which leads to the
Statue of the Goddess.

-Cut Scene-
The ghost disappears into the stone wall at the base of the statue.  The wall
then becomes an entrance to the inside of the statue of the Goddess.  What
appears before Link, looks to be the �Master Sword�.  It suddenly changes to
the ghost image, "Fi", who tells Link she has been waiting for him and he will
play a role in a great destiny.  She will aid Link in fulfilling the destiny.
The sword is Link's destiny.  Fi tells Link Zelda is still alive and that she
is another Chosen One.
-End Cut Scene-

Approach and withdraw the sword to hold it skyward.  Link now has the �Goddess
Sword�.

-Cut Scene-
Zelda�s father enters the room and tells Link the tale of the hero.  Fi then
tells Link to embark on a great journey to the realm of the surface.  Fi hands
Link an �Emerald Tablet� that will light the way through the clouds.
-End Cut Scene-

Stand before the crest at the top of the steps, charge the sword and release
the energy to the crest.  A pedestal will rise for Link to place the tablet
in.  The way to the surface is now lit.

-Short Cut Scene-
Dialog with Fi and Zelda�s father. 

 
                      <<<<<<<<>>>>>>>
                      #3 The Academy 
                      <<<<<<<<>>>>>>>

-Cut Scene-
The scene begins with Link making final adjustments to his new uniform that
the new Knight�s will be wearing this year.  It is surprisingly the same shade
of green and the same style outfit Link has been wearing for the past
twenty-five years.  Hmm!  Zelda�s father gives Link a pep talk and suggests
that he talk to the Knight commander.  He also suggests that Link stop in the
Bazaar to do some shopping before venturing out to find Zelda.
-End Cut Scene-

As Link leaves his room, Fledge approaches.  He compliments Link's new uniform
and shows his admiration for Link.  Fledge then offers Link his hand made
gift, the �Adventure Pouch�.  The pouch will hold four items, such as potions
and a shield, which can be purchased at the Bazaar.  As Link leaves the
academy from the lower level, Link will meet Owlan and he will give Link a
gift, the �Wooden Shield�.  He tells Link that it can be destroyed by fire or
by hard blows to it.  If destroyed or lost a replacement can be purchased at
the Bazaar.

Go to the Sparring Hall and talk to �Eagus�, the Knight Commander.  He will
tell Link that his sword isn�t from Skyloft.  It is actually an ancient
artifact, which can only be carried by the �chosen one�.  He then offers to
teach Link the �secrets of defense�.  From here go to the Bazaar.  As Link
passes through the double gate, Fi appears.  She gives Link an update and
cautions him not to descend to the surface armed with just a sword.  She
suggests that Link buy potions and a shield if he does not have one.

                      <<<<<<<>>>>>>>
                      #4 The Bazaar
                      <<<<<<<>>>>>>>

As Link enters the Bazaar, from the South/West entrance, talk to the townsmen
to the right.  They will give Link advice, such as �sleeping when you are
tired� and that �Skyloft is a different place after the sun goes down�.
Walking further, look to the right and talk to the townsman here.  He is
"Gondo", the owner of the �Scrap Shop�.  He tells Link that he can upgrade his
gear using the stuff he finds.  Directly across from him is the �Fortune
Teller�, Sparrot.  Sparrot offers to tell Link his fortune at a reduced rate
from the usual 10 Rupees to just 1 Rupee.  He tells Link that �all is
revealed� and Link is to head into a densely wooded area.  He suggests that
Link buy a �heart potion�.

Further on in the Bazaar is the next woman on the left.  She runs the �Potion
shop�.  She tells Link not to leave without stocking up!  She then asks if
Link has an empty bottle.  She reminds Link that she can not sell him potions
unless he has an empty bottle.  She then gives Link his first �Empty bottle�.
Wow!! Now stand in front of the bowl of �Red� potion and fill the bottle for
20 Rupees.  The woman will tell Link to see her husband at the caldron to the
right.  He tells Link that he �infuses� the potions to increase their power.
Link will need one or more of a certain insect for him to be able to infuse
the potion.

Directly across from the Potion shop is the �Gear Peddler�.  He is selling
Deku seeds, arrows, bombs and a wooden shield.  To the right of the Gear
Peddler is the young lady, Peatrice, who runs the �Item check� storage
facility.  Here Link  can leave or pick up things he has collected.  Between
the Item check and the Scrap Shop is a doorway.  Go down the steps and Fi will
appear.  She will tell Link that the treasure chest he sees is an ancient
relic and she does not know how it can be opened.  To the right are steps
that lead to the back of the Scrap Shop.  Go up the steps and look to the
right.  On the bench is an old �Robot�.  If Link talks to it, the only
response is (�). 

                      
                      <<<<<<<<<<>>>>>>>>>>
                      #5 Back to the Plaza
                      <<<<<<<<<<>>>>>>>>>>

Go out the South entrance and look up to see �Beetles Air shop�.  Link will
need a bow or a slingshot to ring the bell hanging from the underside.  He
will then stop and lower a rope to pick-up Link.  Now walk into the Plaza and
look to the left to see a tall tower.  Climb the ladder on its right and talk
to the gate repairman, who is Kukiel�s father.  He will tell Link, �folks here
call this the Light Tower�.  He suggests that Link climb to the top for the
view.  At the top is a plaque.  It reads:

Let sound the goddess�s song
Beneath the lights radiance
Unto her chosen hero shall fall
A piercing ray of guidance.

From the Light Tower follow the path past the bridge and down the steps.  Talk
to Kukiel�s mother.  She will ask if Link has seen her daughter.  Look to the
left to see a wooden framework.  Inside, are a large treasure chest and a
small treasure chest.  To the left is a well.  The entrance to the well is
below Kukiel�s house and under water.  Go back up the steps, then turn left
and cross the bridge.  Follow the path to the far house on the upper right.
It is the Scrap Shop owner �Gondo�s� house.  He lives with his Mother �Greba�.
Go inside and talk to Greba.  She will tell Link that her son works late hours
trying to repair an old Robot he inherited.  Now lay down on the bed and sleep
until night.  



                      <<<<<<<<<<<<>>>>>>>>>>>>
                      #6 Night time in Skyloft
                      <<<<<<<<<<<<>>>>>>>>>>>>

When Link awakes, he will find Gondo working on the Robot.  He will tell Link
that most of the townspeople don�t go out after dark.  Go outside.  Beware
of Keese, rimlits and jelly blobs.  Follow the path down the hill to the left
and inside a short tunnel where Link will find the door to the Gear peddler�s
house.  Go in and talk to him.  Choose the �hmmm� option when it appears and
the �make money� option when it appears.  He will tell Link that he does his
buying at night and only buys specific types of treasure.  He will then give
Link a list of what he is buying today.  Leave and cross the bridge.  Turn
right and down the steps to Kukiel�s house.  Go in and talk to her father, the
repairman.  He will say that Kukiel is sleeping nicely.  He tells Link that
she was talking about someone she called �Uncle bat�.  He has no idea what she
means.

Go to the upper entrance of the Academy, enter and go to Karane�s room.  She
will scold Link for entering a girl�s room at night.  Then she will mention
that someone has been in the bath for a very long time.  Now go out to the
hall and talk to Pipit.  He will tell Link that he can not fly at night
because the Loftwings have poor night vision and only a few have had special
training to fly at night.  Pipit suggests that Link sleep until morning.  Now
go to the lower level to Cawlin and Strich�s room.  Talk to Strich and he
will tell Link about the bugs he collects.  He offers to buy any bugs Link
catches.  Say �sure�.  Strich then tells Link he only buys certain bugs on any
given day and he only deals at night.  Lay down on the bed and sleep till
morning.


                      <<<<<<<<<<>>>>>>>>>>
                      #7 Taking to the sky  
                      <<<<<<<<<<>>>>>>>>>>

Walk to the center of the plaza and Fi will call.  She tells Link it is time
to look for Zelda.  Run toward the extended wood platform and then dash.  As
Link dives off the platform, call for his Loftwing.  Link is now flying!
This is a good time to get the feel of the flight controls and to see what is
up there.

Surrounding Skyloft there are several dozen large floating rocks or chunks of
land called islands.  Some of the rocks have a tunnel through them.  When Link
flies through one of these, his Loftwing becomes a turbojet and is jettisoned
out the other side very fast.  I call it a �Turbo Rock�.  Some of the islands
have �Red Octorok� type creatures on them shooting rocks at Link.  They can be
knocked off the rock if Link uses the dash attack, but it takes away some of
his health.  There is also a renegade Loftwing flying about who will drop
rocks on Link's head.  Watch out for the tornadoes, they will knock Link off
his Loftwing.  Before going down to the surface we should investigate these
floating islands.

The first;
Is due North of Skyloft.  It is �Bamboo Island�.  Go inside and talk to
Peatrice�s father.  He will suggest that Link cut some bamboo.  It�s a
contest!  Link must make at least 15 cuts to qualify.  The 1st prize is the
�Evil crystal�.  The 2nd prize is a �Monster horn�.  He will tell Link that he
should find a longer sword and try again for the better prize.  Outside of,
and at the back of the building, is a treasure chest.

Second;
Go due East to an island with a well.  There are two treasure chests.  One is
in an underwater cave at the bottom of the well.  The other is on the ledge
above or upper level.

Third;
South/East from the well is another island with a living area of sorts, in
the rock, and a caged area.  A sign reads: Beedle is out but to come back at
night. There is a treasure chest on top of the living area and one inside the
living area.

Fourth;
South/East of Beedle�s place is an island with two elevations.  The upper has
grass, flowers and two pinnacles.  On the ledge between the two pinnacles is a
vine-covered wall.  Climb down and move left, then up to find a treasure
chest.  The lower level has a cave with a treasure chest inside, blocked with
boulders.  Return here when Link can carry bombs.

Fifth;
South by South/West of the cave is �Pumpkin landing�.  From the pumpkin patch
is a path to the left, which leads to some jars and pumpkins on a shelf. One
jar contains an insect.  Go back up the path and in the back door of the
building.  Talk to the innkeeper on the right.  He welcomes Link to the �Lumpy
Pumpkin� rest stop, where Link can get their famous �pumpkin soup�.  Walk into
the main room and talk to the man sitting to the right of the large round
table.  He will tell Link that �there�s a fiendish demon living in Skyloft�.
Go up the stairs and talk to Strich.  He will tell Link that he can get a
�bug net� at Beedle�s Airshop.

-Side Quest-
Walk to the balcony and read the sign on the column to the left.  It warns
Link not to �cause a ruckus� because it shakes the chandelier.  Dash and roll
into the column a few times and the chandelier will fall on the large round
table.  The innkeeper is furious.  He asks �WHY WOULD YOU DO THAT!?�  He tells
Link to come to him �this instant�.  Before going, pick up the Rupees, and a
�Piece of Heart�.  It takes four to make a new heart container.  The innkeeper
tells Link that he will be working for him until Link has paid for the cost of
the chandelier.  Link agrees.  Link's first job is to deliver soup to Eagus,
the Knight Commander.  The innkeeper will fill Link's bottle with �hot� soup
and tells Link that he has only five minutes before it cools.  If Link's
bottle has something else in it, just empty the bottle so it can be filled
with soup.  Go out the front door, next to the staircase.  To the right of the
front door is a treasure chest.

Take the soup to Eagus, it will make his day.  Return to Pumpkin Landing with
Eagus�s compliments to the innkeeper.  Link is told that "you aren�t done
yet", but the innkeeper needs time to think.  So come back later.
-End Side Quest-

Sixth;
Due South of Skyloft and South/West of Pumpkin Landing is an island with a
treasure chest.

Seventh;
North/West from the treasure chest and South/West of Skyloft is an island with
an opening in the top and a ledge on one side with a treasure chest.  Inside
are two large mushrooms and two small mushrooms.  On a high ledge is a
treasure chest.

Eighth;
North/West from here and South/West of Skyloft is a small island with just
grass and flowers.  Cutting the grass may yield Rupees and/or hearts.

Ninth;
North/West from here and again, South/West of Skyloft is a large disc shaped
island with colorful designs all around and on top.  Land and talk to the
clown.  He will tell Link that he wants to make it into a fun place for
everyone.  It is called �Fun Fun Island�.  Directly below the island is a
small chunk of land with a treasure chest.

Tenth;
This split island has three treasure chests.  The landing area has two
treasure chests, one on the landing area and another below.  Go to the right
of the ledge to see a vine-covered area going down.  Climb down to find the
treasure chest. The other half, of the split island, has a caged cave with the
third treasure chest.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THE SURFACE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                      <<<<<<<<<<<>>>>>>>>>>>
                      #8 The Sealed Grounds 
                      <<<<<<<<<<<>>>>>>>>>>>

Fly into the light beam and dive through the hole in the clouds.  After Link
lands on the surface, Fi will appear.  She will tell Link that he has landed
at the �Sealed Grounds�.  She will also warn Link to proceed with caution.
Follow the path and destroy the two Deku Babas using the horizontal swing for
the one with a mouth opening up and down and a vertical slice for the one with
a mouth opening side to side.  Walk a bit further and Fi will again appear to
tell Link that she has the ability to provide him with information on a
subject that he has �Z� targeted.  Destroy two more Deku Babas and drop down
the ledge.

-Cut scene-
Link looks at the remains of an ancient temple.  He then looks down into a
deep pit.  It turns to a blood red pool with shades of black.  The dark
monstrous creature Link had dreamed of earlier, appears.  It starts to attack
link, then fades away.  Link returns to his surroundings.
-End cut scene-

Walk toward the dark door of the temple.  Fi will appear and tell Link that
the door has been opened recently and then sealed shut by a mysterious force.
The path forks down to the bottom of the pit and to the left side of the
temple.  Note: There is an insect on the wall to the left side of the temple.
Taking the path down to the bottom Link will see many disk shaped objects on
the ground.  Each has a hole in the center.  At the bottom is an object or
pedestal with black fumes coming from beneath.  A voice calls, ��Young one,
child of destiny from the sky��.  Link is told to raise his sword and unleash
its power on the �evil aura�.  When Link strikes, the fumes disappear and the
disks on the ground begin to spray steam geysers into the air.  Fi appears and
tells Link that she is sensing a change in the area.  She also detects an aura
from Zelda correlating to Link's Sailcloth.  Fi then tells Link that she can
lead him in the direction of the aura by �dowsing�.  It�s kind of like radar.
Choose what Link is looking for with �C� and his sword will react with a
beep.  When Link points his sword in the direction of the selected object, the
beep is faster.

Use the geysers in the ground to rise to the occasion.  Just walk into
the geyser and it will raise Link up to the next level using the Sailcloth.
Walk toward the temple door.  As Link approaches, it will glow bright for a
few seconds, and then go dark.  Enter the �Sealed Temple�.  Go to the room on
the left and smash the jars to find two insects.  In the main room, just to
the right of the staircase, is a treasure chest. It contains �revitalizing
potion� in a �glass bottle�.  Link now has a new bottle.  Walk up the stairs
to meet an old priestess who is there to protect the temple.  She tells Link
she has waited many years for his arrival and to fulfill her purpose as �your
guide�.  She tells Link Zelda had arrived earlier in a shower of light and now
�the gears of fate have begun to turn�.  She also tells Link that Zelda has
gone to the �Faron Woods� and he should follow.  The priestess then says that
paths are hard to follow.  So she gives Link the power to create �beacons�.
Go out the now unlocked door and Link will see a beacon before him.  Climb the
steps and follow the path to a ledge.


                      <<<<<<<<<<<<<>>>>>>>>>>>>>
                      #9 The Faron Woods 
                      <<<<<<<<<<<<<>>>>>>>>>>>>>

Ahead are five �Red Bokoblins� harassing , the �Goron�, �Gorko�.  Defeat the
Bokoblins using a combination of attacks.  The best is the spin attack.
Gorko will thank Link and tell him that it has been a weird day.  He will say
that he saw another like Link and he will tell him that he is �researching the
ancient history of the woods�.  He goes on to say that ancient texts tell of
the �Isle of the Goddess� far up in the sky and that the statue next to him,
and others like it, serve as landmarks for those from the sky.  Suddenly the
statue lights up.  Gorko notices that it reacted when Link got close to it.

This statue allows Link to return to the sky, using the Sailcloth, where he
will land on his Loftwing above the clouds.  Then, to return to the surface,
fly into the beam of light as before.  When returning to the surface Link may
choose the specific location to land provided the Bird Statue was activated.
Returning to the statue at the surface, turn to the right and climb the
vine-covered wall.  Follow the path through the tunnel and push the large wood
log over the ledge, which reveals a shortcut to the sealed grounds.
Return through the tunnel to the statue and follow the path through the open
gate.   Ahead is a large wood log, push it forward to gain access to the ledge
above.  Continue down the path.

-Cut Scene-
Fi appears and tells Link that he has entered the Faron Woods.  She tells him
that Zelda is likely in the area and to continue using the dowsing ability to
search for her.
-End Cut Scene-

Continue down the path to a small crevasse, leap on to the rope and swing
across.  Ahead are two Red Bokoblins harassing a �Kikwi�.  The Kikwi peeks
around, looks up to see Link and states  �now there is a green one�.   He runs
off.

Fi appears and comments on an interesting spike in the dowsing reading on the
creature Link just encountered.   Fi also tells Link that Kikwis are highly
intelligent beings.  She suggests that Link follow the creature.

Follow the path up the hill to a ledge.   The Kikwi will be in the meadow
below.  It will turn and look at Link, show surprise and hide behind a large
mushroom to the left.  Do a dash roll into the mushroom.  The Kikwi will
become startled and run to another mushroom on the other side of the path.
Again do a dash roll into the mushroom; the Kikwi will become startled and
run away again.  It will be hiding behind a tree, at the end of the path, on
an island of grass.   The Kikwi tells Link its name is Machi, and thanks Link
for defeating the Red Bokoblins.  Machi then tells Link he ran into another
�funny animal� like Link but it was a girl.  Zelda!  Machi mentions that Zelda
was attacked by the Red Bokoblins but was able to escape with the help of a
Kikwi elder.

Fi appears and says she has new information on Zelda�s current status.   Fi
has marked on the map the position of the Kikwi.  Fi suggests that Link
continue searching for Zelda.

Machi asks Link to tell the elder that he is safe.  Continuing forward, push
the large wood log over the ledge to create a shortcut to the path leading
from the Temple.   Turn around and backtrack the path a short distance, look
to the left and climb two ledges, then a log to another ledge.

Note: to the right of the first ledge is a cave entrance, blocked by boulders.
Return here when Link has bombs.  Inside is a piece of heart.

Ahead is an �Octorok (Grass)�.   Avoid it and go past the upper ledge on the
left and drop down to the large log.  Roll it down to create another shortcut.
Go back and climb the upper ledge Link had just ran past, then another ledge,
and then drop down a hole in the ground to the left of the tree, near the
brick wall to the right.   Follow the path to the left where Link will see a
tree and two bushes.  Look at the bush to the right, pick it up, to find that
it is a Kikwi named �Oolo�.  He asks Link to tell the elder that he is here.
Fi appears and tells Link that she has marked the location of Oolo on the map.
To the left of the brick wall, drop down to Machi�s location.  Again climb the
two ledges, a log and another ledge leading to the Octorok.  Turn right, go a
short distance up the ramp to a ridge.  Turn left, and follow the ridge to a
tightrope that leads to a new piece of heart.  Drop down to the water below
and onto the land.
 
Note: there is a cave under the water.  Return here when Link has the ability
to dive.

Also, the slender trees with a glowing section yield Rupees when struck with
Link's sword. Defeat any nearby Red Bokoblins.  Flying overhead is a �Guay�.
Stay clear of it, because it likes to poop on Link's head.  Follow the path
through the archway and defeat the Red Bokoblins.  Roll the log on the right
over the ledge to create another shortcut.  Continue up the path.  There will
be a gate on the right that is �sealed shut�.  Follow the path as it circles
to the left down to a rope hanging from a limb and tied to a shrub.  Cut the
rope with the sword; leap from the ledge to the rope and swing across.   Talk
to the elder Kikwi �Bucha�.  Link will ask him of Zelda and he tells Link he
is very concerned about his people with so many monsters around and his memory
of Zelda is hazy.  He is happy to hear that Machi and Oolo are safe.  He asks
Link to search for two of his other tribesmen and make sure they are safe.

Fi appears and shows concern that Zelda is no longer with the elder Kikwi and
suggests that Link find the lost Kikwis.  She has added Kikwis as a dowsing
option.
  
At the base of the large tree is an opening.  Go through the opening to a
vine-covered wall, which leads to a tightrope.  Cross over to the next ledge
and drop on to the meadow below.  As Link approaches, the Red Bokoblin calls
for reinforcements. Four more arrive.  Defeat them all and one of the missing
Kikwi will call out to Link from a limb above.  He thinks Link is a good guy
and asks if Link could help him down.  Do a roll dash to knock the Kikwi out
of the tree.  He thanks Link and gives his name as �Lopsa�, while Fi marks his
location.  Use the rope to swing to the ledge behind Lopsa.  Push the log over
the ledge to create another shortcut.  To the left is a treasure chest on a
ledge at the base of a very large tree.  To the right are several ramps
leading to a statue on an observation platform.  Drop down and cross the
valley below and turn left.  Walk toward the narrow pathway and climb the rock
formation to the right.  Now climb the vine-covered wall to the ledge above.
The other lost Kikwi is hiding among the grass.   Using the sword cut all
the grass to expose him.  He tells Link his name is �Erla� and to tell the
elder he is safe.

Note: there is a cave entrance blocked by boulders.  Return here when Link is
able to carry bombs.

Return to the elder and tell him that the other two Kikwis have been found.
The elder Kikwi thanks Link and suddenly remembers where Zelda went.  He tells
Link that she had to travel to the temple deep within these woods.  As a
reward for finding his other tribesmen he gives Link the �slingshot� and a
pouch of �Deku Seeds�.  Now return to the valley and go to the observation
platform.  At the base of the steps of the observation platform are two
monuments.  Directly above is a coiled vine.  Shoot it with the slingshot and
use the vine to swing to the ledge ahead of Link.  Move forward.

-Cut Scene-
Fi tells Link that he has entered a new area called the �Deep Woods�.  And
that Link should continue toward the temple.
-End Cut Scene-

                      <<<<<<<<<<<<<>>>>>>>>>>>>>
                      #10 The Deep Woods  
                      <<<<<<<<<<<<<>>>>>>>>>>>>>

Moving forward another Red Bokoblin will see Link and call for reinforcements.
Defeat them.  Look at the tree to the left.  It has a hornet�s nest hanging
from it.  If Link gets close, the hornets will attack.  Shoot the nest with
the slingshot.  Continue on the path to the right to find another tightrope.
Before crossing, use the slingshot to break the hornet�s nest hanging above
it.  On the other side climb the ledge to the left and follow the path to a
large log.  Push it over the ledge to create a new shortcut around the
tightrope.  Return to the path and continue forward and defeat the Octorok,
using the slingshot to stun it and a forward thrust to destroy it.  Turn to
the right and leap onto the thin ledge above, moving hand over hand to the
next ledge leading to a tightrope.  Across the way is a Red Bokoblin.  Shoot
him with the slingshot, he will be stunned for a short time and he will then
start to cross the tightrope.  While he is crossing, shoot him again and he
will fall off.  Cross to the next ledge on the tightrope and go up the steps.

Note: On the tree in front of Link is an insect.  Return when Link has the bug
net.

Continue down the path and use the hanging rope to swing to the ledge across
the way.  Move forward and turn left to find a treasure chest to the left of
the tree.  It contains a Red Rupee.  Back to the path and defeat the �Quadro
Baba�.  It changes mouth openings from horizontal to vertical and back, every
few seconds.  Shoot it with the slingshot to stun it, then attack with the
sword to destroy it.  Continue on the path and talk to the Goron that is
head.  He will ask Link to help him do something.  He then turns to look at a
decorative block he calls a �Goddess Cube�.  The Goron tells Link the ancient
text states;

�Summon forth the light from a heavenly blade, and may that sword�s master
receive aid�.

Walk up to the Goddess Cube, raise the sword and unleash the charged power.
The cube will glow for a few seconds, and then disappear with a bright light
rising into the sky.  The Goron goes on to say there are cubes like that one
�all over this land�.   Talk to the Goron again and ask about the temple.  He
will tell Link that the story tells of a visitor from the sky that will one
day be received in the �Skyview Temple�.  The Goron also talks about a stone
marker with writing that may be the key to getting inside.  To the right is a
large log, roll it over the ledge to create a shortcut.  Turn to the left,
then drop down and follow the path/ledges to the entrance of the temple.

Fi will appear and will tell Link that she has detected Zelda's aura in the
temple.  She also detects numerous monsters and feels it is unwise to continue
on without being properly equipped.

Note:  To the left of the entrance and past the tree is a patch of grass with
two insects.

To the right of the temple entrance and behind a tree is a stone marker that
reads:
 
�He who descended from above:
Look to the star that the bird
Rising heavenward gazes upon,
And aim your shot there.�

Go to the statue at the entrance and choose �return to the sky�.
Fi will appear and she will tell Link that she sensed an energy reaction from
the energy released from the Goddess Cube and it is marked on his map,
�Pumpkin Landing�.   Fi advises Link to investigate.   

Back at Skyloft, ring Beedle�s chimes with the slingshot.  He will lower a
rope for Link to climb up.  Go inside and Beetle will greet Link.   Stand in
front of the bug net to make the purchase for 50 Rupees.  Then move to the
extra wallet, which will allow Link to carry 300 extra Rupees, for the
purchase price of 100 Rupees.    Drop down and go into the Bazaar.  Fill the
bottles with potion and replace the shield if needed, 50 Rupees.  From the
Gear Peddler buy �the small seed satchel� for 100 Rupees.  It allows Link to
carry ten more Deku Seeds.  

Back in the air, head for Pumpkin Landing to investigate the energy reaction.
Go to the treasure chest to the right of the front door of the Lumpy Pumpkin
rest stop.  It will be aglow.  Open the chest to find that Link's adventure
pouch has been enlarged to hold one additional item.  Return to the entrance
of the Skyview Temple and activate the Goddess Cube due south of the entrance
at the ledge.  Standing in front of the entry doors to the temple, look up to
see a Red gemstone.  Shoot it with the slingshot.


                      <<<<<<<<<>>>>>>>>>
                      #11 Skyview Temple  
                      <<<<<<<<<>>>>>>>>>

-Cut Scene-
The door opens and Link enters the Skyview Temple.  Fi appears with bad news.
The auras of many creatures reverberate throughout the temple and she will not
be able to track Zelda.
-End Cut Scene-

Follow the steps a short distance to a spider web.  Dispatch any Keese that
attack and cut the web.  Continue to a line of trees.  Slice them horizontally
with the sword and move on.  To the right is a boarded up opening that can
not be accessed.  Stay on the path and continue forward to another web.  Cut
through it and Link will soon come to the end of the hallway.  On the left is
a barred shut door.  Ahead is a stand of trees blocking access to a
vine-covered wall.  Above the wall on the ledge, are a Deku Baba and a
gemstone.  Cut down the trees and shoot the Deku Baba with the slingshot to
stun it.  Quickly climb the vine to defeat the Deku Baba.  Hit the gemstone
and the bars will open.  Go through the doorway to find a staircase ahead.
Go to the left to find a stone marker that reads:

�He who descended from the sky:
Lend your ear to the wise voice
Of the servant who brought you
To the firm soil�.

Fi appears and says she is the servant.  To the right of the stone marker is
another barred door.  Go to the top of the staircase and Link will see an
�eye� staring at him from above the door.  Equip Link's sword and note that
the eye follows the movement of the sword.  Make a circular movement of the
sword several times and the eye will get dizzy.  It then turns red and the
eyeball falls to the ground.  The doorway is now unlocked.  Through the door
and down the hall are two hanging Deku Babas.  Use the charged sword attack
twice on each one to defeat them.  Upon entering a large room, turn around to
see several �Walltulas� on the vine-covered wall.  Dispatch them with the
slingshot and climb the wall.  Above is an opening that has been boarded up on
each end.  Break the boards with the sword to access the hallway leading from
the temple entrance, a shortcut.  

Go back into the large room and follow the bridge ahead.  Defeat the �Green
Bokoblin� and look to the left to see another barred door.  Walk toward the
door but stop short of the stairs.  Turn left and drop down.  In an alcove
below the door is a gemstone high up.  Shoot it with the slingshot to unlock
the door above. Climb the nearby vines to reach the pathway and open the door.
As Link enters this area he will see another Green Bokoblin and two
�Skulltulas� on webs, one on each end of the bridge.  After defeating the
Green Bokoblin, Link will need to position himself in the middle of the
bridge.

Turn to the first Skulltula and look up and to the right.  There are two
coiled vines above.  Shoot them with the slingshot and they will uncoil.  Link
can jump onto the vine and swing to the center of the bridge or Link can
defeat the Skulltula if he wishes. 

This is a tough cookie. The slingshot is useless here and any strikes to its
upper side with the sword will only make it mad.  If Link attacks from the
front, do so by slicing the web at the bottom horizontally.  The Skulltula
will drop down and attack.  Now �Z� target and use the forward thrust to flip
it over.  Attack using the fatal blow and it�s over.  If Link decides to use
the vine to reach the center of the bridge, look toward the wall to the right
of the bridge and up, to see a gemstone.  Shoot it and water will be released
into the area below.  Jump to the second vine and to the other side of the
room. Watch out for the Quadro Baba.  To the left is a set of steps with a
stone marker next to it that reads:

�Gaze upon the map until your
eye finds the �X�, for it is there
that you must strike a glittering
gemstone to reveal a path�.

�You will find a temple map in
a room with two such gemstones�.

Go up the steps, then left and then to the right.  Go through the doorway and
then to the left to find a large treasure chest.  It contains the �Dungeon
map�.  Jump down to the pathway where Link first entered and walk to the
center of the room.  Turn to the right and shoot the gemstone above the barred
door with the slingshot.  Go through the doorway, up the steps and through the
web to the stairs on the right.  In the middle of the damaged bridge is a
stone marker.  It is blocked, by a hanging Skulltula.  The best way to defeat
this one is to approach the Skulltula using �Z� targeting and use a
horizontal slice to make the Skulltula spin.  While it's spinning, �Z� target
its underside and use a forward thrust twice to defeat it.  Now walk up to
the stone marker.  It reads:

�Two doors lead to rooms left and
right, but they will only open
when the gemstones are struck.
One is above, one below.�

Now drop down to the lower level and walk up to the wall on the left side of
the room.  There is a crawl space behind the grass.  On the other side is a
gemstone above a staircase leading to a Bird Statue.  Shoot the gemstone with
the slingshot.  Water is again released.  Swim to the vine-covered wall to the
left rear and climb up.  This leads to another crawl space that brings Link
back into the previous room.  Leave this room and enter the main room.

Link will see that the water has risen high enough to float two large logs.
Jump on the log on the East side of the room.  Shoot the Walltula with the
slingshot and climb the vines.  This will lead Link back into the room he had
just left, but now he is at the other end of it.  Defeat the hanging
Skulltula the same way Link did the other one.  Look around to see two
eyeballs, one on each side of an iron barred room.  Position Link between them
so that they are both looking at him.  Equip the sword and make a circular
motion several times.  They get dizzy, turn red and fall to the ground.  The
iron bars will lift and Link can retrieve a �small key� from the treasure
chest.

Go back into the main room and jump on the large log, then the steps at the
North side of the room.  Use the small key to open the door.  As Link enters
this next larger room there are two large Bird Statues before him, one on each
side of steps leading to the iron barred door of a tall round structure.  Note
the gemstone high above the door.  Shoot it with the slingshot and the bars
will lift.  As Link enters the structure, bars will fall and block the door
behind him and a �Stalfos� will assemble itself.  His attack can take one or
more heart containers at once.  Use the shield attack and horizontal slice to
take him down.  A large treasure chest will appear which contains a golden
�Beetle�.  It can be used to cut threads that are out of reach or to attack
small items.  Equip and launch the Beetle toward the web covering the hole in
the ceiling.  Fly past the web to the outside and hit the gemstone above the
door.  The bars will lift and Link can leave.

Note:  You might want to practice the Beetle flying skills on the threads of
several crates hanging from the ceiling.

Go to the West side of the room and launch the Beetle toward a crawl space
above the barred door.  Hit the gemstone and the bars will lift.  As Link
enters, stop and look up to see a crawl space above the hallway.  Continue
forward and drop down into the basement level.  Walk to the top of the broken
staircase and turn around.  Link will see another broken staircase on the left
leading to another level and a Skulltula on a web.  Launch the Beetle toward
the Skulltula.  Fly past it and hit a hidden gemstone.  Water will be released
allowing Link access to that level and a way out.  Turn around again and go
through the door ahead.  Bars will lock the door behind Link and a Skulltula
will drop down to attack.  Use the �Z� targeting and the forward thrust to
flip it over, then attack with the fatal blow.  The bars will then lift
allowing Link to leave.  Above the door is a balcony. To the left are vines on
the wall leading up to it.  On the balcony launch the Beetle to cut the
hanging thread holding the large crate to the right.

The crate will fall without breaking.  Push it off the balcony, jump down and
position it in the middle of the room.  Climb onto the crate and Link will see
three eyes staring at him.  Do the sword routine and they will fall to the
ground.  The bars blocking the entrance to a small room will lift and Link can
open the large treasure chest containing another �small key�. Leave here and
cross the water to the staircase in the other room.  A Skulltula is blocking
the way. Using �Z� targeting, run up to the web and slice it quickly, using
the horizontal slice.  While still �Z� targeting, backup, to the right rear,
and jump in the water.  The Skulltula will follow but will not go into the
water.  Go back up the stairs on the left, through the cut web and to a stand
of trees.  Cut them down and go through the crawl space to land at the door
Link originally came through.

Back in the large main room, stand in front of a barred alcove at the North
side of the center structure.  Launch the Beetle toward the top of the
structure and hit a gemstone in an opening there.  Pick up the �piece of
heart�.

On the East side of the main room is a tightrope leading to a locked door.
Above are five hanging Deku Babas.  Use �Z� targeting and the charged sword
attack to defeat the first four.  The one in the back is too far away.  Get on
the tightrope and purposely lose your balance.  Don�t fall off because there
are two Quadro Babas below.  Link will now be hanging from the tightrope.  DO
NOT climb back up, but instead, go hand over hand to the next ledge and
quickly climb up onto the ledge.  Link can now easily dispatch the Deku Baba
and open the door.  As Link goes through the doorway it will lock behind him.
Follow the hallway to two boarded up doorways.  Break them down using the
sword.

In the next room is a �Staldra�.  A three headed, snake creature.  To defeat
it, Link must use the spin attack to cut off all three heads at the same time.
If Link misses one, the others will grow back quickly.  Go through the door to
the left, up the steps and down the hallway.  Defeat the Green Bokoblin and
then launch the Beetle to cut the web thread of the Skulltula.  It drops out
of sight.  Do a run/dash to jump the gap in the pathway.  Ahead and to the
left is a barred opening with a gemstone directly above it.  Hitting the
gemstone raises the bars allowing access to the main room we were previously
in.  Ahead is a barred room with a large treasure chest.  To the right is a
tightrope and across is a Green Bokoblin.  Shoot him with the slingshot, let
him start to cross the tightrope and shoot him again.  He�s gone.  Cross over
and look to the left.  There is an alcove with a small treasure chest
containing a Red Rupee.  To the right is an alcove with a vine-covered wall
leading to a hanging rope tied to a shrub.  Cut it with the sword and do a
run/dash to jump onto the rope.  Look to the right to see a vine-covered area.
Position Link and swing to it.  Climb up and walk along the huge vine.  Look
for two coiled vines high up.  Use the slingshot or the Beetle to uncoil them.
Jump on the first vine, then onto the next one and into the barred room with
the large treasure chest.  It contains the �Golden Carving�.  Climb up the
vine-covered wall to the right and jump to a ledge.  Drop down and cross the
tightrope on the left that Link had crossed earlier.


____________________________________________________________________________
)))))))))))))))))))))))))) DEMON GHIRAHIM (((((((((((((((((((((((((((((((((( 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Insert the Golden Carving, properly, into the slot, in the door.

-Cut Scene-
The door opens and Link enters.  A tall gaunt and ashen man, with pointed ears
appears.  He tells Link that he thought the tornado he created had destroyed
him.  He tells Link that �it�s just the girl that matters now�� and she is
beyond the door.  He introduces himself as the �Demon Lord�, �Ghirahim�.  Link
draws his sword.  Ghirahim questions Link�s action and says, �the girl should
have fallen into our hands already�.  He fades away and tells Link that he is
furious and outraged.  He wants bloodshed.  He then sneaks up behind Link and
says that it is hardly fair to take out all his anger on Link.  He promises
not to murder Link.  Ghirahim laughs.
-End Cut Scene-

Use the shield attack and horizontal slices.  Do not use vertical slices at
this time because the Demon Lord will grab the sword.  If he does, shake and
twist to break free.  As the battle moves along the Demon Lord will pull a
sword from thin air.  When his sword is charged, it will release darts.  Move
to one side as they approach to avoid them.  He will then prepare a running
lunge attack with his sword.  Just before he reaches Link, �Z� target him and
take several vertical slices to damage him.  He will disappear, then reappear
in another location changing his attack.  Continue with the timed attacks.
Soon he will stop and commend Link for putting up more of a fight than he
expected.

He will tell Link that Zelda's presence has all but faded and there is no
reason for him to linger there.  Ghirahim says good-bye and warns Link that
the next time, he will be dead.  He disappears and Link receives a new heart
container.

Go to the other end of the room to open the door.  It will glow and then fade
away.  Follow the hallway and up the staircase to a platform.  Before Link is
a large pond with three platforms and an altar, all surrounded by waterfalls.
Jump down and go around the altar to find a Goddess Cube.  Strike it with the
charged sword to send its energy into the clouds.  Climb onto the rectangular
platform and stand on the Goddess symbol marking.  Before Link is the symbol
of the Goddess on the altar.  Strike it with the charged sword.

-Cut Scene-
Fi appears with a message written by the Gods of old.  She translates.  �From
the edge of time I guide you, the one chosen to carry out the Goddess�s
mission.  The spirit maiden who descended from the clouds must travel to two
sacred places to purify her body.  You stand in one of these places: Skyview
Spring.  The other is known as the Earth Spring.  This second spring is
hidden away deep within the scorched earth of �Eldin�.  The spirit maiden,
ever mindful of the heavy task entrusted to her, has set out for this second
place�.

The hands of the Goddess Statue glow and Link receives the �Ruby Tablet�.  Fi
then tells Link she is unsure how Zelda is traveling to Eldin.  She also
suggests that Link take the tablet to the altar in Skyloft.
-End Cut Scene-

Link is now outside the temple and Machi calls to him asking if he found the
girl, Zelda.  He wishes Link luck and walks away.  Now go to the Bird Statue
and head for Skyloft.


                      <<<<<<<<<>>>>>>>>
                      #12 Skyloft Demon  
                      <<<<<<<<<>>>>>>>>

At the altar in Skyloft, set the tablet in place.  A beam of light will shoot
out of the Goddess Statue to a point in the clouds.  Fi will confirm the
location of the new opening in the clouds.  It is North/East of Skyloft.  Fi
suggests that Link make any necessary preparations and go to the new area on
the surface.  As Link leaves the Goddess Statue square, he hears Kukiel�s
mother calling out for her.  She turns and sees Link.

-Cut Scene-
Kukiel�s mother says �What perfect timing!� and asks for Link�s help to find
Kukiel.  The mother says that a few people have said Kukiel was seen with a
person who has a scary face.  Someone else thought Kukiel was carried off by
a monster.  Kukiel�s mother thinks she was kidnapped.  She again asks Link to
find Kukiel. �Say �You got it�- She thanks Link.
-End Cut Scene-

Follow the bridge down, turn right and head to the academy.  Talk to Fledge.
He will be surprised Kukiel is missing.  He offers to look for her too.  Go to
the Scrap Shop in the Bazaar and upgrade the shield.  It will require a
couple of Amber Relics, a Jelly blob, a Monster claw and 30 Rupees.  Link
receives the �Banded Shield�.  It has a metal band around the outer edge.
After Link collects other items, such as tumbleweeds and ancient flowers, he
will be able to upgrade other items that he possesses.  Go out the South
entrance and talk to Parrow.  He will be surprised to hear about Kukiel and
wonders if it has anything to do with the stories about a monster living in 
Skyloft.  He tells Link that people say that it appears in the dead of night
taking small children.

Look up and ring Beedle�s chimes to enter his Airshop.  Buy another extra
wallet for 100 Rupees.  Now Link can carry 900 Rupees.  Drop down, head for
the Plaza and talk to Piper. He will tell Link that he saw Kukiel playing in
the �graveyard� the day before.  Now go to the cluster of houses on the other
side of the bridge and talk to the young girl on the path, Orielle.  She will
tell Link there is an �old man� living nearby �who�s always Ranting about
hidden monsters�.�  She tells Link he is at the Lumpy Pumpkin.

Take to the air and check the map. Link should see two new energy reactions,
one at Pumpkin Landing and the other on an island due South of Skyloft.  Go
there first.  Open the treasure chest to find a piece of heart.  Now head for
Pumpkin Landing.  Fly over the Lumpy Pumpkin rest stop and drop down on its
top.  Walk over to the front door over hang and slide down to it.  Open this
treasure chest to find a �Gold� Rupee, worth 300 Rupees.  Drop to the ground
and go inside.  Talk to the old man sitting at the large round table.  His
name is �Rusta�.  He will tell Link of the Skyloft monster, but says that it
is really a �Demon�.  He also claims that he saw it.  He tells Link that he
was walking near the �big tree� in the cemetery during the middle of the
night.  He saw the Demon hit the gravestone nearest the tree and it lit up.
The Demon pushed the gravestone and the door to the �storage shed� opened.

Fly back to Skyloft and find a bed.  Sleep until night and go to the cemetery.
Strike the gravestone near the tree and it will glow.  Push it back and go
into the now open storage shed.  Go down the ladder to a platform and follow
the wood planks to an old house.  Link will hear a scream.  Open the door to
find a horned, winged, demon in the middle of the room and Kukiel standing to
the left.  Talk to Kukiel.  She will ask, �What�s wrong?� and why you look
scared.  Equip the bug net.  The Demon begs Link not to hurt him.  He knows it
looks bad, but they were just playing a game of �scream-as-loud-as-you-can�.
He tells Link his name is �Batreaux� and he is the monster who resides in
Skyloft.  He says that even though he is a monster, he would never dream of
terrorizing people.  Since meeting Kukiel, he is happy and would like to
become friends with the people of Skyloft.  He says there is an old tale:

It says that when humans make other humans happy, the happy humans produce a
substance known as a �Gratitude Crystal�.

Batreaux would like to become human and asks Link to gather Gratitude Crystals
to show to him.  Say yes and he thanks Link.  He tells Link that he can get
pure crystals by helping people solve their problems.  The crystals can also
be lying around anywhere you find people.  He says that Kukiel will be home by
morning and to give her parents his regards.  He then asks Link to bring him 5
crystals.  Talk to Kukiel and she will tell Link that Batreaux saved her from
falling over the edge.

Go to Kukiel�s house and talk to her mother, Wryna.  She is thankful and emits
5 Gratitude Crystals.  Go back to Batreaux�s house and talk to him.  He will
give Link a �medium wallet� which holds 500 Rupees.  Link can now carry 1,100
Rupees.  He tells Link that he will need more crystals to become human.  He
then asks that Link bring 10 crystals.

Now go to the Plaza where Parrow will whisper to himself.  Walk up to him and
he will tell Link that his sister went out for a quick flight and hasn�t
returned.  He asks Link to help find her.  He tells Link she is curious about
a colorful island.  To the left is Jakamar, Kukiel�s father, on the lower
level of the light tower.  Talk to him and he will thank Link for finding
Kukiel.

Go to the Bazaar and see the Gear Peddler.  He will have an �Iron Shield� for
only 100 Rupees.  Buy it!  Leave the Bazaar and fly toward Fun-Fun Island.  Go
through a turbo rock and look ahead to an island with Orielle and her Loftwing
lying there.  Land and talk to Orielle.  She will tell Link that her Loftwing
is injured and can�t fly.  They can�t get home until her bird is better.  It
will need �bird medicine�.  She tells Link that her brother has the bird
medicine and to go see him.

Fly back to Skyloft to see her brother and he will give Link �Mushroom Spore�.
If the pouch is full, Link will have to make room for the spores.  Go to the
Item Check girl to leave something.  She may hit on Link.  Go back to Parrow
for the spores and he will give Link a bottle with the Mushroom Spores in it.
He tells Link that he can keep the empty bottle.  Wow!  

Head for the sky and the turbo rock, it will put Link on target.  Give the
spore to Orielle and she will give them to her bird.  Her Loftwing stands up,
healthy again.  She thanks Link and emits 5 Gratitude Crystals.  Fly back to
Skyloft to see Batreaux.  In this visit he gives Link a piece of heart.  He
then asks that Link bring him 30 crystals.  Walk to the Plaza and talk to
Parrow.  He will thank Link for helping his sister and emits 5 Gratitude
Crystals.  Link now has 15.  Back to the sky and head for the new light beam,
North/West of Skyloft.


                      <<<<<<<<<>>>>>>>>>
                      #13 Eldin Volcano 
                      <<<<<<<<<>>>>>>>>>

As Link lands, Fi appears to warn Link that items he may carry could burn in
this area.  She also warns Link to be cautious.  She then brings up a map
giving Link's location.  Link is in the �Eldin Volcano�.  As Link moves down
the path a �Red Chuchu� may appear.  If Link touches it, his clothes and
shield will catch fire.  Off the path, to the left is a Goddess Cube.  Drop
down and strike it with the charged sword to activate it.  Further to the left
is a cave that is blocked at the other end by boulders.  Return here when Link
has bombs.  Back on the path, follow it and cross the lava flow.  Ahead, two
mole creatures, the �Mogma�, come out of the ground.  One is named �Ledd� and
the other is �Cobal�.  They love treasure.  At first sight they think Link is
an enemy but soon see that he is not.  They warn Link of �Red Monsters�.
Cobal says he saw Link's friend, who ran through very fast.  He suggests that
Link follow.

Down the path a short distance, to the left of the cave entrance, is a
vine-covering the wall down.  Drop down to find a Red Rupee.  Go through the
cave to a cavern.  Watch out for the �Flaming Keese�.  The lava level rises
and falls like the tide.  When the lava level is down go to the left into
another room.  Talk to the Mogma, �Kortz�.  He will tell Link about �Bomb
Flowers�.  To the right is a small crawl space.  Roll a bomb flower in and
find a Blue Rupee.  Then throw a bomb flower at the boulders, again on the
right, to expose a Giant Red Chuchu.  When Link strikes it with the sword it
divides.  As Link strikes each of those they again divide.  This happens
several times until they are small enough to destroy.  If Link stops, the
smaller Chuchus will merge together as one.  Blow up the boulders on the ledge
to the left for more Rupees.  The tent on the right has a �Volcano Ladybug�.
Blow up the boulders blocking the cave ahead so that Link can leave.

Go in and watch out for the Flaming Keese.  Follow the path to a Bird Statue
and turn left.  Follow the path a short distance and look to the left to see
a small crawl space.  Roll a bomb flower in to blow up the rocks blocking the
other end.  Crawl through and open the treasure chest to find a Red Rupee.  Go
back through the crawl space and up to the path.  Continue down the path, past
an intersecting path on the right, to the end where Link will find a Goddess
Cube.  Strike it with the charged sword to send its power into the clouds.
Go back to the intersection and turn left.  Talk to the Mogma, �Merco�.  He
looks up to a cave in the rock and tells Link that he saw a �funny-dressed
character go into that hole over there�.  Walk past Merco a short distance to
the ledge.  Look up to the right and high on a ledge is a piece of heart.
Now look ahead and down.  Link will see a �Pyrup�.  It looks surprised and
slithers into a crawl space to the right.  Then flames come shooting out.
Drop down and pick-up a bomb flower.  Throw or roll it into the crawl space to
destroy the Pyrup.  Go in to find a Rupee.

Past the crawl space is a ledge.  Go up.  A Red Bokoblin will see Link and
call for reinforcements.  Defeat them to receive an �Ornamental Skull�.
Continue up the path as it curves to the left.  On the right and below is an
area with two Pyrups that are hiding inside large skull bones.  Drop down to
a small ledge. (If you have already dropped down to the area below, hall butt
to the ledge) From here, toss bomb flowers at the Pyrups to destroy them.
Drop down and look to the right to see several ledges going up.  Climb them,
maybe four, past the Pyrups and drop down to the ledge below to find a piece
of heart.  Go back to the area were Link defeated the Pyrups and look at the
pathway crossing the lava flow.  It looks like an ordinary pathway, but it is
not.  Quickly dash across to the other side.  A Mogma will think Link is
attacking.  He complains about the Red Bokoblins and tells Link they were
coming up the �hole over there�.  The one that Merco had shown Link.  So he
sank the road leading to it in lava.  He warns Link to stay away from the plug
holding back the lava.

Now dash across the sinkable pathway and roll a bomb flower across it.  The
bomb flower will roll right up to the plug and kaboom.  The plug is gone.
Dash across again and climb the ledge.  To the right the path is blocked with
boulders.  Follow the path to the left and walk into the column of steam.
Link's sailcloth will carry him up to the cave opening.  Below is a ledge with
one column and a protruding ledge above with a treasure chest.  The ground
level has three columns and a protruding ledge on the opposite side.  One of
the columns has a Goddess Cube.  From the platform at the cave entrance, turn
to the left, jump off and guide Link to the ledge with the treasure chest to
receive �Eldin Ore�.  While Link is at it, leap from here to the Goddess Cube
and strike it with the charged sword to send its power into the clouds.  Also
there are Rupees and hearts in the windows above that can be reached with the
Beetle.  Drop down.  There is a doorway to the left, and a ledge to the right,
that leads to an opening in the floor with a column of rising air.  This will
carry Link back out to the path leading to the cave opening.

Go through the doorway to the left and talk to the Mogma �Tylo�.  He will tell
Link that no one had come through there but they may have gone through the
tunnel to the right.  He asks if Link would get rid of the Red Bokoblins in
the cave ahead.  There are five on the ground.  As Link defeats these
Bokoblins others will come to their rescue.  The leader is on a wooden walkway
to the right and will continue calling for more reinforcements until Link
takes him out.  To the left of this cave is a high ledge with a treasure
chest.  Leave here and talk to Tylo.  He offers Link �Rupees� or �A way
forward�.  Decisions, decisions.  Tylo gives Link the �Digging Mitts�.  Link
can now dig up things in soft ground.  Tylo suggests that Link try digging in
the soft spot near him.  Do so to open a column of steam.

Ride the column to the opening above and follow the tunnel to the fork veering
left.  Dig up another steam column, ride it up to a ledge and go up the
ladder.  At the top Link will see three tents and a Red Bokoblin.  After Link
takes him out, look to the right of where he came in to see three caves.  Take
the middle one.  Link will slide down to the treasure chest on the high ledge.
It contains Eldin Ore.  Drop down and look up to the left to see an alcove and
a soft soil spot below it.  Dig the soft soil and ride the column to the
alcove.  Dig here for many Rupees. 

Leave this room past �Tylo� to the column and into the tunnel.  Veer right at
the fork into another room.  There is a maze made up of hallways and crawl
spaces that may have Pyrups in them.  Turn left and talk to the Mogma,
�Nackle�.  He tells Link that he may dig up Rupees, hearts and Eldin ore.  He
warns Link that sometimes a red Chuchu will pop out of the hole.  Go to the
right of Nackle and then left.   To the right is a crawl space.  Dig the soft
soil spot here for hearts.  To the left, the soil spot has Rupees.  Turn
right and look to the left to see some grass and bomb flowers.  Turn right to
see flames coming out of a crawl space to the left.  Blow up the Pyrup inside
with a bomb flower.  Move forward to see flames coming out of a crawl space.
Blow it up and receive a Rupee.  Turn right and then left to find yet another
Pyrup in a crawl space.  There are several more Pyrups to dispose of or Link
may want to collect hearts and Rupees.  Link may leave now.

Go into the tunnel ahead, then into a room with a high ledge that has a column
of air rising from its floor.  To the far right is a soil spot with Eldin Ore
and a few Rupees.  On the far left are two soil spots with many Rupees.  Dig
up the soil spot in the middle to open a steam column.  Ride the column to the
ledge above and then ride the air column to the outside.  Link lands on a
pathway across the lava flow from where he found the Goddess Cube.  Dig any
soil spots here and on the ledge below for Eldin ore and Rupees.  Follow the
path a short distance to a Mogma,� Zanc�.  He is startled and tells Link one
of his people, dressed in black, charged through there earlier.  He looks
over at a bridge leading to a temple and says that the person in black �Just
danced right over it�.  He could not believe the person jumped the gap.  To
Zanc�s right is a path blocked with large boulders.  Blow them up with the
bomb flower on the path.  This is a short cut to the cave entrance.
  
Now go to the bridge.  As Link approaches, a ramp slides out to take up the
gap.  From above the temple, a person in black calls out, �You, the Goddess
Chosen Hero�Zelda is ahead�hurry�.  Cross the bridge and look to the left to
see a fallen wooden tower.  The wall on the other side is bombable.  Blow it
up with a bomb flower to find a treasure chest with a Red Rupee.  The ramp on
the right leads to a cave blocked with boulders and to two soft soil spots
with hearts and Rupees.  In the center is a Bird Statue save point.  Go into
the tunnel on the left and cross the lava flow.  Watch out for Flaming Keese.
The area ahead is steep, so Link must dash to go forward.  Dash to the ledge
on the left.  Roll a bomb flower down to a wall of boulders to open a tunnel.
This tunnel leads back to where Link first came in.
 
Dig up the soft soil spots for Rupees.  Defeat the Red Bokoblin on the nearby
platform.  Further up is a Red Bokoblin holding a boulder above his head ready
to throw it at anyone coming up the hill.  Equip the Beetle and attack from
the right side.  Chase him with the Beetle and then dash up the hill before he
can attack Link.  Defeat him and several others that come out of their tents.
To the left are two tents with a tunnel between them blocked by boulders.
Blow up the boulders with bomb flowers and go in.
 
-Scene�
Link enters a large room with many colorful objects.  The ground in front of
Link has dust floating over it.  Suddenly a large Mogma, �Tubert�, pops up.
He thanks Link for stopping by.

He runs a game called �Thrill Digger�.  The object of the game is to keep
digging up Rupees until Link hits a bomb.  He gives a choice of �No, Thanks�,
�Expert�, �Intermediate� or �Beginner�.  The cost is 30 Rupees.  If Link's
hearts are low, sit on the stool and they will build up.  Intermediate cost 50
Rupees.  Expert cost 70 Rupees.  Go to the back of this room and dig in a soft
soil spot.  Zanc will pop up and tell Link he knows a way to make him rich.
Pay Zanc 20 Rupees and he tells Link:  �the color of the Rupee you dig up will
tell you how many bad holes are around you�.  A Green Rupee, no bad holes.  A
Blue Rupee, one or two bad holes.  A Red Rupee, three or four bad holes.  A
Silver Rupee, five or six bad holes.  A �rare� Gold Rupee has seven or eight
bad holes.
 
Back outside there will be a Red Bokoblin on a wood tower.  Pick a bomb flower
and toss it at the tower.  It will fall, knocking the Bokoblin off and
creating a bridge to a tunnel on the other side.  Follow the tunnel to a
vine-covered wall, climb up and follow the path to the right.  A giant Red
Chuchu will appear.  Dispatch it with multiple sword slices and move on.  A
short distance ahead is a gap.  Jump it, using a dash.  Ahead is a steep hill
with two platforms.  One to each side, and a third up in the center.  Dash up
the center between the two lower platforms avoiding a boulder rolling toward
Link and get on the platform to the left.  If Link is lucky the Red Bokoblin
didn�t see him.  Sneak up behind him to make the attack.  Do the same to the
Bokoblin on the other platform.  On the center platform above are two Red
Bokoblins.  One is tossing boulders down the hill and the other is a sentry.
Wait for the Sentry to walk to the left and then dash up the hill to the right
of the platform.  Three more Red Bokoblins will be tossing boulders from
above.  If Link is lucky they will take out one or both of the Bokoblins on
this platform and not Link.  Equip the beetle and attack the red Bokoblin on
the right from the right.  Quickly dash up the hill and climb the ledge to
dispatch the other two Bokoblins.  Climb the next ledge to the plaza in front
of the entrance to the temple.

-Short cut scene-
Two Mogmas, Ledd and Nackle, are discussing something that is buried nearby,
but they can�t find it and they aren�t sure what it is, but think it is a key.
�They busted up the key to that door and hid the pieces all over the place.�
There are five pieces.  Ledd tells Nackle he is reminded that the girl (Zelda)
was taken away too.  They discuss what they are going to do with the treasure
inside and disappear into the ground.
-End cut scene-

Fi appears and confirms the detected objects (key) are made of the same
material as that of the door mechanism and she has registered the material as
one of the dowsing targets.  The soft soil spot where the Mogmas were has a
Red Chuchu.  Avoid it.  To the left is a stone wall.  Around it to the left,
is another soft soil spot with many Rupees.  Further to the left is another
soft soil spot where Link will find a piece of the key.  Continue on the path
on the left to a ledge.  Before Link is a steep hill going down to a wooden
tower.  Roll a flower bomb down the hill to knock the tower over.  A soft soil
spot is then revealed, which contains another piece of the key.  Go back up
the hill to where Link found the first piece of key, turn left and walk a
short distance to another soft soil spot.  Dig in it to open a steam column.

On the ledge above is an alcove blocked with boulders.  Pick one of the flower
bombs and dash to the steam column to carry Link and the bomb to the ledge.  A
Goddess Cube will be revealed.  Strike it with the charged sword to send its
power into the clouds. Walk back out to the edge of the ledge and look to the
right to see another ledge with hearts.  It has a soft soil spot containing
several Rupees.  Head back to the temple entry plaza to where Link entered.
Facing the valley below, look to the left for two bomb flowers near a ledge.
Walk over to them and look down the hill to the left to see a cave that is
blocked by boulders.  Roll a bomb flower down the hill to blow up the
boulders.  Now drop down to the lower platform on the left and dash back up
the hill to the cave to dig up a third piece of the key.

Now go back up to the plaza and turn right.  Walk past the staircase on the
right and into a compound with four tents.  Defeat the Red
Bokoblins on the ground and look to the left to see a wooden tower with
another Red Bokoblin at its top.  The second tent on the right has bomb
flowers.  Roll or toss a bomb flower into the tower.  It will fall over and
create a bridge to a tunnel on the other side.   Behind and to the right of
the tent in the center, is a pathway leading down to a Goddess Cube.  Strike
it with the charged sword to send its power into the clouds.  To the left is
a lava flow and a tunnel entry with two columns on other side.  The distance
is too far to jump at this time.  Go back into the compound and turn right to
cross the new bridge into the tunnel ahead.  Watch out for the Flaming Keese
and the Red Chuchus.

As Link comes out of the tunnel look to the left for a soft soil spot for a
few Rupees.  Across the divide is a stone archway. The gap is too far to jump.
Look to the left near the soft soil spot Link had just dug up and drop down
onto the edge.  Go hand over hand to another ledge to the right.  Climb up.
To the left is another ledge.  Climb up, turn around and look across to yet
another ledge.  Dash across to it.  Follow the path to its end and look across
to see a vine-covered wall.  Leap onto the vines, climb down and cross under
to the opposite side of the archway.  Then climb up to reach the entry.  Go
through the archway and look to the left to see a square plate on the ground.
It's a switch.  There are also soft soil spots that contain Rupees and �Eldin
Rollers�.  Step on the switch to release a ramp extending the divide.  Link
now has a clear pathway back to the temple.  To the right of the room is what
looks to be a boulder, but in fact it is hollow and has a rising column of air
inside.  Continue forward into a hallway leading to a super hot room where
Link's clothes will catch fire.  Quickly run dash into the room, veering to
the right where Link will drop off the ledge onto a steep slope that branches
in different directions.

Note: If Link slides down the slope to the far left it will carry him back
into an area in the volcano.  Dig up the two soft soil spots to find hearts
and Rupees.  Follow the path forward and jump the gap to a large round rock in
the middle of the lava pool.  Turn to the right and jump the gap here.  Look
slightly to the left and see a boulder blocking the lava flow.  Go through
the doorway, pick up a bomb flower and go back out the doorway; toss the bomb
flower at the boulder to release the lava.  Go back through the doorway into
the room to find the lava level has dropped exposing an alcove blocked by
boulders.  Pick up a bomb flower and roll it across the slope on the right so
that it rolls into the boulders to the left.  Dash across to the alcove and
dig the soft soil spot to find a piece of the key. Go back out the doorway, up
the pathway, jump the gap to the round rock, turn right and jump the gap to
another pathway.  Go past the vine-covered wall to the left, to a soft soil
spot here and one on the ledge below, to retrieve Rupees and other goodies.
Behind the vine-covered wall is a cave entrance.  The path to the right leads
to a rising column of air.  Jump into it to carry Link back to the hollow rock
in the room before the slope.
  
Note:  If Link slides down the slope to the right and misses the plateau to
the left halfway down, he will land in front of the doorway to the rising
column of air.  Try to control the slide on the right slope to land on the
level plateau to the left.

Look to the left to see two steam vents spewing randomly.  If Link times his
jump just right, they will carry Link to another plateau with another soft
soil spot, containing the other piece of key.  Drop off this plateau onto
another downward slope that will carry Link to one of the two landing spots.
  
Go back into the room with the rising column of air, and follow the fork to
the left to see the pathway blocked by boulders.  Use a bomb flower from
outside the doorway to blow up the boulders.  This leads us back to the first
temple entrance where the person in black spoke to Link.  Again follow the
path to the left of the Bird Statue.  Watch out for the Flaming Keese.
Continue up the path past the platforms and up the steep slope to the
Bokoblin compound.  Cross the wood bridge, up the vine-covered wall, up the
pathway and across the gap.  Dash up the slope past the platforms and then to
the temple door.  
            

                      <<<<<<<<<>>>>>>>>>
                      #14 Earth Temple 
                      <<<<<<<<<>>>>>>>>>

Before entering the Earth Temple, Fi will appear and will give Link a new
object to add to his dowsing.  It is a heart.  Follow the dowsing sword to
the cooking pot in the Bokoblin compound.  Use the dash roll attack to hit the
pot.  Out pops a heart.  Insert the key into the temple doors.  They will
open.

-Short cut scene-
Link sees blinding heat coming from below and follows a staircase into a
cavern.
-End scene-

Link can roll dash into the elephant columns on either side of the walkway to
receive hearts and Rupees.  Cross the lava flow ahead using the floating
stepping stones and look to the right.  At the base of a stone wall is a soft
soil spot.  Dig it up and a steam column will open.  Ride it to the alcove
above to find a treasure chest which contains a Red Rupee.  Drop down and
move forward to the blue stone path.  Cross the lava flow using the two
floating stones, beware of the Flaming Keese, and walk into the cavern ahead.
Talk to the Mogma, �Cobal�, and he will tell Link that his partner is missing
and that the Red Bokoblins are everywhere.  He is reminded that he saw a
blonde girl (Zelda) get dragged away.  Dig up the three soft soil spots near
the wall to reveal hearts, Rupees and a Red Chuchu.  Leave the cavern,
crossing the lava flow; turn left and go up the staircase.  Before Link, are
two floating rocks, rising and falling.  Use the floating stepping stones to
cross to the next staircase. Turn left at the bottom of the staircase and walk
up to a cogwheel device.  Cut the rope holding the cogwheel and a ramp will
begin to descend.  It stops part way down.  Turn around and look to the other
end of this platform to see another cogwheel device.  Cut the rope here and
the ramp will begin to descend again and then stop at mid-point.  Turn to face
the ramp.  Look to its right to see another cogwheel just beyond the break in
the wall. Equip the beetle and cut the rope.  The ramp will complete its
descent allowing Link to cross.

Just ahead is a �Lizalfos�.  To defeat him, avoid his armored arm and use
forward thrusts and horizontal slices.  To the left are two soft soil spots
and to the right is one soft soil spot.  Dig them up to reveal Rupees and
other goodies. In the lava flow to the right is a �Magma Spume�.  If Link gets
within its range, it will spit a flaming ball in Link's direction.  To the
left of the Magma Spume is a pile of rubble from the temple.  Growing from its
side are bomb flowers.  Equip the Beetle to hit the bomb flower and blow up
the rubble.  As the rubble collapses, a round object in the shape of an
eyeball will drop into the lava and float to a point in front of Link.  Jump
onto the eyeball.  Orient Link's direction and walk slowly, causing the
eyeball to roll in the direction Link wants to go.


Using the eyeball roll on over to the right side of this chamber and to the
right of the mesh wall ahead to speak with the Mogma, Ledd.  He tells Link he
has lost his bomb bag and asks if he will get it for him.  He was attacked by
�those creeps� and panicked, leaving his bomb bag behind the boulders beyond
him.  Drop down into the drainage ditch behind Ledd and crawl under the metal
mesh fence.  Defeat the Red Bokoblin.  Pick up a bomb flower and roll it down
the drainage ditch Link came through, to blow up the boulders.  An ornate
stone entry is revealed.  As Link goes through the doorway an iron grate will
fall and block the exit. Just ahead is a central platform with two Lizalfos,
surrounded by six other platforms.  These are all surrounded by rising and
falling columns of lava.  Move forward to the central platform attacking the
Lizalfos using the forward thrust and horizontal slices.  Defeating the first
Lizalfos rewards Link with a �Lizard Tail�.  After defeating the second
Lizalfos the Iron Gate will rise allowing Link to leave.  A large treasure
chest will appear in the central platform, which contains a �Bomb Bag�.

Take the bomb bag back to Ledd.  He thanks Link and asks that he give it back.
Link asks him if he can borrow it.  Ledd understands that Link could use it to
go further into the temple.  He asks, �How�s my pal?� Link's answer �worried�.
He admires his pal�s concern about him, and Links concern about his friend,
then offers the bomb bag to Link as a gift.
  
Get back on the eyeball and go to the far side where Link saw a rising,
falling rock with an alcove above, blocked by boulders.  Pick one of the bomb
flowers nearby and toss it on the rising rock, timing it correctly to blow up
the boulders above, revealing a treasure chest containing a Golden Skull.  Get
back on Link's new mode of transportation, the eyeball.  Staying to the left,
go through the archway to an area on the other side with grass, soft soil
spots and a treasure chest, which contains a �Blue Bird Feather�.  From here,
ride the eyeball, again staying to the left and forward of the treasure chest
location.  Ahead is a stone platform with a plunger protruding from its center
resembling the eyeball Link is riding.  Using the eyeball, push the plunger
in.  Link will jump from the eyeball to the platform as a portion of the
platform rises. Climb on to this platform and down the steps ahead.  Turn
right and go up the staircase.  Toss a bomb flower on the rubble before Link,
to blow it up.  Move forward jumping two gaps and defeat the Lizalfos.

Now open the door and go into a large chamber.  On the right is a Red
Bokoblin.  Shoot him with the slingshot to stun him then dash to the
platform and take him out.  Use the floating stepping stones to get to
a platform on the left with another Red Bokoblin. Turn and look toward the
back of the chamber to see a rising, falling rock.  Jump onto it and ride up
to a staircase leading to a treasure chest containing a �Dungeon Map�.  Defeat
three Red Bokoblins before opening the chest.  If Link is in need of hearts,
dig in the soft soil spot to find three.  Now leave this chamber and return to
the central chamber.

With the new found Dungeon Map look for a red �X� near a wall on the right
side of the chamber.  Get back on the eyeball vehicle and roll on over
to the wall.  Toss a bomb at the wall and it will crack.  Another bomb and it
is open.  Roll on past the dragon's head spewing lava; go into the
alcove on the right where there are two soft soil spots.  The one on the left
contains a Red Chuchu; the one on the right has several hearts.  To defeat the
Magma Spume positioned outside the alcove, toss a bomb its way.  Get back on
the eyeball and look to the left directly in front of the dragon's head
spewing lava to see a crack in the wall.  Two bombs will blast an opening
through so that Link may proceed.  Ahead and around the curve to the left, is
a gate blocking the way.  Stop and look directly above the gate to see a
cogwheel with a rope.  Equip the Beetle to cut the rope.  The gate will rise
slightly and stop.  Equip the Beetle again; fly through the tunnel on the
left, past the two Bokoblins, and down the tunnel exiting to the other side
where Link will see another cogwheel and rope.  Cut the rope and the gate will
rise to allow Link to pass.  Using a bomb, dispose of the Magma Spume blocking
the way and watch for the dragon's head spewing lava to stop.  Quickly pass
the dragon�s head and stop.  Before Link is a narrow lava path pouring over
each side, curving to the left and right.  Move slowly and stay in the center,
to reach the tunnel ahead.  Continue through the tunnel and Link will emerge
in the main chamber.

To the left will be a landing point with a Lizalfos and another treasure
chest containing a Red Rupee.  If needed, the soft soil spot here contains
four hearts.  Dispose of the Magma Spume and get back on the eyeball.  Look
towards the central platform where the plunger is located.  Roll the eyeball
up to the matching side and push forward.  The remainder of the platform will
rise allowing access to a new doorway.  Go through the door and jump the gap
ahead onto a landing.  Before Link is a steep incline of marble slabs.  Equip
and use the Beetle to survey the area.  About midway up the incline and to the
left is an alcove.  Directly above the alcove is a wood framed rack holding
boulders. This is a trap.  Further up the incline is another overhead trap.
Dash and run up the incline to the alcove avoiding the boulders that have been
released.  Wait a few seconds for the boulders from the second trap to pass
by, then run and dash to the top of the incline before they can reset.

Jump across the lava ditch to see another steep incline with two overhead
boulder traps.  Look to the left to see an alcove blocked with boulders.  Turn
to the right and go through the crawl space.  To the right of this area are
two soft soil spots, one containing hearts and the other a steam column that
will carry Link to a landing above.  Follow the staircase to the top, turning
left to cross a walkway leading to a balcony.  Slightly to the right is a
damaged portion of marble.  Equip a bomb and toss it to this spot.  It will
roll down and blow up in front of the boulders.  Now follow the staircase down
and back to the base of the incline.  As Link dashes up the incline, just past
the alcove, the rear trap will release its boulders followed by the front
trap, both with a solid wall of boulders.  Quickly jump into the alcove and
wait for the boulders to pass, then back out onto the incline and dash to the
top.

Before Link is a central platform with a large dragon's head spewing lava
above a locked doorway to the right.  To the far left is a staircase leading
to a steep narrow ramp.  At the top of the ramp is the �Big� treasure chest,
which contains the �Dragon Sculpture�.  Above the treasure chest is a very
large stone carving of a dragon's head .  As Link starts to go down the ramp,
the dragon's mouth opens and a large stone ball falls onto the ramp.

Run dash down the ramp and then turn left to the staircase.  The stone ball
will continue down the ramp, gaining speed, and will launch into the air,
landing in the mouth of the dragon head spewing lava.  The lava stops, giving
Link access to the door.  As Link jumps the gap to the pathway leading to the
locked door, the dragon head above him closes its jaw, with the stone ball
still inside.  Align the key and the doors will open.  Link will walk through
and the doors will close behind him.  Ahead is a walkway leading to a landing
with a chain attached to the floor and a staircase on the other side of the
landing.  Overhead is, what looks like, the skeletal remains of a giant snake
on its back.  As Link reaches the landing he hears a clank and the rumble of
the stone ball.

Fi appears, to tell Link that Zelda was likely tied down by the chain sometime
earlier and was able to escape.  Go up the steps and walk up the incline.  As
Link reaches the middle, his old adversary, �Demon Lord�, �Ghirahim�, appears
above the dragon's head.  Ghirahim says, �Oh, it�s you!�  But then he can�t
remember Link's name.  He says it is of no matter, then tells Link that Zelda
had been captured, but when he arrived, he had found that the agent of the
Goddess escaped with Zelda.  He then says that he must have Zelda to resurrect
his master.  He then tells Link that there is someone special he wants Link to
meet.  Ghirahim then disappears and the dragon's mouth opens releasing the
stone ball.  As Link tries to escape, the ball rolls past him and hits the
wall of the staircase.  The ball shatters and legs begin to emerge from the
fractured stone.  It is the �Pyroclastic Fiend�, �Scaldera�.

____________________________________________________________________________
)))))))))))))))))))) PYROCLASTIC FIEND � SCALDERA ((((((((((((((((((((((((((
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This fellow has a protective armor of stone plates with a red-hot center core.
He has six legs and is very agile.  His weak point is his one eye, which is
protected by the stone plates.  To defeat this monster, Link must toss a bomb
at it or lead it into one of the bomb flowers near the top of the incline.
This will cause him to roll back down the incline.   When Scaldera is back on
his feet, he will open his mouth and draw in air.  Now is the time to throw a
bomb in his direction.  Link does have to be close enough so that he sucks the
bomb in with the air.  If not, Scaldera will start firing off large balls of
fire.  Each time he does suck in a bomb, it will explode inside and blow off
one of the protective plates of stone, exposing his eye.  Get in as many hits
as Link can before he recovers.  There are hearts and bomb flowers at the
landing above if Link needs them.

After about twenty hits to his eye, he is toast.  Scaldera disappears and a
new heart container floats down.  Open the door at the top of the landing.

-Cut Scene-
Link enters a beautiful area with columns and a staircase before him.  At the
top of the staircase is the agent of the Goddess and Zelda.  Zelda turns her
head to see Link and starts to run toward him, but is stopped short by the
agent of the Goddess.  She reminds Zelda of what they had discussed and tells
Zelda to restrain herself.  Link takes a few steps forward.  Zelda turns away
with a tear in her eye saying, �I have to go.  I�m sorry�.  Zelda disappears
into a column of light and Link runs forward, only to be stopped by the agent
of the Goddess.  She tells Link that it took far too long to get there and she
fears the Goddess made a mistake in her choice of agents.  The agent feels
that �you have no hope of defending Zelda�.  She asks Link if her words offend
him.

The agent then tells Link that the truth is, �you were late, and you failed to
protect her�.  She tells Link that she sent Zelda ahead to learn more of her
fate.  She then tells Link that, to help Zelda, he must summon courage and
face the trials laid before him.  She then turns and walks into the light.
Link is left standing in the middle of a large platform, surrounded by shallow
water and before him are several platforms leading to an altar.
-End Cut Scene-

Move forward to the last platform and look at the altar to see a symbol of the
Goddess.  Strike it with the charged sword, but before you do, look behind
the altar for six fairies to put in Link's bottles.

-Cut Scene-
Fi appears telling Link she has a message written in the language of the God�s
of old.  She translates:

�From the edge of time I guide you, the one destined to carry out the
Goddess�s mission.  The spirit maiden who descended from the clouds has passed
through the springs and makes her way to a fated place.  The parched desert of
Lanayru�That is where the chosen will pass through the �Gates of Time� into a
distant land.

At the altar, the outstretched hands of the Goddess Statue glow and the �Amber
Tablet� is given to Link.  Zelda's image appears on the Goddess Statue and
then is gone.
-End Cut Scene-

                      <<<<<<<<<<<<<>>>>>>>>>>>>>
                      #15 Return to Skyloft 
                      <<<<<<<<<<<<<>>>>>>>>>>>>>

Fi appears and tells Link that Zelda has cleansed herself in this fountain.
Fi then tells Link that Zelda is on her way to �Lanayru�.  She suggests that
the tablet be taken to the altar in Skyloft.  Link is now outside the Earth
Temple.  Go to the Bird Statue and select � go to the sky-



Back in the air, go to the altar of the Goddess Statue and place the third &
last piece of the tablet in place.  A light beam will open a new place in the
clouds.  Fi will confirm its location, to the South/West.

Now go to the Bazaar and see the Gear Peddler.  Buy a �Small Bomb Bag� for 150
Rupees.  This will add 5 bombs to Link's bomb bag.  Stock up on potions and
pick up any thing else Link might need.  Now make a visit to Beedle�s Airshop
and buy the �Life Medal� for 800 Rupees.  It bestows mysterious and mystical
effects on Link.  Then buy another Adventure Pouch add-on for 300 Rupees.
This will allow Link to add another item to his pouch.  

Now take to the sky and check the map for energy spots, there should be four
of them.  One to the South/West, and three to the North/East.  The first is on
Island #10, the split Island and the treasure chest contains a �small seed
satchel�.  Link can now carry an extra 10 seeds.  From here let�s go to Island
#1, Bamboo Island.  The treasure chest here, it�s around the back, contains a
Gold Rupee (300).  Now to Island #2, the one with the well.  Land on the upper
level and open the treasure chest containing a Silver Rupee (100).  Now go to
Island #4 with two pinnacles.  Drop down onto the vine-covered wall between
the pinnacles.  Climb up and to the left, then up to find the treasure chest
containing the �Treasure Medal�.  When the medal is carried, treasure will
appear more often.  Take to the air and drop down onto the lower level of the
same Island.  Equip a bomb and blow up the boulders blocking the cave.
Another treasure chest is revealed.

Back to the sky and see Beedle at his Airshop.  Buy another adventure pouch
add-on for 600 Rupees.  (If you don�t quite have enough, go up to the lower
wall of the Academy.  You will see four jars.  They contain from five to forty
Rupees and replenish every time you go in the Academy and come back out.)  Now
go into the Bazaar and see the Item check girl to pick up the Treasure Medal.
Leave the Bazaar and take to the sky.  Head for the new opening in the clouds.


                      <<<<<<<<<<<<<>>>>>>>>>>>>>
                      #16 Lanayru Mine 
                      <<<<<<<<<<<<<>>>>>>>>>>>>>

Link lands on top of a tower.  Fi appears and tells Link that this area was
transformed into a desert over hundreds of years.  Fi then tells Link that
Zelda passed through the area recently.  Climb down the ladder and walk around
the left side of the tower.  Link will see a Goddess Cube.  Strike it with the
sword to send its energy into the clouds.

On either side of the tower, lying on the ground, is a �LD-301 Series� robot.
They mine �Timeshift� stones and do maintenance.  When Link tries to talk to
it, the robot replies (�).  Fi appears and tells Link the robot has been
broken for many years and she can not analyze its speech.

Follow the path in front of the ladder.  It will drop down several levels into
a tunnel.  Watch out for Keese.  Push the mining cart through the doorway and
over the ledge.  It will land on another set of tracks.  Drop down to the cart
and two �Yellow Chuchus� will attack.  They can generate electricity, giving
Link a shocking experience.  The piles of rock Link sees can be blown up to
get Rupees.  Push the mining cart up to the next wall.  Climb on to the cart
and up to the next level.  Follow the tunnel to another set of tracks and turn
right.  Dispose of the two Yellow Chuchus and replenish any bombs.  Push the
cart to the end of the tracks and step out of the tunnel.

There are several robots scattered around the area and doors closing off two
other tunnels.  In the center is a blue carved stone, mounted on a pedestal.
Strike it with the sword and it will begin to glow.  As it rises, everything
around it rejuvenates and begins to function.  Talk to the robot circling the
center area and it will tell Link that they are collecting Timeshift stones.
The stones are then taken to the �Lanayru Mining Facility�.  The robot then
warns Link to stay away from the �Blue Stones�, because they are dangerous to
humans.  Fi appears and tells Link that a time shift has occurred here.
Striking the stone causes a sustained disruption in its surrounding area and
that it is in a �Past Time State�.  Note: In this area Link will find an
�Ancient Flower�.

Get in the mining cart parked at the end of the track.  It will take Link past
the door and into a cave.  Open a treasure chest for a Red Rupee.  Talk to the
robots.  One will tell Link to put on a helmet and get to work.  The other
tells Link that strange things have been attacking them lately.  Get back in
the cart to leave.  Now get in the cart Link had pushed to the end of the
track earlier.  The rail is now complete, and the cart takes Link into the
tunnel ahead where it will stop at the edge of the Timeshift zone.  Blow up
the piles of rock to reveal a Blue Stone.  Strike it with the sword and
another Timeshift zone is activated.  Talk to the robot and it will tell Link
that they are powered by the Blue Stones.

Ahead is a stone slab that has a large protruding stone receptacle.  Toss a
bomb into the receptacle and the slab falls flat on the ground.  Go through
the doorway.  Watch out for Yellow Chuchus.  Ahead is rippling, moving sand
and four more stone slabs.  Link must run dash to the next solid island of
ground or Link will be sucked into the sand.  Toss a bomb into the receptacle
of the first slab to lay it down.  Jump onto the slab and turn right.  Do the
same hoop shot to the slab across from Link.  Cross over and go through a
small crawl space.  In the next room are jars, Yellow Chuchus and a treasure
chest containing a Red Rupee.  There are also several �Lanayru Ants�.  Leave
here and go through the tunnel running from one island to another.

In the chamber ahead are several �Electro Spumes�.  This guy spits electrified
spit-wads in Link's direction when Link is nearby.  They too can be defeated
with bombs.  The floor is moving sand, with just a few islands scattered
about.  Look forward and shoot the Electro Spume with the slingshot to stun
it.  Dash to the island in front of Link; grab the stamina plant and dash to
the island on the right.  Turn around and toss a bomb at the Electro Spume.
Dashing from one island to another, zig-zag to reach the other side of the
chamber.  Push the mining cart under the beam of light.

Go up through the tunnel to a small chamber with a closed door and another
tunnel to the left.  Blow up the piles of rock to get Rupees and to clear the
track.  Go into the tunnel on the left, stop, and stock up on bombs.  The
floor ahead is moving sand.  Some distance away is a pile of rocks.  Toss a
bomb in that direction to blow up the rocks.  Now roll a bomb to the other end
of the tunnel to blow up the pile of rocks there.  Now exposed is another Blue
Stone.  Equip the beetle and strike the stone.  A new Timeshift zone is
created.  The moving sand is now solid ground and Deku Babas pop up here and
there.  A fun, new way, to dispose of these guys is to toss a bomb in their
direction and they will pick it up in their mouth.  They get some bad
indigestion.  Follow the tunnel ahead and to the left to find a treasure chest
containing a Golden Skull.  Go back to the cart and ride it past the door as
it automatically opens.

-Cut Scene-
Link is in the cart as it exits the tunnel.  He steps out and steps over the
Timeshift zone.  Fi appears and tells Link that the area has changed over many
years.  She warns Link of the �Sink Sand� and to refer to the map.  Fi then
tells Link that Zelda has passed through here and he should catch up to her.


                      <<<<<<<<<<<<<>>>>>>>>>>>>>
                      #17 Lanayru Desert 
                      <<<<<<<<<<<<<>>>>>>>>>>>>>

Blow up the pile of rocks to the right of the mining cart to reveal a Blue
Stone.  Strike it.  A new Timeshift zone is created.  Now look to the right,
to see a vine-covered wall.  Climb up and follow the path to its end, then
turn right and look up.  Grab the hand ledge and go hand over hand to the
left.  Drop down and follow the new path a short distance.  Look to the right
and down.  Link will see a treasure chest.  Link can drop down or follow the
path to the left and then through a tunnel, to open the chest and find a Blue
Bird Feather.  Turn around and go through the tunnel.  Walk to the ledge and
look down.  There is a large ant like creature with a nautilus type shell on
its back.  It is called an �Ampilus�.  They generate electricity and can
easily cross Sinksand.  Their attack is to wind up into a fast spin and roll
over Link.  This will take at least three of Link's hearts.  They can easily
be defeated, by positioning Link between them and a solid object.  As it
attacks, step aside and it will hit the solid object, stunning him.  Then a
few slices with the sword and it�s over. There is a tall cylindrical object,
like a cactus, with a reddish top.  When hit with the beetle it releases a
heart.

Go down the valley following the wall on the left.  Link will see a
rectangular structure with a dirt ramp, in the middle of this area. Go up the
ramp and open a treasure chest that contains a �Tumbleweed�.  Look north to
see three cages.  Jump onto the one on the right and toss a bomb in the hole
in the top of the middle cage.  This will blow up the pile of rocks inside to
expose another Blue Stone.  Jump down and walk up to the cage.  Strike the
stone with the charged sword.  A small Timeshift zone will be created and an
armed �Technoblin� will appear.  They are Bokoblins with sophisticated
electrical weapons.  Then the robot in the cage will ask for Link�s help.
Defeat the two Technoblins and talk to the robot.  He thanks Link and notices
he has a Beetle, which is an older model.  In his gratitude, he upgrades the
Beetle Link has, to a �Hook Beetle�.  He also modified the pincers.  The
Beetle can now grab things.  Turn toward the West of this area to see Sinksand
and a corner wall with two slabs.  Launch the hook beetle toward the tree in
front of Link, and grab a Bomb Flower.  Drop one into each slab receptacle to
bring them down and reveal two Blue Rupees.

Now move South/West to another Sinksand area.  Bring down the slabs and the
�Electro Spume� using the Hook Beetle.  Cross the Sinksand.  To the right are
several �Hroks� flying overhead.  They regurgitate boulders and drop them on
Link.  Ahead is another Sinksand area.  To the left of this area is a Goddess
Cube.  Using the Hook Beetle, grab a bomb flower from atop a tree and drop it
on the Ampilus.  The shell will remain intact for about fifteen seconds.  Dash
to the Ampilus�s shell, stop to replenish Link's stamina, and dash to the
island in the middle of the area.  Do the same with the next Ampilus to reach
the Goddess Cube.  Then strike it with the charged sword to send its energy to
the clouds.  Finish crossing this area and go through the doorway.  Turn to
the left and climb two ledges.  Follow the ledge to the mining cart and push
it over the edge.  Return to the doorway and look North to see another
Sinksand area.  Using the same method, find a way to the far North edge.

Climb the two ledges to the left and follow the ledge to its end.  Use the
stepping stones in front of Link to reach another ledge, and follow it to
another mining cart.  Push it over the edge and return to the doorway Link
came from.  Go through the doorway and into a tunnel.  Link emerges in a new
area.

Move forward and to the right.  At the mining cart turn right and look to the
top of a mound to see a Blue Stone.  Equip the Hook Beetle and strike the
stone to create a new Timeshift zone.  Several Technoblins will appear.  Be
ready.  Get in the cart to cross to the next piece of land.  Walk up to the
next mining cart and turn to the left.  Look toward a bottle shaped rock to
see a blue hue near the top.  It is a Blue Stone.  Equip the Hook Beetle and
grab a Bomb Flower from the cactus plant near Link, and drop it down the
opening.  A new Timeshift zone replaces the one Link just left.  Equip the
Hook Beetle again and fly into the tunnel.  Strike the Gemstone on the left to
open the gate.  Equip the Hook Beetle yet again to take a dinner of bomb to
the hanging Deku Baba.  Now get into the cart and let it take Link to the
other side.

Ahead is a narrow path leading to a large open area with several �Octorok
(rock)�.  They can be easily disposed of by equipping the Hook Beetle and
dropping a bomb on them.  To the right of this area are several pillars with
piles of rock at their top.  Bomb the rock to reveal a Blue Stone.  Walk
toward the rubble ahead and talk to the Goron, Gorko.  He is excited to tell
Link about the �Temple of Time�.  He tells Link that he saw a human living on
the legendary �Isle of the Goddess�.  He tells Link the human looked just like
Link.  He was with another person.  Gorko wanted to follow them, but there was
an explosion that destroyed the entrance.  Equip the Hook Beetle and strike
the Blue Stone to create a new Timeshift zone.  Two Technoblins and a robot
will appear.  Take out the Technoblins by dropping bombs on them.  Now talk
to the robot near the mining cart.  He thanks Link and tells him this is the
Temple of Time and the �Gate of Time� is within.  He tells Link that the
Temple of Time and the Lanayru Mining Facility are connected underground.  The
robot tells Link his map is inaccurate and then fixes it.

Fi appears to tell Link that his map is only 35% accurate and the fix made by
the robot shows past terrain that is below the Sinksand.  Directly across from
the mining cart tracks is a cave with a Blue Stone.  Strike it with the Hook
Beetle to create a new Timeshift zone. [GLITCH WARNING - SEE THE BEGINNING OF
THIS WALKTHROUGH FOR DETAILS] Get in the cart, raise the sword skyward to
charge it and strike the Goddess Cube as the cart passes it, to send its
energy to the clouds. Equip the Hook Beetle and pick up a Bomb Flower from a
cactus plant to dispose of the two Octoroks ahead.  Follow the path and enter
the tunnel.

Link emerges in a new area.  Following the wall to the right, dash across the
Sinksand to the island ahead and turn left.  As Link dashes forward Fi will
appear and tell Link that her readings indicate there is a submerged pathway
beneath the Sinksand.  She recommends using Beacons to mark a safe route.
Continue to the next island. Place a marker on the map at this point.  Turn
right, crossing the Sinksand to a collapsed portion of wall that is like a
ramp.  Dash to the top and turn left.  Follow the wall to a large device of
some sort, and turn left to see two piles of rock.  Blow them up to reveal a
Blue Stone.  Strike the stone and a new Timeshift zone will be created.  Two
Technoblins will appear.  Take them out.  Then walk toward the strange device
and talk to the robot to the right.

He tells Link that the device is a power generator mechanism that opens the
entrance to the Lanayru Mining Facility.  The robot tells Link he must
activate remote �power nodes� and set three dials on the device correctly.
Fi appears and tells Link the materials used in the generator are the same as
those in the vicinity and adds this to the dowsing ability.  From the device
turn and look to the north to see the upper portion of a structure.  Go to the
front of the structure and look for a crack in the wall.  Place a bomb here to
reveal an opening.  Go to the right of this chamber and walk forward to the
end of the platform.  The floor is Sinksand.  Now roll a bomb toward the pile
of rocks on the platform in the center of the chamber to reveal a Blue Stone.
Equip the Hook Beetle and strike the stone to create a Timeshift zone.  The
Sinksand will disappear and a lower level will be revealed.

Several Technoblins will appear.  Drop down into the lower level and deal
with them as needed.  Link will also find an �Ampilus Egg� which still
generates electricity.  It can be carried by the Hook Beetle.  Move to the
South/West corner of the lower level and open the treasure chest that contains
a Red Rupee.  Turn around and go through the passage way to the right and veer
to the left.  Open the treasure chest here to reveal a Blue Rupee.  Turn
around and walk to the North/East portion of the chamber to find some sort of
electrical device.  Fi will appear and tell Link that the device can be made
operable by inserting a source of energy.  Aha!  The Ampilus Egg.  The
platform directly in front of the device raises a grate when stepped on.  Pick
up the nearby Ampilus Egg, step on the platform and roll the egg into the
opening.  The device is now activated raising a gate, allowing access to
another chamber.

In this room is another device having a dial in the center, similar to the one
on the power generator outside.  It is a remote power node.  Talk to the robot
standing next to the device.  It thinks Link is suspicious looking and tells
him not to mess with the device.  Position Link in front of the node, equip
the sword and use the forward thrust to insert the sword in the slot.  Turn
the dial to the left and push in.  This is one of the three power nodes.  It
is now activated.  Return to the outside and equip the node dowsing.  Now
strike the Blue Stone near the power generator. Turn to the right of the
generator and follow the top of the wall to its end.  Look across the
Sinksand, slightly to the right (South/West) to see two vertical slabs with
receptacles and a third already laid down.  Equip the Hook Beetle and grab a
bomb flower from the top of a cactus.  Drop it into the receptacle to bring
the slab down.  Do this again with the second one.  Then look closely at the
wall above the slab that was already down to see a crack.  Place a bomb here
to create an access to another Blue Stone.  Open the map and place a beacon at
the base of the wall Link is standing on, as a reference.  Walk down to the
beacon and cross the Sinksand on the hidden pathway to the opening above the
center slab to find another power node.  Insert the sword, turn it to the left
and push to activate it.

Leave this room and move next door to the Blue Stone to strike it to activate
a new Timeshift zone.  Now go back to the power generator, then to the
Blue Stone nearby, strike it to activate the Timeshift zone.  Walk to the Bird
Statue.  Open the map and notice that all the pathways form three rings.  The
Bird Statue is in the second ring where Link is now standing.  In a clockwise
direction from Link's point, place three markers, one on each hidden
intersection.  Follow that pathway to the large landmass on the eastern side
of this area.  Turn to the left and walk up the ramp of rubble to the top of
the wall. Walk a short distance to an intersecting wall, turn right and walk
to its edge.  Look across the Sinksand to a rock wall with a crack near the
bottom.  Roll a bomb to the crack to blow it up.  Drop down onto the hidden
pathway and into the cave.  Cautiously walk through the cave past several
Yellow Chuchus to find a treasure chest containing a piece of heart.

Go back through the cave to the hidden pathway and dash across the Sinksand to
the landmass where Link will have to deal with several Ampiluses.  Continue
across this area to a large rectangular building and go through the door at
the southern end.  Turn to the left and follow the wall to a lower platform.
Blow up the rocks here.  Look to the center of the chamber to see a large cube
with a pile of rocks to its left.  Roll a bomb to blow up the rocks to reveal
a Blue Stone.  Equip the Hook Beetle and strike the stone to create a new
Timeshift zone.  The Sinksand disappears revealing a basement area where Link
will have to deal with several Technoblins.  Near the South/West corner of
this area is a treasure chest containing a Blue Rupee.  Follow the �S� shaped
maze to the North/East corner to find a treasure chest containing another Blue
Rupee.  Climb the crate to the left then to the top of the larger crate,
equip the Hook Beetle, turn to the right and strike the Blue Stone.  The
Sinksand will return with an Ampilus pacing nearby. Use a bomb to take down
the Ampilus, then dash to his nautilus shell and ride it on the moving
Sinksand to the other end of the chamber.

Look to the left and climb the crate to the top of the larger row of crates.
Watch out for a Yellow Chuchu.  Move forward to find a treasure chest
containing Eldin Ore. Equip the Hook Beetle and strike the Blue Stone yet
again.  Equip the Hook Beetle again and pick up an Ampilus Egg.  Carry the egg
to the electrical switching device controlling the entrance to the next room.
Link may have to drop the egg part way and then pick it up again before the
time runs out in order to complete the trip.  Walk to the switching device,
step on the platform and roll the egg into it to open the door.  Go in the
next room to find the third power node and two treasure chests that contain a
Monster Horn and Blue Rupee.  Approach the power node, equip the sword,
insert in the dial, turn it to the left and push in to activate it.

Fi appears to tell Link that all three power nodes have been activated.  She
then tells Link to make his way to the power generator in front of the Lanayru
Mining Facility.   Exit this chamber and turn right, look toward a wall to see
a gate.  Walk toward it and look to the left.  There is a lever on the wall
near the gate.  Position Link in front of it.  Dash forward and up the wall.
Link will grab the lever and pull it down allowing the gate to open.  Do not
enter.  Now go back to the Blue Stone near the main power generator following
the markers Link left behind.  Strike the stone to activate the Timeshift zone
and walk up to the generator.  Insert the sword, rotate the dial to the nine
o�clock position, push in then rotate the dial to the four o�clock position
and push in.  Finally rotate the dial to the twelve o�clock position then push
in.  The symbols should be, water at nine o�clock, electrical bolt at 12
o�clock, and fire at four o�clock.  The generator is now fully active.  A
large structure rises from the depths of the Sinksand; it is the Lanayru
Mining Facility.  Around the back of this structure is a damaged portion of
the building.  Dash up and turn right.  On the wall of this side is a
climbable area.  Go up the wall to find a treasure chest containing a Blue
Bird Feather.

                      <<<<<<<<<<<<<<>>>>>>>>>>>>>
                      #18 LANAYRU MINING FACILITY
                      <<<<<<<<<<<<<<>>>>>>>>>>>>>
   
Enter the doorway.  Link goes down a darkened, torch lit staircase, then
emerges in a large, long chamber.  Moving about are several �Aracha�.  They
are quite ferocious and are often beneath the sand. Their attack consists of a
leap at any moving object. They can easily be defeated by one slice of the
sword.  To the right is a doorway to another room blocked by iron bars.
Before Link is a set of steps that leads to a walkway that leads to a door
blocked by a grate.  To the left of the door on the west wall is a slab with a
receptacle.  Equip the Hook Beetle and pick up a bomb flower from the pedestal
to the left of the steps and drop it in the receptacle to bring it down flat.
Dash across the Sinksand to the slab, run up the wall and grab the lever.  The
grate will lift giving access to the door.  Now move to the right side of the
chamber and dash across the Sinksand to another slab.  Run up the wall to a
lever, which will release the iron bars to the room on the right.  Dash back
across the Sinksand to the doorway and enter to find a treasure chest that
contains a Red Rupee.  Now go back up the steps and down the walkway to the
door in the center of the chamber.

Entering the next room Link sees two Staldra.  Dispose of them with a spin
attack to remove their heads simultaneously.  There are also several Arachas.
The pathways in this chamber are two intersecting bridges leading to doorways.
The doorway to the right is chained and locked.  The doorway to the left is
blocked by an Iron Grate.  Straight ahead is a broken staircase leading to a
doorway.  Move to the right of the staircase and push a crate up against the
wall near the staircase.  Climb onto the crate and up to the platform
accessing the door.

As Link enters the next chamber he sees the raised walkway leads to the left,
the center and to the right.  The doorways to both the left and center are
blocked by Iron Grates.  Follow the walkway to the right to see two wooden
crates blocking Link�s access to a ladder.  Toss a bomb atop the crates to
blow them up.  Run dash across the gap to the platform and up the ladder. Turn
left and open the treasure chest to find a �Small Key�.  Go back down the
ladder and into the previous chamber.  Follow the walkway to the locked door
on the left and enter.  Look to the left for a newfound enemy, a �Froak�.  Do
not strike it with a sword as it will explode and take away some of Link's
health.  It is best to equip and strike it with the Hook Beetle.  Follow the
wall a short distance to a doorway that is blocked by barbed wire, turn right
and follow the pathway, which is actually a stopped conveyer belt, across the
room to a climbable wall.  The doorway ahead of Link is blocked by more barbed
wire.

Turn to the right and look above the ladder on the wall to see a wooden crate
blocking the way.  To the right of the ladder, on a pedestal above the entry
door, is a bomb flower.  Equip the Hook Beetle, grab the bomb flower and drop
it on the crate.  Now go up the ladder; step down on the switch plate.  Link
sees the cage of a ceiling mounted pedestal rise exposing a blue stone.  Equip
the Hook Beetle to strike the stone creating a Timeshift zone.  The piles of
rubble found in and around this chamber reassemble into �Beamos�.  It fires a
laser beam at any moving object within its range.  To dispose of the Beamos
Link must use a forward thrust to the pedestal holding the rotating eye.  The
head will fall to the ground.  Make another forward thrust into its eye to
finish the job.

The walkway or conveyor belt is now operating.  The barbed wire blocking the
doorways has now become electric beams.  The Sinksand has disappeared,
exposing a lower level.

Drop down and dispose of the two Beamos on the platform.  Moving forward to
the ladder drop down and turn around to see another conveyor belt.  Dash
across it quickly to the left to avoid the electric beams.   Go up the ladder
and look up on the wall in front of Link to see a lever.  Run up the wall and
pull it down.  On the other side of the room, a grate blocking an alcove with
a treasure chest, will open.   Go back down the ladder and turn to look at the
conveyor belt coming toward Link.  Link will see randomly deposited debris and
stamina plants on the belt.  Now jump onto the belt, dashing forward to avoid
the debris and collecting stamina plants.  Get off the belt on the left side
and go up the ladder.  Sneak past the Beamos to the treasure chest to receive
a red rupee.

Go back down the ladder, quickly cross the conveyor belt, turn right and go up
the steps.  Turn again and go up a staircase where Link will find another door
blocked by an iron grate.  To the right of the door is another conveyor belt
coming toward Link.  At the top of the conveyor belt on the right is a tall
Beamos.  Dash up the conveyer belt and take out the Beamos.  With the
Beamos out of the way, look to the wall for another lever.  Run up and pull it
down to open the grate blocking the door at the bottom of this conveyor.  Go
back down the conveyor and through the now open door.

Before Link are several Froaks.  Don�t bother with them unless it's necessary
because they will regenerate.  In this room are twenty large cubes positioned
in rows on the floor below Link.  Several of these cubes have large cubes
stacked on them.  Drop down to the right and climb the ladder to the ledge,
then turn left.  Leap to the first cube, equip the Hook Beetle, strike the
Froak floating in front of the pile of rocks.  It will blow up along with the
rocks.  Quickly leap across the next two cubes before the Froak can
regenerate.  Turn left, leap across two more cubes, turn right, jump to the
platform and climb the ladder to find a treasure chest containing a �Gust
Bellows�.  The bellows will deliver a concentrated stream of high-pressure air
at whatever it is pointed at.  It does have a limited distance.  Look to
either side of the treasure chest to see the sand piles.  Equip the Gust
Bellows and give it a try.  Link will be pleasantly surprised with Rupees, but
the possibilities are endless.

Go back down the ladder.  Turn around and look to the cube to the right.
Again, using the Gust Bellows, clear the cube of Arachas.  Now leap to that
cube, turn right and leap to the next cube.  Use the Gust Bellows to push away
or dispose of the Froak and jump to the next cube. Note there is a treasure
chest on the lower level to the right in the center of four cubes.  It
contains a Golden Skull.  Turn left and leap to the next platform.  Make way
to the other end of the platform and push the crate over the edge.  Turn
around and look to the left to see a ladder.  Climb up and equip the Gust
Bellows to blow away a tall pillar of sand to reveal a door. Go through the
door and enter the main chamber.

Link is now on the ledge above the treasure chest where he found the small
key. Push the crate aside and climb down the ladder.  Turn around and look to
the left and climb down to the lower platform and leap the gap to the main
walkway.  Walk a short distance and turn to the left and go through the
doorway.  Drop down.  Using the Gust Bellows, blow away the sand surrounding
the crate.  Blow away the sand pile in the corner to expose a switch plate.
Push the crate onto the switch plate.  The grate blocking the door on the West
side of this chamber is now open.  Go through the doorway and dash across the
Sinksand from platform to platform making way to the South/East corner of this
chamber.  Equip the Gust Bellows and blow away the tall pillar of sand
exposing a Blue Stone.  Strike the stone and the Sinksand will disappear,
leaving the area a total void.

Turn and leap onto a platform with a pole, which has three paddles on its top.
Equip the Gust Bellows to blow air at the paddles.  As they spin, the platform
will move to the next walkway.  The door in front of Link is blocked with an
Iron Gate.  Turn to the right and walk to the end of the walkway.  Equip the
Gust Bellows and blow the left side of the paddles to bring a platform toward
Link.  Jump on and use the Gust Bellows again to move the platform midway to
the far platform and stop.  Jump down to the treasure chest below to find a
Monster Horn.  Turn around and return to the Iron Gate.  Look above the gate
to see a colorful pinwheel.  Equip the Gust Bellows and use it to spin the
pinwheel.  The gate will rise.  In the hallway ahead is a tall Beamos.
Dispose of him and walk a short distance to the ladder on the right.  Drop
down and move to a position near the movable platform.  Equip the Gust Bellows
and carefully move the movable platform to the extended platform at the end of
this walkway.

Jump onto the movable platform.  Again using the Gust Bellows, move this
platform back to its original position.  Leap across to the new walkway and
climb the ladder.  Quickly defeat the Beamos and look to the left of an iron
gated door to see another pinwheel.  Equip the Gust Bellows to spin the
pinwheel and open the Iron Gate.  As Link passes through the doorway, the door
closes and an Iron Gate falls to block the entrance.

Before Link are two Staldras.  Quickly defeat them using the spin attack.
Look to the right to see a pile of rubble blocking a doorway.  Look to the
far wall to see a crate.  Use the Gust Bellows to remove the sand around it
and move the crate to a position directly below the opening on the ledge
above.  Climb up the wall to the ledge.  Before Link is an Iron Gate blocking
the doorway to a small room that contains a treasure chest.  To the left of
the treasure chest is a tall pile of sand.  Equip the Gust Bellows to blow the
sand away, exposing a Blue Stone.  Position Link, close to the gate and raise
his sword skyward.  Release the power into the stone to activate it.  The pile
of rubble blocking the doorway reassembles itself into an �Armos�.  He is a
tough one and requires agility and accuracy from Link.  The best way to defeat
this dude, is to equip the Gust Bellows and, while �Z� targeting, blow air at
the paddles on its head.  Once the paddles are spinning fast enough, its mouth
will open, exposing a gemstone.  Quickly strike the gemstone and repeat.  The
Armos will explode leaving several hearts behind.  The Iron Gate near the
treasure chest now opens.  Open the treasure chest to find the �Dungeon Map�.
Now leave this room through the new exit.

Link has now reentered the main chamber where he found the small key.  Move
toward the Iron Gate and look to the left to see a switch plate on the floor.
Step on the switch plate to open the gate.  This just creates a new point of
entry.  Turn and look up the left side of this chamber.  Now look at the map
and note the hidden pathway under the Sinksand leading to an island in the
sand.  Once at the platform equip the Gust Bellows and blow away the sand pile
against the wall, to expose a crawl space.  Follow the crawl space to a small
room that contains a treasure chest.  Open the chest to reveal a Blue Bird
Feather.  Return to the island in the Sinksand.  Using the map again, continue
forward on the hidden path.  Link will have to stop along the way to dispose
of an Electro Spume and a Yellow Chuchu.  Carefully continue on the path to
an exposed stone ledge.  Walk to the end of the ledge, turn left and cross
over to the next island.  Equip the Gust Bellows to blow away the sand pile
against the wall to expose another crawl space.  Enter the crawl space and
follow it to a new chamber.

Link is in an alcove far above the floor, which is mostly covered in sand.
There are Arachas and Froaks scattered about.  Drop down and look to the
left to see holes in the floor that contain spikes that will quickly rise
when Link approaches them.  This is a maze.  Equip the Gust Bellows to remove
the sand as Link works his way through the maze.  Near the end of the maze
Link will uncover a switch plate.  Step on the switch plate to release the
iron gate blocking the door at the top of the staircase.  As an added bonus,
open the nearby treasure chest to reveal a Red Rupee.  Go up the staircase and
exit this area.

Link is now in the main chamber near the North/West corner.  To the left is a
lever that is already in the down position and in front of Link is a mining
cart with ore and a Blue Stone.  Walk to the right side of the cart, equip the
slingshot and shoot the Blue Stone, which will create a small Timeshift zone
surrounding the cart.  The cart will then cross the void on a newly created
bridge connected to a central platform.  The lever is now in the up position.
Pulling the lever down will cause the cart to return.  Walk behind the cart as
it crosses the bridge.  It will stop at a closed Iron Gate.  A new enemy
appears.  It is a flying sentry drone called �Sentrobe�.  Its defense is an
array of missiles and bombs.  Avoiding the Sentrobe, equip the Gust Bellows to
spin the pinwheel that will open the gate.  Follow the cart through the gate
to the central platform.  Be aware of Beamos on either side of the newly
created bridge. It is best to stay on the opposite side of the cart from the
Beamos for protection.  The cart will come to a stop at a tall Beamos.
Approach it from the back and dispose of it.  Continue following the cart to
the next locked Iron Gate.  Equip the Gust Bellows and spin the pinwheel above
the gate to open it.  Link now has easy access to the main entrance.  Turn to
the left, follow the bridge and equip the Gust Bellows to remove piles of
sand exposing another mining cart with ore and a Blue Stone.

Look to the right to see a lever in the down position.  Equip the slingshot
and shoot the blue stone.  The cart will move forward on a newly created
bridge and Link should follow behind it.  Again be aware of a Beamos to the
right side of the chamber standing on a platform leading to a doorway blocked
by an Iron Gate.  A short distance further to the right is a pinwheel mounted
on the wall.  Equip the Gust Bellows to spin the pinwheel and open the Iron
Gate.  Dispose of the Beamos and open the door.

Inside the new chamber look to the right to see a broken ladder, then turn
left and walk to the still conveyor belt.  Follow the conveyor belt to the
other side of the chamber avoiding the jets of steam.  Equip the slingshot and
dispose of Arachas crawling on the wall.  This is a climbable wall.  Look up
to the left and to the right to see three steam jets.  Climb up the wall a
short distance and then to the far right and up the wall, avoiding the lower
steam jet.  Go past it and stop.  Wait for the upper jet to complete its cycle
and complete the climb.  At the top of this ledge, watch out for the new
�Thunder Keese�.  They generate electricity and will shock Link's socks off.
Turn to the right and walk to the wall.  Turn right again and look to the
left of the wall to see two upright slabs with receptacles.  Toss a bomb into
each receptacle for the slab to fall flat.

Now cross the chamber to the other side.  Equip the Gust Bellows to blow away
the piles of sand to expose another Blue Stone.  Strike the stone to create a
new Timeshift zone.  Cross back to the other side of the chamber using the
downed slabs and dispose of the Beamos.  Before Link, are three short, rapidly
moving conveyor belts, with debris deposited on them at intervals.  Quickly
dash across the conveyor belts between those debris intervals.  To the right
is a lever.  Run up the wall to pull it down.  A movable platform will arrive
to carry Link to the other side of the chamber.  Equip the Gust Bellows to
move the platform.  Turn right and look down the pathway ahead to see three
slabs with receptacles.  The first one is down.  In the alcove behind this
slab are two stacked symbols of halting robots.  Toss a bomb in the receptacle
of the second slab.  It will fall revealing a stack of three symbols of
halting robots.  Do the same with the third slab to reveal one symbol of a
halting robot.

Turn around to see a movable platform suspended on a rail in the middle of the
chamber.  Equip the Gust Bellows and carefully spin the paddles to move the
platform to the column on the right.  Now jump onto the platform Link arrived
on, and move it to the same column.  Step onto the column and onto the new
platform.  Using the Gust Bellows move the platform to the North end of this
chamber.  Walk to the crate and push it to one side allowing access to the
ladder.  At the center of this walkway is a closed Iron Gate. Continue past
the crate and the gate to find another movable platform.  To the left and past
this platform, are three slabs with receptacles, mounted on the wall.  Using
the Gust Bellows, ride the platform to the first receptacle and deposit a
bomb.  The slab will fall revealing a gemstone.  Move the platform to the
second receptacle and again deposit a bomb to reveal a second gemstone.
Continue on the platform to a column and jump to it.  Deposit a bomb in the
third receptacle to reveal a third gemstone.  Turn around and look to the
opposite side of the chamber to see the stacked symbols of halting robots.
They reveal the sequence in which to strike the gemstones. With the gemstones
hit in the correct sequence, the Iron Gate is lifted giving access to another
room.

In the next room are two Armos.  Move to one side or the other to defeat the
Armos individually.  With this completed an Iron Gate will lift allowing
access to a small room with a large treasure chest.  It contains an �Ancient
Circuit�.  The previously gated door in the chamber we were just in, is now
open.  Leave this room and go down the ladder just outside the door.  Turn and
follow the walkway to the East side of this chamber to see a tall Beamos.
Dispose of the Beamos and continue down this walkway to a conveyor belt.  The
conveyor belt is rolling toward Link with randomly placed debris; stamina
plants and, for good measure, jets of steam.  This is the only route to the
door recently unlocked.  Once Link has made it across, go to the door and
return to the main chamber.  Look to the left and climb the ladder.  Follow
the walkway to the end to find a treasure chest.  Watch out for the Thunder
Keese. Open the chest to receive one Red Rupee.  Turn right then left
following the walkway to a crate.  Move the crate to allow access to a ladder.
Turn around and return to the other end of the walkway.  Drop down the ladder
and go up the staircase to find another mining cart with ore and a Blue Stone
inside.

Equip the slingshot and shoot the Blue Stone.  Between this platform and the
central platform is a gauntlet of steam jets.  To the left of the mining cart
is a movable platform that is only usable while it is within the Timeshift
zone of the mining cart.  To reach the central platform Link will have to
activate the Timeshift zone on the mining cart and simultaneously ride the
movable platform at the same pace as the cart to protect it from the steam
jets.  There are two levers on columns to Link�s right; they do control the
movement of the cart from this platform to the central platform and back.  Now
at the central platform, turn right and walk up to the golden door.  Fi will
appear telling Link that the door is locked tight.  Walk up to the door and
insert the Golden Circuit.  The door will open and Link will enter.

____________________________________________________________________________
)))))))))))))))))))) THOUSAND YEAR OLD - MOLDARACH (((((((((((((((((((((((((
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Upon entering this new chamber, the doors will close behind him.  Link looks
at the ground to see movement beneath him.  As he tries to move away a large
scorpion like creature emerges.  It is the �Thousand Year Arachnid� �
�Moldarach�. Its weakness is its eyeballs. One each mounted inside its two
claws. The other in the center of its forehead.  Its main weapons are the two
claws and the stinger in the tail.  After six or eight strikes with the sword,
the eyeball and the claw will be destroyed. When both claws are destroyed,
Moldarach will disappear under the sand.  It will then randomly strike at Link
with its stinger.  Equip the Gust Bellows to blow away the sand around
Moldarach to expose its body.  �Z� target the third eye and use a forward
thrust to damage it.  After several strikes to its eye, the battle is over.
Moldarach collapses and disintegrates.  A new heart container floats down from
above and the sand floor sifts away to lower Link and the heart to the bottom
of this room.  A door with the Goddess symbol begins to glow.  Pick up the
heart container and leave this room.


                      <<<<<<<<<<<<>>>>>>>>>>>>
                      #19 TEMPLE OF TIME
                      <<<<<<<<<<<<>>>>>>>>>>>>

Link is now in a long corridor lined on each side with busts of robots, or
maybe an ancient race of people.  Below is an empty void and above hanging
from the ceiling is a cage with a Blue Stone.  Equip the Hook Beetle and
strike the stone to cause a Timeshift in this chamber.  Link gets in the cart
and the cart takes him to the other end of the chamber.  Ahead is a doorway
leading to a staircase.  Enter it now.  Link emerges from the facility to the
outside to find the Goddess�s agent and Zelda standing before, what looks
like, a time gate.  Zelda turns to see Link.  Link rushes forward.  Suddenly
there is a loud rumble and the Demon Ghirahim crashes through the stone wall.
The Goddess Agent breaks away from Zelda to defend her from Ghirahim�s attack.
A battle ensues and the Goddess Agent tells Zelda to leave.  As she does,
Zelda throws the Goddess�s Harp to Link, telling him he will need it where he
is going.  Ghirahim then thrusts his sword through the Goddess Agent�s
protective barrier, knocking her to the ground.  Link then leaps into the
battle and the Goddess Agent asks Link to protect Zelda.  (Note you have a
choice of three answers:  �Protect Zelda!�, �Go!� or �Am I late?�.)  Choose
�go� and the agent will thank Link.  The Goddess Agent calls to Link to say
that he must go now and to return to the old woman (Priestess) at the sealed
grounds and tell her what happened here.  She will know where Link must go.
Zelda calls to Link and says I will see you again, the Agent pulls her back.
Zelda says, �I promise�.  The Goddess Agent drops an energy ball at the base
of the gate and it is destroyed.  Ghirahim is outraged that he lost Zelda yet
again.  He tells Link that he does not have time to deal with this now, but if
they meet again, he will end it.  Fi appears to tell Link that she can no
longer detect Zelda's aura.  Link can no longer search for her using his
dowsing ability.  She suggests that Link travel to the Sealed Temple.

Turn around and follow the pathway across the bridge to exit the entrance to
the Temple of Time.  Walk up and talk to Gorko and he is surprised to see that
Link made it inside.  He tells Link that he is going to explore inside and
return to the Sealed Grounds later.


                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
                      #20 Return to the Sealed Grounds
                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>

Take to the sky and head for the Faron Woods cloud opening.

-Cut Scene-
As Link drops through the clouds, Groose follows.  Groose grabs Link�s legs,
hanging on for dear life.  But even with the Sailcloth they crash land.
Groose is shocked at what he sees around him.  Tiny birds, and a Goron.  He
rattles Link�s cage asking, �What�s going on here?�  Link explains it all to
Groose and tells him that Zelda is OK.  Groose is relieved.  He thinks this
place needs a name and tells Link it will be called �Grooseland�.

Groose tells Link that he does understand that the Priestess knows where Zelda
is.  Groose tells Link that he has done a great job and can go home now.
Groose will continue the search for Zelda on his own.  He plans to save Zelda,
then return her to Skyloft and be her boyfriend.  Groose turns and leaves to
find the Priestess. (Go to the temple and open the door)

As Link enters, he hears Groose is surprised to hear what the Priestess told
him.  Groose dares the Priestess to say it again.  The Priestess says, �I only
speak the truth.  You are not the one who will save her.  The spirit maiden,
your Zelda, can only be saved by another.  It has been his fate to do this
thing, and in doing so save us.  As it was decided long before you were
brought crying into this world�.  

Groose says, �Shut it grannie�.  He tells the Priestess, �If anyone is going
to save Zelda, it�s Groose�.  Groose then asks the Priestess, if he�s not the
one, then who is?�.  She tells him it is Link.  Groose does not believe it.
Link steps up to them and Groose says he thinks it is all a joke.  He says
Link is no hero.  Groose turns and runs away.

The Priestess greets Link and asks if he was able to catch up with Zelda.
Link explains what happened.  The Priestess tells Link that Zelda�s guardian
is named �Impa�.  Now that the Time Gate is destroyed, there is only one way
left to find them.  She tells Link that he must make use of the harp, given to
him by Zelda.  The Priestess then teaches Link how to play the harp and the
�Ballad of the Goddess�.  At the bottom of steps, a stone slab rises out of
the floor.  The Priestess says, �The melodies it brings to life have the power
to produce a variety of strange and worldly effects�.  The Priestess tells
Link that the slab before him is the �Gate of Time�.  It is the last of its
kind and is the only portal between this world and that where Zelda is.  The
building begins to shake.  The Priestess feels that the seal has been broken.
She tells Link she will explain later and for him to rush to the bottom of the
pit outside. (Go to the doors and open them)

Groose and the Priestess are outside.  Groose is scared.  The Priestess tells
Link to check the �Sealing Spike� at the center of the pit, with caution.
(Drop down to the pit and walk toward the spike)  Dark fumes are coming from
the Sealing Spike.  Suddenly a monstrous creature emerges from below.  It is
the �Imprisoned�.  The same creature Link had seen in his dreams at the
beginning.  The Priestess, standing high above on the cliff, confirms the seal
has broken.  She tells Link that the Beast can not be allowed to escape the
pit.  It must not reach the temple.
-End Cut Scene- Finally

____________________________________________________________________________
))))))))))))))))))))))))))) THE IMPRISONED BEAST (((((((((((((((((((((((((((
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Attack the Beast's white toes, three on the front and one at the back of each
leg.  With the toes destroyed, the Beast will fall to the ground.  The Sealing
Spike is protruding from its head.  Run to its head and drive the spike in.
This will cause damage, but not destroy him.  Attack the toes again.  When the
Beast falls, it will start to crawl up the circular path while growing new
toes.  Use the geysers to get up to the path and ahead of the Beast.  Attack
the toes again and drive the spike back in.  The Beast takes more damage.
Repeat the attack.  This time the Beast sends out a stronger electrical pulse
each time its foot hits the ground.  If Link is close, he will lose a few
hearts.  The third time the spike is driven in, the Beast turns bright white
and explodes.  The spike falls into the opening at the bottom of the pit.  The
Priestess tells Link to strike the Sealing Spike with a skyward strike to
restore the seal.  Do so and the spike is set.  A triangle appears.  With the
sword, make a left diagonal slice, a right diagonal slice and a horizontal
slice to make the seal permanent.

-Cut Scene-
Groose is now behind Link and says �Nice going�.  The Priestess walks up to
Link and tells him how impressed she is, but Link has only gained a little
more time in which to act.  She tells Link that the Beast has great power and
that the seal may give way again soon.  She asks Link to return to the Sealed
Temple, as there is much to discuss.  The Priestess and Link walk away leaving
Groose alone in the pit.

They walk up to the �Gate� (slab) and the Priestess tells Link it is sleeping
for now.  To wake it, will require great power.  She feels a skyward strike
might do it.  As Link starts to walk up to the gate, the Priestess stops him
to say that his sword lacks the power needed.  She says that Link and his
sword must grow together.  Then her words are:

�Faron Woods�Eldin Volcano�and Lanayru Desert�
a sacred flame is hidden somewhere in each of
these lands.  Seek them out, and purify your
sword in their heat�.  Only then �Will it be
fully imbued with the Great Power�.

She tells Link that there are clues to finding the Sacred Flames in the lyrics
of the Ballad of the Goddess.  She tells Link to return to Skyloft to find
someone who has knowledge of the Ballad.

Link has a vision of Zelda playing the harp.  Groose walks up to the Priestess
and nods his head.  As Groose turns to leave, he says, �I guess you got it all
figured out, grannie�.  Groose feels he is useless, but the Priestess says he
is not and he has a role to play in all this.  Groose leaves the temple. (open
the doors of the temple)

Link is outside walking toward Groose.  Groose tells Link that he couldn�t do
a thing and that he is totally useless.  Groose then runs up to a wall and
begins to pound it with his fist.
-End Cut Scene-

Head back into the Faron Woods, where Link will run into Gorko.  Talk to him
and he tells Link that �there are walls and statues that respond to beautiful
tones�.  Then Gorko asks Link if he has heard of a �Blessed Butterfly�.  Say
�Nope�.  Gorko tells Link that it is blue and they have some kind of sixth
sense.  Gorko goes on to tell Link that certain walls, called �Goddess Walls�,
have things within them only accessible by the hero.  Leave the area and
return later.

Go back to the Faron Woods, where Link will run into Gorko again.  He tells
Link that he has found some, Blue butterflies that is.  But Gorko can�t carry
a tune.  Walk up to the spot and strum the Goddess Harp.  A �Gossip Stone�
will appear.  It tells Link that butterflies gather near Gossip Stones.  Now
head back to Skyloft.


                      <<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>
                      #21 Skyloft - Clues in the Ballad
                      <<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>

Go to the Academy and talk to Zelda's father, the Headmaster.  He will ask how
things are going down there and if Link is any closer to finding Zelda.  He is
curious why Link wants to know the lyrics to the song Zelda sang at the
ceremony.  He can�t carry a tune so he recites the words:

�Oh youth, guided by the servant of the
Goddess�unite earth and sky, and
Bring light to the land.�

He says that�s the first part and there is a second verse.

�Oh youth, show the two whirling sails
the way to the light tower...and
before you a path shall open, and a
heavenly song you shall hear.�

The Headmaster tells Link that the light tower does exist but he has no idea
what the whirling sails could be.

Go up behind the Scrap Shop owner's house to a windmill and talk to Kukiel�s
father, Jakamar.  He thanks Link for finding Kukiel and mentions that he likes
to go to the Lumpy Pumpkin for soup.  Walk up to the windmill and Jakamar will
call out to Link.  He sees that Link is interested in the windmill.  Jakamar
tells Link that it was designed to be turned in any direction.  It once had a
propeller to do it, but it fell off years ago and is beneath the clouds.

Fi appears and suggests that Link find the propeller.  Jakamar tells Link he
can put the propeller back on but wonders how Link could ever find it.  Then
he remembers that Gondo told Jakamar that someone in his family once had a
flying robot to haul junk from beneath the clouds.

Go to the Bazaar-  As Link passes the Fortune teller, he calls to him.
Sparrot tells Link that he will use his mystical vision to find answers for
him.  Pay her 10 Rupees.  Sparrot tells Link he sees structures with whirling
sails turned toward a tower.  Now talk to Gondo at the Scrap Shop.  He can see
that Link has a favor to ask.  He asks Link if it�s about the old robot.  He
then understands that Link needs it to pick up something.  Gondo calls the
robot �Scrapper�.  He tells Link that extract from an Ancient Flower will
revive the robot.  Link gives him the Ancient Flower and he extracts its oil.
Gondo then works on the robot and it is soon flying and talking.  Scrapper
asks who the green-clad kid is?  Gondo tells Scrapper that Link saved him, and
he should be thankful and help Link.

Scrapper does not want to help a kid.  Fi appears and gives Link the material
for dowsing the propeller.  She tells Link that he can not carry the propeller
in his pouch while returning to the sky.  Scrapper interrupts and talks to Fi.
Scrapper agrees to carry anything, anywhere.  Scrapper refers to Link as
�Master Shortpants� and offers his assistance.  Scrapper tells Link that he is
in tune with Fi's thoughts.

While in the Bazaar, stock up.  Get the shield repaired, upgrade the bomb
bag, buy some potion and have one infused.  See the Gear Peddler.  He has the
�Sacred Shield� in stock for only 500 Rupees.  Buy it.  Leave the Bazaar and
take to the sky.

Open the map to see three treasure chests that the Goddess Cube energy has
made accessible.  Go to island #7 and land outside.  Open the chest to receive
the �Heart Medal�.  Interestingly enough Link will receive another Heart Medal
when he opens the silver treasure chest at island #2 later in the game.  Now
go to island #3, Beedle�s place.  Land on top of his house and open the chest
to find a piece of heart.  Then we return to island #4.  Land on the lower
level and open the chest in the cave blocked by boulders.  Link will find a
Silver Rupee.

Go to Pumpkin Landing and talk to the innkeeper, Pumm.  He has another job for
Link, picking pumpkins.  Go out the back door to the pumpkin patch and talk to
Kina.  She is happy to hear that Link will be helping her.  Kina tells Link it
won�t be easy because she wants him to start by carrying five pumpkins at one
time.  It�s tricky.  When Link is finished, go back to Pumm.  He will be
impressed, but Link isn�t done working off the debt.  He tells Link he needs
time to think about Link�s next job.  Now go to Eldin Volcano. 

                     
                      <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
                      #22 Eldin Volcano - Propeller
                      <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>

Descend to the Temple entrance and turn left.  Go past the rock outcropping
and turn left to the down slope.  Go down and to the right.  Walk to the
propeller and Fi will appear to confirm it is the one needed.  She tells Link
to use the robot.  She calls for it.  A few moments later, Scrapper arrives.
Scrapper picks up the propeller and tells Link he will be waiting in the sky
and not to take too long.  Go to the Bird Statue and back to the sky.


                      <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
                      #23 The Windmills of Skyloft
                      <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>

When Link lands on his Loftwing, Scrapper will be right behind him.  As Link
approaches Skyloft the scene cuts away to Link landing near the windmill and
Scrapper following with the propeller.  Jakamar is standing nearby.  Scrapper
drops the propeller and tells Link to call him anytime.  Jakamar asks Link
about the robot.  He then sees the propeller and realizes that the Gondo
family story is true.  Jakamar installs the propeller and tells Link he needs
to find a way to spin it.  Jakamar�s wife calls for him and he leaves.

Equip the Gust Bellows and use it to spin the propeller.  When the windmill is
aligned with the light tower, it will stop and a green light, near its top,
will light.  Go to the West side of Skyloft to the other windmill and do the
same.  A gazebo will rise from the top of the light tower.  Climb to the top
of the tower and strum the Goddess Harp once.

The symbol of the Goddess will appear.  Fi will also appear nearby.  Strum the
Goddess Harp to the beat of the radiant coming from the Goddess symbol.  

-Cut Scene-
Fi is in amazement as Link plays the Goddess Harp with the prowess of a
seasoned musician.  The gazebo rotates and locks in place to show the sun
light through a focused lens.  The powerful beam shoots into a tall cumulus
cloud, called �Thunderhead�.  Fi tells Link that the beam should lead him to
clues as to where the three flames are.
-End Cut Scene-

Follow the light beam and fly into the cloud.


                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
                      #24 Thunderhead � Isle of Songs
                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>

Link enters another world.  Instead of Loftwings flying about, he is attacked
by flying dragons.  There are seven islands here.

Island #1 is in the South/West area and is vacant.  

Island #2 is also in the South/West and due West of #1.  It has two soft soil
spots with hearts and Rupees.

Island #3 is also South/West and due North of #2.  It has a small castle like
structure with jars, hearts and hornets.  The perimeter is fenced, but has
several platforms.  One very small wooden platform has a treasure chest.

Island #4 is West and is due North of #3.  It is round with a small landing
area on its South side.  Here is a yellow soft soil spot that is empty.  On
two other sides are caged areas, each with a treasure chest and a yellow soft
soil spot.

Island #5 is the North Island called the �Isle of Songs�.  It has a very tall
building and four small isles nearby.  There is a treasure chest on its roof
and one at its base.  Open this one for a Gold (300) Rupee.

Island #6 is nearly due East of #5.  It has two structures with an arched roof
on each.  One is tall, the other is short.  Beneath the short structure is a
soft soil spot.  Dig it up to open a jet of air.  This will carry Link up to
the arch where he will find a treasure chest containing an Evil Crystal.  The
other structure has a vine-covered wall with several Walltulas spread about.
In the arch is a treasure chest.

Island #7 is South of #6 and South/East of #5.  It is covered by a rainbow and
has heart plants all around its edge.

Now go back to the Isle of Songs and land on the larger, of the four isles.
Fi appears.  She tells Link she has memories of this island, and it may have
been left by the Goddess, for Link.  Fi does not know how to get in the
building and suggests that Link investigate.
Nearby is a stone that reads:


�Rotate the center pedestal to
complete the bridge that allows
you to step to the Great Tower
on the Isle of Songs�.

To the left of the center pedestal is a device with three gemstones.  Looking
down on the isle, there are three rings around the center pedestal.  Each ring
has a square pedestal.  Each ring also has a symbol or marker on it.  The
middle and inner square pedestals have a slab in front of them.  Using the
center control pedestal, move the outer square pedestal to the left and in
line with the inner square pedestal.  Now strike the gemstone on the right and
the middle slab moves to the right marker in the middle ring.  At the same
time the slab in front of the inner square pedestal disappears.  Use the
center control pedestal to move all three square pedestals simultaneously.
When the middle square pedestal hits the slab, STOP.  Push one more time on
the center control pedestal and all three square pedestals will be in line.
Now strike the center gemstone.  The slab in the middle ring disappears and a
slab appears in each of the other two rings.  Now push the center control
pedestal one time so that all three square pedestals move one space.  Strike
the gemstone on the right once again for the middle slab to return and the
others to disappear.  Link can now use the center control pedestal to move all
three square pedestals to align the bridge.  Cross the bridge and enter the
crawl space.

Go down the walkway to its end.  Standing in the circle, look forward to see a
Goddess Symbol.  Use the skyward strike to activate the symbol.

-Cut Scene-
A large Goddess Statue rises from the depths.  Fi appears and tells Link that
she has a message from the Goddess that was given to Fi long ago.  Fi tells
Link it was intended for him and it reads:

�He who seeks the Sacred Flames, listen
well, for I guide you from my place at
the edge of time.

The Sacred Flames are three in number.
To obtain them, you must also earn
Relics known as the three Sacred Gifts.

For each trial you overcome, you shall
Be blessed with one of the gifts�
Make use of the Power of these Gifts, 
and you will find your way to the
Purifying Sacred Flames.

Now I bestow unto you a melody.
It will serve as a key, opening the
First trial that awaits you deep in the
Wilds of Faron Woods�.

Fi goes into a flying dance while a stream of light radiates to Link.  Link
begins to play the Goddess harp while visions of Loftwings fly above him.  Fi
tells Link the song is called �Farore�s Courage�, and its rousing melody will
guide him.  The Goddess Statue sinks into the depths and Fi confirms what was
told by the Goddess.  Fi has given Link the dowsing ability to find the gate
to the first trial.
-End Cut Scene-

Take to the sky, leaving Thunderhead the same way Link came in, and go to the
Faron Woods.


                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
                      #25 Gate to the First Trial
                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>

Drop into the Faron Woods via the Sealed Grounds landing point.  Fi will
appear to say that the gate is nearby.  Go to the Sealed Temple and talk to
the Priestess.  She feels that the seal will not last long and the Beast will
break through.  She also tells Link that Groose is hard at work preparing
something for the next assault.  She tells Link he must move fast.

Leave the temple and go to the valley that is North/East of the pond with the
cave underwater.  Link will see Blue Butterflies hovering over a barren area.
Walk over to the area and strum the Goddess Harp.  Fi will appear over a
medallion that is emitting a pulsing light ring.  Strum to the beat of the
light ring and bright leaves will radiate from the medallion.  Fi confirms the
mark.  Step over the mark and thrust the sword downward.  The whole area is
transformed into a new realm.  Fi tells Link that she can not follow him
because this trial calls to him only.

Areas like this are known as �Silent Realm�, accessible only to the chosen
hero.  This trial, �Farore�s Silent Realm� tests Link�s courage.  Link will be
undertaking the challenge in spirit only.  Link receives the �Spirit Vessel�.
It represents his spirit.  Link must fill the vessel to complete the trial.
He must look for the �Tear of Farore� to fill the vessel.  There are many of
them in this world.  Link turns and Fi points to a Tear of Farore saying he
needs to collect 15.  She says it is not an easy task and that he should not
step out of the protective circle he stands in, or the �Guardians� will pursue
him.  Link will fail the trial even if hit just one time by a Guardian.

The task is not all that difficult.  Link must be aware of several types of
guardians and alarms.  The �Flying Sky Watchers� hover overhead casting a
bright light.  If Link is caught in the light, all the guardians will be
alerted.  The �Earth Watchers� are stationary, but if Link gets too close they
too will set off the alarm.  There are two trees surrounded by liquid called
�Waking Water�.  If Link touches the water the guardians will be alerted.  One
tree has a log crossing the water.  The other tree has water that rises and
falls like the tide.  When it's down, Link can pick up the Tear.  Spread about
the land are �Light Fruit�.  When picked, all the Tears will send up a light
beam indicating their location.  The beam only lasts a short time.  As soon as
Link steps out of the circle, the alarm is set and the Guardians come after
him.  As soon as Link grabs a Tear the alarm is turned off, but only for a
period of time, say 45 seconds.  Look at the top of the vessel on Link�s
heads-up screen to see a flower.  As time runs down the leaves turn dark.
This happens every time Link picks up a Tear.  Also note that every time Link
picks up a Tear it will be shown on his map.  This means that each time Link
fails the trial, the Tears he had found before will show up on the map.  This
makes it a little easier to find them the next time.

Now leave the circle and move straight ahead to pick up the first Tear.  Then
walk and dash to the left avoiding the Flying Sky Watchers.  Ahead is a Tear.
Leave it and go up the slope to the right and to a vine-covered wall.  This
leads to a ledge with a Tear.  Jump down and go to the wall across the way to
a crawl space avoiding the Tear there.  On the other side turn right and pick
up the Tear in front of Link.  Then go to the tree and wait for the liquid to
go down, then pick up another Tear.  Just keep up this pace watching the
flower clock and Link will have all the Tears in no time.  When Link picks up
the last Tear, he still has to make it back to the circle to complete the
trial.  Link will receive the �Water Dragon�s Scale� as his gift.  This allows
Link to explore underwater.  Link returns to the real world and Fi appears
with her congratulations.  She tells Link that he now has the power to proceed
to the location of the First Flame.  Fi tells Link the flame is within the
Faron Woods.  Turn around and talk to the Elder Kikwi.  He notes that Link has
the Water Dragon�s Scale and suggests that Link look in places he couldn�t get
to before.  Turn to the left and walk to the water on the right.


                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
                      #26 The way to Lake Floria
                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>

Dive into the pond and into the tunnel.  Link emerges inside the giant tree
that was behind the Elder Kikwi.  Climb up the vine-covered wall in front of
Link and turn around to see several Froaks floating around.  Hanging from the
ceiling, are two platforms.  On the second platform is a Blue Bokoblin.  Equip
the Hook Beetle to destroy the Froaks and to scare the Blue Bokoblin.  He will
jump off the platform.  Leap onto a platform and equip the Gust Bellows.  Use
blasts of air to make the platform swing, then jump to the next platform.  Do
the same to reach the next ledge and then go in the tunnel.

Link emerges outside the tree on a wooden platform.  Turn left and climb up
several more platforms to find a vine-covered wall.  Take out the Walltula
using the Slingshot.  Climb up the wall to the left and drop down to another
ledge.  There are four more Walltulas to deal with and a hornet's nest.  Climb
up this wall and to the left to another ledge, and a tunnel.  Go in.

Link is back in the tree.  On the narrow pathway ahead is a �Wooden Shield
Moblin�.  To defeat him, toss a bomb his direction to blow away his shield.
Then shoot him with the Slingshot to stun him.  Now a few vertical slices with
the sword and he is done.  Go through the tunnel and Link is back outside.
There is a Bird Statue here.  Turn left and follow the path.  A Blue Bokoblin
calls for reinforcements and three Red Bokoblins show up.  Defeat them all and
pick up an Amber Relic in the alcove.  Continue up the path.  Soon Link will
hear something strange.  Fi will appear and ask Link if he heard it.  At the
end of the path, climb the vine-covered wall to another ledge.

Link walks out to an overhang and Fi appears telling him that he has reached
the top of the tree.  She suggests that Link look around to see if there is an
area he hasn�t explored.  Link and Fi turn their heads to see a new Kikwi.  Fi
thinks the noise they hear is the snoring of the Kikwi.  Hit the Kikwi with
the Hook Beetle to wake him up.  He is an old Kikwi hermit named �Yerbal�.  He
tells Link that he watches over the forest.  Yerbal asks if Link can see him.
Yerbal says that some Kikwis can�t see him.  He then asks Link what his
business is.  Link tells him.  Yerbal says that the flame is most likely
Farore�s Flame, which was given to the �Water Dragon�, a spirit who resides
over Faron Woods.  The flame is to be passed on to �the one from the sky�.
Yerbal tells Link that the dragon�s lair is deep in the lake in the South of
the woods.  The problem is that the gate is sealed shut.  Yerbal tells Link
that he can open the gate if he �Channels the Power of the Goddess into the
symbol carved into its doors.  But the symbol is incomplete and must be made
whole.  Link must find a complete symbol in the woods to know what it looks
like.  Yerbal puts a red �X� on the map and tells Link to search there.  As
Link turns to leave, Yerbal mentions that the dragon is �persnickety about
manners�so watch yours�.
____________________________________________________________________________
)))))))))))))))))))))))))))) SIDE QUEST (((((((((((((((((((((((((((((((((((( 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-Side Quest- 
Let�s let Link, take a moment to open two treasure chests and activate three
Goddess Cubes.  Follow the path back down to the overhang to the left.  Go to
the edge of the pathway where it meets the overhang on the low side.  Drop
down to a cliff below.  Walk across the tightrope and strike the Goddess Cube
with the charged sword to send its energy into the clouds.  Another Goddess
Cube is on a large branch of the giant tree that lies over the pond.  Go up
past the Bird Statue but before the last place Link dropped from.  Just short
of the first alcove, look to the edge of the path to see a dull point or an
angle curve.  Drop down from here to land on the branch.  Charge the sword and
strike the Goddess Cube to send its energy into the clouds. Go back through
the tree to the first �wooden� platform, turn left and up to the next large
wooden platform.  Look to the right to see another Goddess Cube.  Jump down
and strike it with the charged sword to send its energy into the clouds.
Finally go back through the water tunnel again and get on the first swinging
platform.  Turn to the left and use the Gust Bellows to get to the ledge.
Turn right and follow several ledges to a pathway.  Turn left and go into the
tunnel.  Watch out for Keese.  Link will be facing a Deku Baba.  Toss a bomb
to it and it's toast.  Leap to the Deku Baba�s location and turn right to find
a large treasure chest containing a Gold (300) Rupee.  Now leave the tree and
go to the North/West area that has a vine-covered wall leading to a ledge.  On
the ledge is a cave, blocked by boulders.  Blow up the boulders and open the
large treasure chest inside the cave to find a Blue Bird feather.
-End Side Quest-

Now go to the place on the map marked by the red �X�.  Near the observation
platform, on the floor, is the symbol Link is looking for.  Fi appears and
suggests that Link memorize its shape.  It has a ball or sun encircled by two
crescents on one side, one over the other. O)).  Go to the gate to see that
the ball or sun is missing.  Stand in front of the gate and raise the sword
skyward to charge it.  Then move the sword like a pencil to draw the circle.
The sun appears and the gate opens.  Walk to the end of the pathway and dive
into the lake.


                      <<<<<<<<<<<<<<>>>>>>>>>>>>>
                      #27 Water Dragon�s Lair
                      <<<<<<<<<<<<<<>>>>>>>>>>>>>

 Link is now in Lake Floria.  He swims through a tunnel to an open area.  A
weird looking creature sees Link and says �Ahh!  Another human!�.  It then
backs away, and goes underwater.  Swim to the next area to see another one of
these creatures.  Swimming further Link runs into the first one he met.  It
says stop following or he will tell her Excellence.  It slips through a
boarded opening and thinks it is safe on the other side.  Swim into the boards
using the spin attack to break them.  It is stunned.  It sees Link�s Water
Dragon�s Scale and thinks Link is an emissary of the Goddess.  It thinks Link
might be able to help the Water Dragon.  It tells Link that a weirdo came in
with monsters and went after her Excellence.  In the ensuing battle she was
injured.  The Water Dragon is healing but needs more special water to make a
full recovery.  Link is asked to talk to the Water Dragon.

Follow it through the tunnel and spin to break a boarded up exit.  It will
stop to say his friend isn�t there, and the path is blocked by a boulder.
There are a few Froaks swimming around.  Lure one of them near the boulder and
spin into it to cause it to explode.  The boulder is gone. In this pool there
are several caves blocked by boulders and one large pile of rocks at the
center.  Use the spin attack to hit Froaks to clear the boulders and rocks to
collect Rupees.  One is a Silver Rupee (100).  Follow Jellyf to another area.
On the other side of this area is a barred gate that Link can not get past by
swimming.  Go to the opposite side, turn and dive.  Swim straight toward the
gate and then head for the surface.  Before reaching the surface do a spin
attack.  Link will fly out of the water and over the gate.  I call this a
spin/jump.  Jellyf says the Water Dragon�s Scale made it possible.  The other
side of this new area has a narrow crevice that Link can not pass through.
There is a ledge above the crevice.  Do a spin/jump to reach it.  To the left
is a Bird Statue.  In the center is another water chamber.  Follow the path to
the left a short distance and turn left again.  Take this path to a large
treasure chest that contains a �Goddess Plume�.  Go back to the main path and
back to the Bird Statue.  Follow the pathway between the two pools of water
back and over the archway to find a Goddess Cube.  Strike it with the charged
sword to send its energy into the clouds.  Now back to the Bird Statue and
into the water.


Follow Jellyf through another tunnel to another chamber.  A large fierce
looking fish appears.  Jellyf tells Link that this fish is one that the weirdo
had brought with him.  Do a couple of spin attacks and the fish is filleted.
On the other side of this chamber is a locked door.  Jellyf says, �At last,
we�re here!�  She uses the tip of her head like a key to open the lock.  The
doors then open.  Swim through the doorway and Link emerges in the main
chamber.

Go to the center of the chamber and climb onto the platform.  In the center
of the platform is a carved stone vessel shaped like an egg.  Inside is
�Faron�, the Water Dragon.  Talk to her.  She tells Link that he has intruded
into her home, where few are permitted.  She tells Link to explain how he got
there and to do it quickly.  She sees that Link has one of her Water Scales.
Faron says, that a sacred gift, like the scale, could only be carried by the
chosen hero.  She questions if Link is the one.

Link tells her of the hermit Kikwi, Yerbal.  Faron says, the next time she
sees him, he�s dinner.  She asks if Link is seeking the Sacred Flame.  She
feels a test is in order.  Faron tells Link that Ghirahim attacked her and
that she was wounded.  She is recuperating in the vessel of Sacred Water�.
But the water�s properties have diminished.  She asks Link to bring her a
fresh container of Sacred Water.  Do this and she will show Link the way to
the Sacred Flame.  Fi appears and gives Link the ability to dowse for this
water.

Leave the Water Dragon�s platform and spin jump to the ledge on the left side
of the chamber.  Turn left and follow the path to a large treasure chest
containing a Silver Rupee.  Turn around and follow the path back to its end
and leap to the ledge in front of Link.  Follow this pathway to the right to
its end to find another large treasure chest containing an Evil Crystal.  Turn
around and follow this pathway back to its end and turn right to leave this
chamber.

Upon exiting the Water Dragon�s chamber Link beholds a beautiful grotto fed by
a high waterfall.  Before Link, is a pathway leading to the middle of the
grotto.  Just beyond the waterfall is the entrance to a temple.   Turn to the
left to see Blue Butterflies.  Equip the Goddess Harp and strum.  A Gossip
Stone will appear.  Talk to the Gossip Stone and it will tell Link:

�They say drawing a symbol
of love upon certain walls
will heal your wounds.�

Looking toward the waterfall, walk past the medallion and down the steps.
 Turn and look to the left.  On the ledge to the left of the tree is a Gold
Rupee.  Equip the Hook Beetle to retrieve it.  Turn around and look to the
left of the tunnel Link entered from.  High on the ledge is a Goddess Cube.  
Go back up the steps, turn left and head for the Faron Woods.


                      <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>
                      #28 The Sacred Water at Skyview Temple
                      <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>

In front of Link is a large log, push it over the ledge to create a short cut
to this area.  Drop down and deal with the Wooden Shield Moblin.  Leave this
area and make it back to the entrance to the Deep Woods, then to Skyview
Temple.  The alternative is to use the Bird Statue at the grotto, go to the
sky and then return to the deep woods landing in front the Skyview Temple.
    
As Link enters the Temple, Fi appears to say that she detects the presence of
the Sacred Water.  But, unfortunately the dowsing ability is not possible
within the temple.  She estimates the Sacred Water is in the deepest part of
the temple and has marked the location with a red �X�.   Turn right and start
down the staircase.  A Quadro Baba will drop down from the ceiling.  Equip the
Hook Beetle to cut his vine.  Now cut a way through the spider web and a
stand of trees.  In front of Link are several Blue Butterflies and a soft soil
spot that contains Rupees.   Equip the Goddess Harp and walk toward the wall
near the Blue Butterflies.  The Mogma, Kortz, comes up from the soft soil spot
and tells Link he met him in the Volcano.  And he asks if Link is here to do
some treasure hunting.  Say �Yes� and he will ask if the Big Stone Guy tipped
you off.  Say �Tip� and Kortz will tell Link to strum a chord where
butterflies dance. Kortz disappears into the ground.

Go to the wall again, using the Goddess Harp, strum and a Goddess Symbol will
appear on the wall.  Kortz comes back up from the ground and tells Link that
he thinks Link is going to swipe all the treasure for himself.  But Link is in
for a disappointment.  Walk up to the symbol, raise the sword to the sky to
charge it and draw a heart.  About a dozen hearts, pop out of the wall to
replenish Link�s life.   Turn around and go through the large crawl space in
the wall. In the next large chamber are two Green Bokoblins and several
Froaks.  One Bokoblin is on a floating log and the other is on the pathway.
Take out the one on the pathway in the usual manner.  Equip the Hook Beetle to
blow up the Froaks and to knock the other Green Bokoblin off the log.
Continue down the walkway and go to the door on the left.

As Link enters the new room, Kortz will pop up out of a soft soil spot to tell
Link that he had a small key and lost it.  Kortz then tells Link he put it in
a hole, but can�t remember which one.  Turn around and leave this room the way
Link came in.  Follow the pathway to the door on the other side of the
chamber.  Enter this room, slice through the web and turn to the right.  Dive
into the water and go through a crawl space at the bottom of the wall, on the
left.  In the next room, look to the left and climb the vine-covered wall to a
large crawl space.  Walk forward to find a soft soil spot that contains the
small key.  Dig it up and leave through the small crawl space next to Link.
From this room, go to the center of the main chamber.  Turn right and jump
onto the floating log.  Now leap onto the vine-covered wall, up the steps, and
unlock the door.

In this next large chamber, go to the North end and into a hallway leading to
another smaller chamber.  At the top of the steps is a tightrope reaching the
other side of a deep void where two Green Bokoblins are standing.   They are
equipped with a long-range bow and arrow making Link an easy target.  Position
Link behind a mushroom to act as a shield.  Directly above the tightrope is
the curled branch of a tree with a bomb flower hanging beneath it.  Equip the
Hook Beetle to grab the bomb flower and drop one on each of the Bokoblins.
Now carefully cross the void using the tightrope.   As Link reaches the other
side, Kortz pops out of the ground again to say that he can not find any
treasure and there is nothing but water now.  Kortz then disappears into the
ground.  Walk to the door and open it.

As Link enters this chamber three Stalfos will assemble themselves.  To defeat
them, place a bomb nearby causing an explosion so that they will drop their
swords.  They will be stunned for a few seconds.  Get in as many slices as
possible before they pick up their swords.  The jars surrounding the room
contain hearts and bombs if needed.  Once defeated, the door at the North end
of the room will be aglow with the Goddess Symbol.  Go through the door and up
the steps.  Link enters an area he has been in before, the Skyview Spring.  Fi
appears to tell Link she detects the Sacred Water nearby.  Walk up to the
second waterfall feeding the spring.  Equip an empty bottle and scoop the
water.  Link now has a container of Sacred Water.  Fi appears and suggests he
take it back to the Water Dragon as soon as possible.


                      <<<<<<<<<<<<<<>>>>>>>>>>>>>
                      #29 Water Dragon�s Promise
                      <<<<<<<<<<<<<<>>>>>>>>>>>>>
   
Link is now outside the Skyview Temple.  Get Link back to the Water Dragon�s
Lair as quickly as possible.  Get on the central platform, walk up to the
vessel and talk to the Water Dragon.  She will confirm that the water Link
is carrying is what she needs and asks Link to pour it in the vessel.  Link
pours the water into the vessel and the Water Dragon submerses herself in the
water.  The vessel begins to rumble and the revived Water Dragon emerges.  She
stands tall, healed and whole once again.  She thanks Link and tells him she
will grant him the favor to lead him to the Sacred Flame.

Now outside her chamber, in the grotto, Link stands before the Water Dragon.
She says to Link �Behold� as she raises her hands.  The waterfall recedes
revealing the entrance to the �Ancient Cistern�.  The Water Dragon bids Link
farewell and vanishes from the grotto.  Dive into the water and use a jump
spin to land at the entrance.


                      <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>
                      #30 Ancient Cistern & the Sacred Flame
                      <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>

Link walks down a dark, torch lit hallway and enters a large chamber with a
structure shaped in the image of a Buddha.  At its base is an entrance door,
chained and locked.  To the right of this door is a stone marker that reads:
 
�Carved into the great statue
Are inscriptions of gratitude.
They reveal the secret order of
this temple.

First the back, then the rear, 
Then the back of the right hand, 
And finally the back of the left hand.�

Swim to the back of the Buddha to see an archway underwater.  Inside the
archway is a pattern on the wall like that of a flower.  One of the petals is
painted blue.  Above the archway and above the water is another pattern of
petals with one painted blue.

Swimming over the Buddha�s hand will cause it to close and Link may be caught.
By using the spin attack to pick up the Silver (100) Rupee, the hand will
close and lock, revealing the position of petal.  The positions on these petal
designs are twelve, six, nine and three.

To the West side, of the chamber, is a high waterfall with a lever to the
right and one behind it.  Just to the left of the waterfall is a high ledge
with another lever, a Bird Statue and a stone marker.  To the right of the
waterfall, continuing around to the East side of the chamber, are numerous
ledges.  Several with iron barred doorways and one with a vine-covered wall
above it. On this side of the chamber is an Ironed Gated doorway with a lever
on the wall to the right.  Run up the wall and pull the lever to open the
door.

Link is standing on a balcony above a pool of lily pads.  On the opposite side
of the room is a column of water that leads to a walkway that can be used to
return to this door.  Drop down into the pond and turn to the left to see two
large Skulltulas hanging from their webs.  The best way to defeat them is to
use a spin attack against the web.  The Skulltula will climb down to make its
attack.  As it approaches, use an upward thrust to flip it on its back.  �Z�
target the Skulltula and use the fatal blow attack.  Continue down the hallway
through a doorway and turn right.  To the left, a short distance away, is
another stone marker that reads:

�Strike the gemstones pointing in 
four directions wisely.  The way
will open for one who knows
the temple�s secret order.�

Walk up to the door and look closely.  There is a pointer with several red
gems.  It is in the 12 o�clock position.  In the center are four gemstones in
a small cluster, one at each position, 12 o�clock, 3 o�clock, 6 o�clock and
9 o�clock.  Equip the sword and strike these gemstones at 12, 6, 9 and 3.  The
door will then open.

In this room there are seven lily pads in the water and two Skulltulas hanging
from the ceiling.  Equip the Hook Beetle to cut the web of each Skulltula.
They will drop to the water and explode.  On the right side of the room are
two huge ledges with vine-covered walls below them.  The one in the lower
right corner has a Red Rupee in the cave below it.  Climb the vine-covered
wall, and drop down on the lily pad to flip it over, giving Link access.  The
vine-covered wall in the upper right corner has a Walltula.  Hit it with the
Hook Beetle and climb to the ledge.  Look down at the lily pad at the North
center of the room and drop onto it to flip it over.  The exit is below the
lily pad.  There is an underwater tunnel to the left of the room that has a
few Rupees.

Swim into the tunnel and turn right.  Spin into four boarded up barriers, and
turn right to enter another room.  Climb the vine-covered wall, then up the
steps and open the door.  Walk to the end of the balcony and open the large
treasure chest to find a small key.  Leave this room and go back to the main
chamber.  Go to the Buddha statue and open the door.  Link enters and looks
far to the top of the statues high ceiling.  He sees a lock.  Fi appears to
tell Link that she has found a locked door near the top of the statue.  There
is a walkway circling this room and a platform on the other side.  On the
platform is a raised grate and a four-blade paddle, or maybe it is a key.
Below is another room with a raised grate, a paddle and a door.  As Link drops
down, a �Stalmaster� assembles itself.  It has two swords, like that of a
Stalfos.  Using a bomb or a thrust attack only seem to irritate him.  After a
few attacks, he grows two more arms holding swords.  The only way to defeat
him is to attack when he raises his arms in readiness to strike.  With the
Stalmaster out of the way, leave this room.  Open the large treasure chest to
receive the �Whip�.  Go back into the lower room of the statue.  Walk up to
the paddle and equip the Whip.  Hit the paddle and yank horizontally and it
will turn, allowing a column of water to rise from the grate.  It is a valve.
Ride the water column to the walkway above and do the same to the valve there.
Ride the new water column to another circular walkway having another grate,
valve and door.  Use the whip and do the same with this valve.  Ride the
column to another walkway.  Before Link is a stone marker that reads:

�Look for a key that lies
Beneath the earth.�

Fi appears to tell Link that the key mentioned here, is the key required to
unlock the device ahead.  The lock that Link saw earlier is to his right and
there are steps to his left.  Drop down, using the sailcloth, and ride the
water columns.  Either to the first level to go outside, or to the second
level that takes Link to a balcony that is just below the Buddha�s mouth.  
Get back on the walkway near the chamber entrance and follow it around the
East side.  Go up several ledges to see what looks like a coat hook, mounted
on the wall.  Equip the Whip to swing to the next ledge and to the next.  Go
to the end of this ledge and open a large treasure chest to find the �Dungeon
Map�.  Turn around and a �Furnix� will attack Link.  It is a spirit bird that
consumes fire and expels fireballs.  Equip the Whip and hit its tail.  Yank it
down to the ground and attack with the sword.

Drop into the water and swim to the waterfall.  To the right of the waterfall
is a flipped lily pad with its tentacles pointing up.  Climb on the lily pad
in front of it.  Equip the whip and strike the tentacles.  Give the whip a
yank to flip the lily pad over.  Leap onto the lily pad and equip the whip
again.  To the right of the waterfall is a lever.  Use the whip to yank it
down.  A gate will drop, closing off the waterfall. Dive into the water and go
into the tunnel at the base of the waterfall.

Link emerges in a small room with a barred door and a Skulltula.  Defeat the
Skulltula and then walk around the sculpture of a fish to find a treasure
chest containing a Red Rupee.  Walk back to the Iron barred doorway blocking
the way to the next room.  Look to the left of the next doorway to see a
lever.  Strike and yank it to raise the bars.  In the next room is a deep
water pit and several ledges with a rotating stone column between them.  On
the right is a Green Bokoblin with a bow and arrows.  Take him out quickly.
On the left side of the water pit, are Blue Butterflies.  Walk to the wall and
strum the Goddess Harp.  A Goddess symbol will appear.  Raise the sword,
charge it, and draw a triangle.  Bombs will appear.  Go back to the ledge on
the right side.  Equip the Whip and swing to the vine-covered wall.  Climb to
the top and toss a bomb to the two Quadro Babas to dispose of them.  

Look slightly to the left to see the huge rotating stone cylinder covered in
vines.  Quickly jump onto the vines and climb up half way, and then drop down
on the platform on the other side.  Take out the Green Bokoblin here.  Walk to
the edge of the platform where there are vines. Equip the Hook Beetle and
dispose of the Walltula on the vines of the opposing wall.  Now equip the Whip
and get on the hook mounted on the wall.  Stop Link from swinging and line up
with the lever on the left side of the opposing wall.  Swing and grab the
lever to pull it down.  A barred gate will open above the vine-covered area of
this wall.  Climb back up to the previous ledge using the vines.  Again equip
the Whip and swing to the vine-covered wall.  At the top, toss a bomb to the
three Deku Babas and they are toast.  Equip the Whip and give a yank on the
valve.  A door opens at the bottom of the deep, water pit.  Step out the
doorway to a balcony and jump in.

Link is sucked into the whirlpool and emerges in a room with Skulltulas
hanging from the ceiling.  The floor of the room is filled with water and has
several lily pads floating about.  On the opposite side of the room is a
barred wall.  Equip the Hook Beetle to cut the web of the Skulltulas.  As the
Skulltula falls it hits the lily pad and flips it over.  It then rolls into
the water and explodes.  A tunnel below the barred wall is now open.  Swim
into it to get on the other side.  To the left is a locked door.  To the right
is another barred wall.  On the other side of the wall is a Green Bokoblin.
Equip the Whip and �Z" target him.  Give the Whip a yank and Link now has a
small key.  Leap across the channel of water and unlock the door.  As Link
enters this area he looks to the left to see a large treasure chest at the
bottom of a pit.  Fi appears to confirm the presence of the chest and that it
likely contains the key Link needs.  Follow the water channel and dive in the
water.

Link is sucked into a large pipe and comes out in a chamber that is North of
the main chamber.  Go to the Iron barred gate at the end of the chamber and
pull down on the lever to the right.  This raises the bars.  To the left of
the chamber is a ledge that Link can spin/jump onto.  From the ledge, flip the
upside down lily pad using the Whip.  Get on the lily pad, dispose of the
Walltula on the vines and jump on the vine-covered wall.  At the top turn left
and go up the steps to find a Quadro Baba.  Give him a bomb for lunch.  Walk
to the balcony edge and look down to see a lily pad in the center of the
chamber.  Jump down on the lily pad to flip it over.  Now Link has access to
the tunnel below the lily pad.

The tunnel comes up at a staircase on the West side of the chamber.  Go up the
steps and dispose of the hanging Deku Baba, using the Hook Beetle to cut its
vine.  Turn right, equip the Whip and walk up to the valve to open it.  A
water column rises from the grate in the tunnel below the lily pad.  Go to the
other side of the chamber and up the steps to the balcony.  Equip the Whip to
flip the lily pad back over.  Cross to the next walkway and follow it to a set
of steps.  At the top of the steps follow the hallway to an Iron Gated
doorway.  Use the Whip to pull down the lever on the right.  When the gate
opens go out and a Furnix will attack.  Use the Whip to pull it down and
defeat it.  Turn to the right and look at the wall to see a vine-covered area.

Climb down the vines to a ledge directly under the one Link is on.  Open the
treasure chest to find a Red Rupee.  Get back on the vine-covered wall and
cross over two more vine areas to reach the next ledge to the South.  Equip
the Whip to turn the valve.  The grate below will have a column of water rise
from it, giving Link access to the ledge from the main chamber.  To the left
of the valve is a lever.  Hit it with the Whip and pull down.  The Buddha
statue will lower into the water.  The entrance that Link used before has
disappeared and the second level door is now at water level.  Go in the new
entrance of the Buddha statue and drop down, using the Sailcloth.  Go out the
door.

Link is in a large cavern with pools of red/black liquid all around.  As Link
moves forward, several �Cursed Bokoblins� emerge from the ground.  They are
startled by shiny things, like the Sacred Shield.  Cursed Bokoblins can not
be destroyed by any ordinary hits with the sword.  They just get back up and
attack.  Link must use the fatal blow when they are down, to destroy them.
Use the Hook Beetle to pick up skulls floating in the red pools to get hearts.
 Don�t touch the liquid or Link will be �Jinxed� for a short period of time.

Turn left and follow the pathway to a tunnel.  Watch out for Fire Keese.  When
Link sees the Blue Butterflies, equip the Goddess harp and strum a few bars.
The Goddess Symbol will appear on the wall.  Raise the sword to charge it.
Draw a triangle on the wall to receive hearts.  Further ahead is a wall of
flowing red liquid and a stone marker that reads:

�A gemstone shines deep within
the eye.  Strike it to shut the
mouth and dam the flow.�

Go back through the tunnel and turn right to see a line of lily pads.  One
will have to be flipped back over.  Now on a large platform, equip the Hook
Beetle and send it into the eye above the waterfall to strike the gemstone
inside.  The fall of red liquid stops.  Ahead of Link is a narrow walkway.
Look to the left to see a pedestal with a boulder on top of it.  Equip the
Hook Beetle and pick up a bomb flower from inside the tunnel.  Drop the bomb
flower on the boulder to clear the way.  Walk midway to the end of the pathway
and turn left.  Use the Whip to swing to the pedestal.  Before Link are two
huge rotating cylinders covered with vines.  Jump onto the vines and climb to
the top.  Leap to the next cylinder and drop down to the ledge on the other
side.

Follow the pathway to the right and leap to a vine-covered wall.  At the top
is an Iron Gate blocking the way.  Look to the right to see a lever.  Equip
the Whip and yank the lever to the left.  This will change the rotation of the
stone wheel below.  Jump down on the stone wheel and race across it to the
pathway on the other side.  On the way up the path, take out a couple of
Cursed Bokoblins.  In front of Link is another huge rotating cylinder covered
in vines.  Jump onto it and then quickly drop down to the pathway on the left.
At the end of the pathway, leap to the vine-covered wall.  At the top is the
same Iron Gate blocking the path.  Look to the left to see the lever.  Use the
Whip to flip it to the right.  The stone cylinder will reverse direction.
Jump down to the pathway and onto the stone cylinder.  Quickly drop onto the
pathway on the other side.

This leads to a round cavern with a bright light shining down and a rope
hanging above from the center.  To the left is a tunnel with a valve.  Next to
the valve is a ledge with another cavern below.  It�s the one Link first
entered.  Equip the Whip to open the valve.  A column of water will rise from
a grate below giving Link easy access to this tunnel.  Go to the center of the
cavern and climb the rope.  Cursed Bokoblins will come out of the ground and
try to follow.

At the top is a stone maker that reads:

�Return the stone giant to its
original form and descend
below the earth again along
the thread.
There you will find the key to
The path ahead.�

Link is actually in the main chamber on the first ledge to the left of the
chamber entrance.  Walk to the wall on the right and pull the lever down.  A
short ledge extends out to the lever that lowered the Buddha statue.  Walk up
to the lever and use the Whip to flip it up.  The Buddha statue will rise.  Go
back down the rope into the round cavern.  Turn and go through the tunnel to
the first cavern.  Look to the left.  The door to the Buddha is gone and a
large treasure chest sits at the bottom of the pit.  Open the chest to find
the �Blessed Idol�.  It is a wooden statue that can be used to open the lock
at the top of the Buddha statue.  Suddenly an army of Cursed Bokoblins come
out of the ground and the Buddha statue begins to lower into the pit.  Equip
the Sacred Shield and move quickly to the ledge before the statue sets down.

Now outside the pit, go in the statue and raise the water columns to the top.
Insert the key in the lock and the doors above open.  Turn to the left and go
up the steps to find four valves.  Open the valves in a clockwise order and
the Buddha statue rises through the chamber ceiling.  Before Link is a
staircase.  Go up the stairs.

-Cut Scene-
Link is in a large room with many pedestals and valves surrounding a globe
containing a red gemstone.  Sitting above the globe is Ghirahim.  He says �You
certainly are persistent�I�m terribly busy trying to find the clues that will
help me revive the demon king.  Your incessant buzzing around my head like
some irksome gadfly when I�m THIS busy is�Well, it�s making me very
disagreeable.�  Ghirahim disappears.  All the pedestals and valves in the room
move toward the globe and assemble into the -Ancient Automation � Koloktos.
-End Cut Scene-

____________________________________________________________________________
)))))))))))))))))))))) ANCIENT AUTOMATION - KOLOKTOS (((((((((((((((((((((((
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

It looks like an Indian goddess statue with six arms.  Several arms have
curved bladed axes.  Two of the hands cover the center of the body that
contains the red gemstone.  This is its weakness.  The joints of its arms have
the paddle valve assembly.  By striking the vale assembly with the Whip and
giving it a yank, the arm falls off.  Do this to several arms and the red
gemstone will be vulnerable.  Strike it with the sword as many times as
possible.  The debris on the floor hampers Links movement, so be careful of
strikes from the axes it wields.  One hit takes a heart away.  After each
attack from Link, Koloktos will reassemble its arms.  After several attacks by
Link, Koloktos will assemble legs and put bars over the red gemstone.  It can
now follow Link and attack with all six arms at the same time.  Wait for him
to make an attack and several of his swords are stuck in the floor.  Equip the
Whip and remove three arms.  Quickly pick up a large Gold sword and take two
horizontal slices to Koloktos�s legs.  With his legs gone, use the Gold sword
to remove the other three arms.  Strike the bars covering the gemstone and
hack away.  Koloktos will reassemble and then send three Cursed Bokoblins
after Link.  Use the Whip to stun them.  Koloktos will try to strike out at
Link only to take out the Cursed Bokoblins.  Repeat this attack a few more
times and Koloktos will be destroyed.  A heart container will float down.
Pick it up and go through the glowing door.    

-Cut Scene-
Link is inside a small round chamber with steps leading to a Goddess symbol
embedded in the floor.  In front of Link is a Goddess Symbol floating inside
an altar.  (Raise the sword skyward to strike the symbol)  It spins and a tall
green flame shoots up into the air.  Fi appears in front of the flame and is
engulfed by two balls of the flame, becoming one.  This ball of flame bounces
to the walls and then to Link�s sword.  Fi instructs Link to raise his sword.

As Link raises his sword the green flame encircling Fi engulfs the sword.  It
glows green for a short time and then shines bright.  Link is told that the
Flames of Farore made the sword longer and sharp enough to do twice as much
damage.  Link holds the sword high and then masterfully puts it in its sheath.
Link looks at his hand to see the image of a triangle light up.  One corner is
aglow.  Fi appears to confirm the improvements to Link�s sword.  She tells
Link that he is ready to learn a new melody and should return to the Isle of
Songs.

As Link emerges from the Ancient Cistern, the Water Dragon, Faron, greets him.
She sees that Link�s sword is much improved.  She tells Link that he does not
yet possess the strength to wield the full power of the blade.  Faron tells
Link that he must train further.  She bids him farewell and disappears.
-End Cut Scene-
      
Swim to the walkway and walk to the Bird Statue.  Choose �to the sky� and go
to Thunderhead.


                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
                      #31 Return to the Isle of Songs
                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    
At the Isle of Songs, go through the crawl space and down the walkway to its
end.  Standing in the circle, look forward to see a Goddess Symbol.  Use the
skyward strike to activate the symbol.

-Cut Scene-
A large Goddess Statue rises from the depths.  Fi appears and tells Link that
she has a message from the Goddess that was given to Fi long ago.  Fi tells
Link it was intended for him and it reads:

�He who seeks the Sacred Flames, listen
well, for I guide you from my place at
the edge of time.

Two Sacred Flames remain.  Should you
Desire to possess them, you must obtain
the other three Sacred Gifts.

For each trial you overcome, you shall
Be blessed with another gift�
Harness the Power of these Gifts, and 
Let there be no doubt you shall find
Yourself standing before the majesty
Of the Sacred Flames.

Now I give you another melody.  It will
serve as a key, to unlocking your next
trial, which awaits you within the
shifting sands of Lanayru Desert�.

Fi goes into a flying dance while a stream of light radiates to Link.  Link
begins to play the Goddess harp while visions of Loftwings fly above him.  Fi
tells Link the song is called �Nayru�s Wisdom�, and its rousing melody will
guide him.  The Goddess Statue sinks into the depths and Fi confirms, what was
told by the Goddess.  Fi has given Link the dowsing ability to find the gate
to the trial.
-End Cut Scene-

Take to the sky, leaving Thunderhead the same way Link came in, and go to the
Lanayru Desert.  But before you do, stop at Beedle�s Airshop in Skyloft and
buy his last adventure pouch for the incredibly low price of 1,200 Rupees.  If
Link is short of Rupees, he can sell a few insects to Strich or some artifacts
to the Gear Peddler.  Of course only at night.


                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
                      #32 Gate to the Second Trial
                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>

Go to the point in Lanayru Desert near the power generator.  Look for Blue
Butterflies near the North entrance where the power node was found.  Equip the
Goddess Harp and strum.  Fi will appear.  She is above a medallion that has a
pulsing ring.  Strum to the beat of the ring.  A nice cut scene takes place.
Fi tells Link to thrust his sword into the center of the mark.  Do so and the
area transforms.  Fi calls to Link and tells him that she can not follow, as
he is only here as a spirit.  She tells Link this is "Nayru�s Silent Realm"
and it will test his wisdom.  As before, Link receives a spirit vessel.
He must collect 15.

The task is not all that difficult.  Link must be aware of several types of
guardians and alarms.  The �Flying Sky Watchers� hover overhead casting a
bright light.  If Link is caught in the light, all the guardians will be
alerted.  The �Earth Watchers� are stationary, but if Link gets too close they
too will set off the alarm.  There is a liquid called �Waking Water�.  If Link
touches the water the guardians will be alerted.

One of the spirits is at the top of a tree.  Use the dash/roll to knock it out
of the tree.  Another spirit is on a wall that is only accessible by climbing
on a mining cart to reach the wall.  Another is just out of reach in the air.
The only way to get it is to move a mining cart under it.  The mining cart is
in Wake Water that rises and falls, like the tide.  Another is at the very top
of the Lanayru Mining Facility.  One spirit is above a cage and can only be
reached by moving a mining cart close to it.  When all the spirits are
collected, return them to the medallion and Link will receive the �Clawshots�.
It�s just like the old Hook Shot.  All those round shields with three stripes
in them can now be used to access new areas.  The shields will herein be
called �Claw Shields�.  Link returns to the real world and Fi appears to
congratulate him.  She tells Link that the Clawshots are one of the Sacred
Gifts.

Now would be a good time to activate Goddess Cubes and open treasure chests.
Go to the tunnel on the East side of this area and emerge at the treasure
chest.  Use the Clawshots to maneuver Link's way through the canyon and to a
pathway.  Cross to a ledge to find a Goddess Cube.  Charge the sword and
strike it to send its energy into the clouds.  Drop down and walk to the
island in front of Link.  Turn right and go to the landmass.  Continue on to a
rectangular structure with a Claw Shield.  Use the Clawshots to get on
top.  Open the treasure chest to find a Dusk Relic.  From here use the hidden
walkways under the sand to get to the South West of this area, or at the 8
o�clock point from the mining facility.  Look for the Claw Shield and use
the Clawshots to get on the wall, turn left and go to the end.  Turn right and
go to the end.  Turn right again, go a short distance to an intersecting wall
and turn left.  Walk up to the Goddess Cube, raise the charged sword and
strike the cube, to send its energy up to the clouds.  Return to the point
where Link got onto the wall and continue forward to an intersecting wall.
Turn left and push the mining cart over the edge.  Turn around and go to the
end of this wall to find a treasure chest containing a Red Rupee.

Now go to the far West side of this area where the walls of sand are coming
down.  Equip the Clawshots and strike the Claw shields to get to the
entrance above.  Go in and follow a dark tunnel.


                      <<<<<<<<<<<<>>>>>>>>>>>
                      #33 Lanayru Sand Sea 
                      <<<<<<<<<<<<>>>>>>>>>>>

Link emerges in a larger tunnel and ahead is a large chamber.  Near the center
are Blue Butterflies.  Strum the Goddess harp and a Gossip Stone will appear.
It tells Link:

�They say somewhere in this vast desert,
there�s a dragon who loves putting the 
abilities of those who visit him to some
kind of test.
If you can master the challenges he
throws at you, you�ll be rewarded with
a shield stronger than any other�.

To the right is a ledge with a locked door above it.  A plaque reads:

Ahead is Lanayru Sand Sea,
an area covered in an ocean of
sand!  There are lots of ancient
ruins there.

Near the plaque is a large treasure chest containing a Monster Horn.  Fi will
appear and tell Link that some Bokoblins carry Monster Horns on their belt.
Link can use the Whip to take them.

To the left of the chamber is a ledge with a tunnel.  A plaque next to it
reads:

�Ahead is Lanayru Mine.  It is
there that I will solve the
mystery of the Timeshift
Stones!�

At the back of the chamber is the Goron, �Golo�.  He is researching the legend
of the three dragons.  He asks Link what he is doing here.  Link tells Golo of
the Sacred Flame.  Golo is not sure he has heard of it.  Then he remembers
reading the Ancient Scrolls, which spoke of the Lanayru Sand Sea.  He tells
Link that he can get to the Lanayru Sand Sea by going straight through here.
But Link will need a key.  Golo gives him the key.

[[[[WARNING � DO NOT TALK TO GOLO AGAIN � WARNING]]]]

Equip the Clawshots to get up to the door via the Claw Shield.  Unlock the
door and go into the tunnel.  Link emerges on a balcony.  Fi appears and tells
Link that the area was once covered by an ocean and served as a seaport.  The
ocean evaporated long ago leaving only sand.  Equip the Clawshots and use the
Claw Shield to get to the other side of the void.  This area looks like an
old port with a dock and a small boat resting in the sand.  To either side are
tunnels blocked by cargo.  Go to the right and to the second row of crates.
Climb to the top of the large crates and look to the crates in front of the
third tunnel to see a Claw Shield.  Equip the Clawshots to get over there.
Go into the tunnel.  About 20 Arachas will come at Link.  Dispose of them and
look to the left of this cavern to see a Goddess Cube.  Charge the raised
sword and strike it to send its energy into the clouds.

Go back outside and to the end of the dock.  In the rear of the boat is a Blue
Stone.  Strike it with the sword and a small Timeshift Zone opens.  The boat
is floating in water and the Blue Stone drops below the deck of the boat.
The robot on the dock is now active and is wearing a captain's hat with a
plume.  It is an old LD-301N Skipper model.  Talk to the robot and it asks
Link who he is�a human!  The robot says it is the skipper of the ship that
protects Nayru�s Flame.  Link asks � Protector of the ship � the robot skipper
looks at the small boat and talks of a storm and pirates attacking.  They were
after Nayru�s Flame.  His crew was imprisoned and the robot was thrown into
the sea where he drifted to this port.  He used this small boat to look for
his crew and his ship but they could not be found.  The Skipper's ship has the
ability to become invisible and he thinks the pirates are using this to hide
his ship.  The Skipper feels that because Link is looking for Nayru�s Flame,
he should help the robot.  In turn the Skipper will allow Link to use his
boat.

In the boat the Skipper thinks Link�s map is weird and that Link needs a
proper sea map.  He places a Red �X� on the map showing where his house is.
As the boat navigates the water, the Timeshift Zone moves with it.  The boat
also has a nifty cannon.  At the dock, the Skipper points to his shack at the
top of a pinnacle.  He tells Link he has a sea chart up there.  But Link must
get it.  Because of the monsters, the Skipper must stay near the boat.


                      <<<<<<<<<<<<<<>>>>>>>>>>>>>
                      #34 The Skippers Sea Chart 
                      <<<<<<<<<<<<<<>>>>>>>>>>>>>

Leave the dock and Link finds a number of islands surrounded by Sinksand.  To
the right is an Electro Spume.  Give it a bomb.  Dash to the next island and
give this Electro Spume a bomb as well.  On this island is a column.  To the
right is a taller column with a Claw Shield.  Use the Clawshots to get to this
column.  Take out two Deku Babas with a bomb.  At the end of this plateau,
look to the left to see a large treasure chest on a small plateau.  Now look
up to see a pod with rotating leaves floating above.  It's a "Peahat".  Use
the Clawshots to connect to it, then to a Claw Shield at the edge of the ledge
ahead.

To the right are boulders blocking an entrance.  A giant Yellow Chuchu will
pop up.  Use a bomb on the Chuchu and one on the boulders.  Go into the
tunnel and dispose of the Yellow Chuchus inside.  Link exits to a small ledge.
Use the Clawshots to get up to the top via two Peahats and Claw Shields.
A wood bridge connects to another column.  There is a Wooden Shield Moblin
blocking the way.  With him out of the way, cross the bridge to find a Quadro
Baba.  A bomb should do him in.  Open a nearby treasure chest to receive a Red
Rupee.  Use the Clawshots to get to the next plateau.  A Furnix will attack.
Use the Whip to bring it down.  Looking ahead is some kind of plant.  Strike
it with the Whip.  It�s a Peahat.  Use it, and the Clawshots, to get to a yet
taller column.  Follow the path to the left.  At the top look to the left to
see a tall column with a Claw Shield below an overhang.  Equip the Hook Beetle
and fly to it.  A hanging Deku Baba will appear.  Cut its vine with the Hook
Beetle and it drops away.  Use the Clawshots to get to this Claw Shield and
then to another column.  Two Furnixs will attack.  Use the Whip to bring them
down.  Turn around and look back to the column with the overhang. Use the
Clawshots to get to the plateau and open a large treasure chest containing a
Monster Horn.  Go back to the plateau Link just came from.  To the left is a
Peahat going slowly up and down.  Connect to it with the Clawshots and to
another Peahat on the other side of a tall column, then to a Claw Shield at
the ledge of the Skipper's shack.  Open the door and go inside.

The floor is partially covered in sand with old robots and a few crates.
Several Arachas will attack.  Squish them.  Equip the Gust Bellows and clear
away the sand to reveal a treasure chest containing the �Ancient Sea Chart�.
Fi appears to confirm the Sea Chart.  She sees pictures on the wall of a large
ship.  Fi is sure that it is the ship containing Nayru�s Flame.

Go outside and ride the trolley down to the plateau.  The Quadro Baba is back
and so is the Wooden Shield Moblin.  Look to the right of the bridge to see
two columns.  One has a Goddess Cube.  Use the Clawshots to get to the vines
on the closest column and then to the vines on the other column.  Charge the
sword and strike the Goddess Cube to send its energy into the clouds.  Go back
to the plateau with the trolley.

To get to the large treasure chest on the small plateau below, Link must go
back up to the Skipper�s place.  On one side of the Skipper�s place is a dock.
Dive off of the dock and land on the small plateau.  Open the chest to receive
a Silver (100) Rupee.  Use the Clawshots and Claw Shields to get to the
ground.

Go to the Skipper and he will be happy.  The Skipper tells Link to set sail.
Now in the boat, the Skipper opens the Sea Chart and marks the location of the
shipyard with a Red �X�.  He tells link that his ship was built there so they
might find some clues.


                      <<<<<<<<<<>>>>>>>>>
                      #35 The Shipyard 
                      <<<<<<<<<<>>>>>>>>>

As Link navigates into the new waters he will find many powder kegs floating
about.  Further in Link will run into Electro Spumes and on some islands Red
Bokoblins.  He may also encounter a few �Gyorgs�.  They look like a shark.  It
is really a Turkey shoot using the nifty cannon.  At the shipyard Link sees
many industrial buildings and a broken overhead rail system.  On the dock the
Skipper says, �We�ve arrived, vrrm!�  He looks to a large building and tells
Link that it is the construction bay.  But the entrance is closed.  The
Skipper tells Link that all the locations are linked via mine-cart track.
Walk along the dock to a round platform.  On the left is a Bird Statue.  Ahead
is a staircase to another platform.  On this platform is the lower end of a
trolley.  To the left is a walkway to an Iron Gated door.  Turn right and
follow this walkway to the next platform where Link will find two Lizalfos.
After defeating the Lizalfos turn left and go up the staircase to another
platform.  Look to the right and go into the mine-cart building.  There is a
plaque on the building that reads: �To the shipyard center�.  

As Link enters the building look to the right.  It is the Goron, �Gortram�.
He is the owner/operator of the mine-cart rail, the �Rickety Coaster�.
Gortram tells Link that people still ride the mine-carts.  He suggests that
Link read the safety postings on the wall before riding in a cart.  The
posters are an explanation on how to control the cart.  Get in and ride the
mine-cart to the next station.  Get out and follow the walkway to a staircase
leading to a small building.  Inside, Link will be attacked by a number of
Arachas.  Down to the far end of the hallway is a trolley going down to the
platform near the dock.  In the middle of the hallway to the right is a
walkway leading to another mine-cart station.

Inside is an old broken robot and a plaque reading: �To the construction bay�.
Get in the cart and get ready for the ride of Link's life.  Link arrives at
the construction bay to find two broken robots, several barrels and a Bird
Statue.  Open the door and enter.  Fi appears to confirm Link�s arrival at the
shipyard construction bay.  The scene shows a large pit filled with sand and a
large claw/grapple hanging above the pit.  Fi suggests looking in the sand for
a clue.  There are a few Arachas to deal with.  Equip the Gust Bellows to blow
away the sand and suddenly mama Aracha appears, a Thousand Year Arachnid.  Its
weakness is its eyeballs. One each mounted inside its two claws. The other, in
the center of its forehead. The Arachnids main weapons are the two claws and
the stinger in the tail.  After six or eight strikes with the sword, the
eyeball and the claw will be destroyed. When both claws are destroyed, it will
disappear under the sand.  It will then randomly strike at Link with its
stinger.  Equip the Gust Bellows to blow away the sand around the Arachnid to
expose its body.  �Z� target the third eye and use a forward thrust to damage
it.  After several strikes to its eye, the battle is over. The Arachnid
collapses and disintegrates.

Fi will appear to tell Link that the chances of finding a clue are zero and
Link should report back to the captain.  Go to the Skipper and he will tell
Link that there is only one place left to look.  He tells Link that it is the
stronghold of the pirates who stole his ship.  Say �Lets go-  Skipper tells
Link that the pirate captain is a mechanical maniac and he has a shortage of
underlings.  He then marks the map with a Red �X�.  


                      <<<<<<<<<<<<<<>>>>>>>>>>>>>
                      #36 The Pirates Stronghold 
                      <<<<<<<<<<<<<<>>>>>>>>>>>>>

Maneuver the boat into a small inlet and to the dock.  The scene shows a large
structure shaped like a dragon.  Skipper is visibly shaken.  He tells Link the
only reason he is functional is because of the Timeshift stone in the boat.
He is no longer worried.  Leaving the dock there is a pathway going up a wide
staircase.  At the top are Thunder Keese.  To the right and then left is a
wall with a door.  Two giant Yellow Chuchus are in the way.  Open the door and
go in.

Entering this room Link sees a staircase going down to a round platform that
has a pedestal in the center.  To the left is a screened room with two large
robot devices.  To the far left is an Iron Grated door.  To the right is a
doorway blocked by barbed wire.  To the far right is an unlocked door.  As
Link moves down the steps, Fi appears.  She tells him to look.  She looks at
the pedestal and tells Link that it is meant to hold a Timeshift stone.

Open the door at the far right and follow the hallway to another room occupied
by two Lizalfos.  Take them out.  Link may get a Lizard Tail or two as a
reward.  Leave this room and follow another hallway to a room where part of
the floor is Sinksand.  Take out the Electro Spume residing there.  Dash
across the Sinksand and open the door.  Go down the hallway a short distance
and turn left to see a small Timeshift Zone.  As Link walks toward it, Fi
appears to tell him that it is a �Timeshift Orb� in the pedestal.  She tells
Link it was designed to be carried to different locations.

Pick up the Orb, turn around and go to the hallway.  Turn left and follow
another hallway to a room.  As the Timeshift Zone moves with Link anything
that is now rubble will be returned to its original state.  The Timeshift Zone
revives Technoblins.  After defeating them, continue on to another room with a
tall Beamos blocking a hallway.  Slice him down to size and go into the
hallway just a short distance.  If Link goes too far there will be electric
beams blocking a room with a large treasure chest.  Open the chest to find a
Silver (100) Rupee.

Pick up the Timeshift Orb and continue on into a cavern.  As Link moves
through the cavern the Timeshift Zone will cause columns to appear.  Go up the
ramp to the left and jump to the column.  Turn right and jump to the next
column.  Continue on to a tunnel.  Emerging from the tunnel, STOP and put the
Orb down.  There is an Iron Barred doorway ahead.  To the left is another
pathway leading to the other side.  If Link carries the Orb, the Timeshift
Zone will cause the pathway to be blocked by electric beams.  On the other
side pull down the lever mounted on the wall to the right.  This releases the
barred gate.  Pick up the Timeshift Orb and go into another tunnel.

Link emerges in another cavern.  Columns will appear as the Timeshift Orb is
carried through the cavern.  Deku Babas will also pop up.  To get to the large
treasure chest, get close without causing the columns to rise in front of the
chest.  Put the Orb down and dash across the Sinksand.  The prize is an Evil
Crystal.  Go back to the Orb and leave this cavern.  In the tunnel are three
Deku Babas.  One bomb will be shared among them.  Up next is a Technoblin,
then two more Deku Babas.

As Link enters this cavern, an Electro Spume will pop up on the right.  Put
the Orb down, walk up close and strike the Electro Spume with a charged sword.
There is another on the left side of the cavern.  Pick up the Orb and do the
same with this one.  In the middle of the cavern are two Deku Babas.  Equip
the Hook Beetle and cut their vines.  Link will also be visited by two
Technoblins.  On the other side of the cavern is a stone entry blocked by Iron
bars.  To the left of the cavern is a room with two entryways.  In the room is
a switch plate that raises the Iron bars to the stone entry.  The crate in the
room must be put on the switch plate to keep the bars raised.  But when those
bars rise another set of bars drop blocking the right entry to the room.  The
only way to move the crate is when it is within the Timeshift Zone.  If the
Timeshift Zone reaches the entry on the left, it will then be blocked by
electric beams.  The trick is:

Walk up to the entry to the right side of the room and set the Timeshift Orb
outside of the entry.  Go inside and move the crate to the switch plate.  The
bars at the stone entry will rise and the bars at the room entry will drop.
The room entry to the left is still out of the Timeshift Zone so it is open.
The Sinksand is still there but just a small area.  Dash out of the room to
solid ground and pick up the Timeshift Orb.

In the next room look to the right to see a barrel.  If Link needs a Fairy in
his bottle, he can smash the barrel for one.  If Link tries to go into the
large room ahead while carrying the Orb, electric beams will block the
doorway.  Carry the Orb to the doorway on the left of this room and set it
down.  The Beamos in the middle of the room is still rubble, but the Beamos to
the right is now active.  Time Link�s attack well and slice him down to size.
Move the Timeshift Orb far enough into the room to activate the other Beamos
and then cut him down.  Now move the Orb to the corner where the first Beamos
was and set it down.  Go into the room with the large treasure chest and open
it to find an Evil Crystal.  Turn around and look to the middle of the wall to
see a lever.  Pull it down to raise the Iron bars blocking the doorway to the
Beamos room.  In the large room are two inactive Armos guarding a barred
doorway.  Go pick up the Timeshift Orb and place it to the left of the doorway
in such a way as to just touch the Armos with the Timeshift zone.  Equip the
Gust Bellows to wind him up and take him down.  Staying just outside the
Timeshift Zone helps protect Link from any hits.  Do the same with the other
Armos and the bars will drop.

Go through the doorway to find that Link is back in the room with the
pedestal.  Put the Orb in the pedestal and the Iron Grate over the door lifts.
 A scene shows the outside structure, like that of dragon�s jaws, opening.  Fi
appears to tell Link the Timeshift caused a change in the structure.  She
suggests that Link go outside to assess the situation.  Go out the now clear
door.

Link emerges on a platform with a long walkway.  Turn around and look above
the door to see a Claw Shield.  Equip the Clawshots to reach this shield and
one across the way.  At the end of this upper walkway is a Goddess Cube.
Strike it with the charged sword to send its energy into the clouds.  Drop
down and walk toward the dock.

Fi will appear to tell Link that the masts and sails he sees are likely from
the ship that protects Nayru�s Flame.  She gives Link the ability to dowse for
the ship.  Go to the boat and talk to Skipper.  He is surprised his ship isn�t
here.  He is happy that Link found a clue, but thinks he must search the
entire sea to find it.  He feels his ship most likely is invisible, but the
good news is that when it is attacked, it becomes visible for an instant and
Link might get a look at it.  Head toward the large seaport and equip the
dowsing.  When the beep is high, take a few shots with the cannon.  When the
ship is hit, it will be momentarily visible.  Skipper tells Link to keep
pounding away at it with the cannon.  After a few hits�

-Cut Scene-
The water disappears and the ship slides to a stop in the sand.  Link climbs
aboard and looks around.  The ship looks deserted.
-End Cut Scene-


                      <<<<<<<<<<<<<<>>>>>>>>>>>>>
                           #37 The Sand Ship 
                      <<<<<<<<<<<<<<>>>>>>>>>>>>>

On the main deck, access to the ladders is blocked by barbed wire and there
is but one door.  Go in.  Link is in the interior of the ship.  In front of
him is a locked door and a Bird Statue to the left.  To the right is a
staircase going down. At the bottom of the stairs is a pile of sand with an
Aracha inside.  To the left of this room are several Blue Butterflies.  Equip
and strum the Goddess Harp while standing near the wall.  A Goddess Symbol
will appear.  Charge the sword and draw a triangle for hearts.  From here is a
hallway with a pile of sand containing a Red Rupee.  The hallway is a dead
end.  Go to the other side of the Ship and follow the hallway to a door.
Watch out for the Thunder Keese.  Go into the next room.  On the left is a
barred entry leading into a room with a large treasure chest.  To the far left
is an entry blocked by barbed wire.  To the right is Sinksand and an Electro
Spume.  Toss a bomb his way and then dash across the Sinksand to a hallway.

On Link�s left and right are doors that will not open.  About halfway down the
hall is a fan mounted in the wall.  Link can see into another room.  A short
distance further is a door to the left that is covered in barbed wire and a
door to the right that will not open.  At the end of the hall is a landing
with a pile of sand containing an Aracha.  To the left of the landing is a
staircase going down to a door leading to a hallway crawling with Arachas.  At
the end of the hall is a large rectangular room.  There is a Bird Statue in
front of Link and two piles of sand in the room.  One has an Aracha, the other
a Blue Rupee.  As Link walks into the room Fi appears to tell him to look at a
door on the right, that is sealed shut and is covered in barbed wire.  To the
left is a screened room containing five large treasure chests.  To the left of
these is a ladder coming up from below the floor.  Continuing through this
room Link sees a hallway on the right that leads to a pair of doors.  Watch
out for Thunder Keese.

In the next room is a partially grated floor covered in sand and divided by a
tall barred wall with a small doorway. On this half of the room is a door with
a combination lock like the one in the Ancient Cistern.  In the other half of
the room is a doorway blocked by iron bars and barbed wire. Equip the Gust
Bellows to blow away the sand.  Link finds a Ship�s Helm on the floor.  It has
a red spindle top and a blue triangle in the lower center.  Moving to the
other half of this room Link blows away more sand to find three more Helms.
The first has two red spindles with a blue triangle at the bottom center.  The
second has three red spindles with a blue triangle at the bottom center.   The
third has four red spindles and a blue triangle at the right center.  Go to
the door with the combination lock and strike the blue gems in the order of
the bottom, top, bottom and right using the upward strike, the downward
strike, the upward strike and the right to left strike.  The lock will open.
Open the large treasure chest in the next room to receive a small key.  Go all
the way back to the top level and open the locked door.

_________________________________________________________________________  
)))))))))))))))))))) LD-0025 SERVO - PIRATE ROBOT (((((((((((((((((((((((((( 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Link is outside on a long walkway.  An Iron Gate pops up blocking the door
behind him.  At the far end of the walkway is a Skeletal Robot.  In his
right hand is a four edged sword and in the left a hook.  He turns and runs
toward Link.  It is �LD-0025 Servo�.  This mutinous robot stole the ship from
Skipper long ago.  Use the whip to stun and forward thrusts to push him to the
end of the walkway.  At that point, the Iron Gate will move toward Link and
the Robot will turn to attack again.  Push him to the end again and he will
lose his right arm. The Iron Gate will also move closer to Link.  Push him to
the end of the walkway once again.  This time he loses his left arm and falls
into the sand.  A large treasure chest appears at the end of the walkway.
Open the chest to get the �Bow�.  Return to the main deck.
 

                      <<<<<<<<<<<<<<>>>>>>>>>>>>>
                      #38 Finding Nayru�s Flame 
                      <<<<<<<<<<<<<<>>>>>>>>>>>>>

Equip the Bow, then target and shoot a point on the mast that looks like a
button.  Near the top of the mast a Blue Timeshift Stone appears.  Shoot the
Blue Stone with an arrow to activate a Timeshift Zone that will encircle the
Ship.  A Red Bokoblin near the helm will turn a dial to enclose the Blue Stone
in a cage.  The door on the main deck has an Iron Grate drop down and several
Red Bokoblins will attack.  Once they are defeated, climb the ladder on the
mast and defeat the Red Bokoblins at the top.  Equip the Bow and take out the
Red Bokoblin Archers.  Then equip the Hook Beetle and attack the remaining Red
Bokoblins.  When they see the Hook Beetle coming at them, they scream and drop
off the yardarm.  LOL!  

Walk out to the end of the yardarm where there is a post connected to a
trolley.  Equip the Bow and target the large button on the post at the high
end of the trolley.  The trolley will come down to Link.  Grab onto it and
ride to the top.  Walk toward the mast and onto the yardarm on the other side
and bring this trolley down.  Grab onto the trolley and ride up to the next
yardarm.  Follow the yardarm to the mast to see a dial.  It is the same dial
the Red Bokoblin used to close the cage around the blue stone.  Insert the
sword, rotate the pointer up and push in.  The cage around the Blue Stone will
open and the Iron Grate covering the door to the interior of the ship will
rise.  Skipper will call out to Link �Good job�.  Skipper tells link that he
is happy to see the ship looking like it used to.  He now needs for Link to
rescue his crew.  Skipper tells Link the crew is most likely being held in the
brig.  He then marks the map with a red �X�.  Skipper thinks it is still
dangerous so he will wait in the boat.

Turn and drop down to the rear deck.  Use the Clawshots to reach a Claw Shield
on a short mast at the stern.  Then drop down to find a large treasure chest
that contains a Piece of Heart.  Use the Clawshots and Shields to get back up
to the rear deck.

Drop down to the main deck using the Sailcloth and go to the door leading to
the interior of the ship.  With Link on the upper level of the interior, turn
right and follow the staircase down to the next level.  Follow the hallway on
the right to the door near the end.  Inside this large room that once had
sand, are now two Technoblins.  Dispose of them and go through the doorway on
the far left.  Fi will appear and tell Link to look up.  The scene shows Link
looking through a grate in the ceiling to see the Blue Stone on the mast.  Fi
tells Link he can reach the Blue Stone through the grate in the ceiling.  Look
to the left of this room to see that the doorway is blocked by electric beams.
Equip the Bow and shoot the Blue Stone.  The Time Shift Zone will revert back
causing the doorway Link just entered to become covered in barbed wire and the
doorway to the next room to be accessible.  Go in to the next room and open
the large treasure chest to find the Dungeon Map.  Return to the room with the
grate and break the barrels if Link needs more arrows.  Equip the bow and
shoot the Blue Stone once again to activate the Time Shift Zone.   Exit this
room and break the barrels in the next room for more arrows and hearts.

Walk down the hallway a short distance past the fan in the wall and open the
door on the left.  In this next room, Link will be attacked by two
Technoblins.  After defeating them, look to the right to see a wooden crate
and a switch plate on the floor.  Move the wooden crate over the switch plate.
Two large window ports will open giving Link access to the outside of the
ship.  At the other end of this room is a doorway with electric beams
blocking access to the next room.  To the right of the doorway is an iron
barred opening where Link can see a lever to the left and a dial on the right.
Exit this room back to the hallway, turn left and go to the landing ahead.
Follow the staircase down to a door leading to another hallway.  Follow this
hallway and dispose of a Technoblin as Link moves on. 

To the right of this large hallway is a tall Beamos.  Take a moment and slice
him down to size.  At the end of this large hallway turn right into another
hallway to a pair of doors that lead to the room where Link found the Helms.
 Take out two Technoblins and look to the other half of this divided room to
see several Robots.  They are the crew imprisoned by the Pirate.  The Robot
tells Link that there is a corridor from the engine room that connects to the
brig.  But to use this he will need to activate the two power generators in
the engine room.  The Robot then marks the map with a red �X�.
  
Go back to the main deck and then up the ladder to the upper deck.  Take out
the Red Bokoblin archer.  On this deck is a crane with a lifeboat and two
large fans mounted on the deck.   On the back wall is a locked door.  Equip
the Bow and shoot the Blue Stone on the mast to reverse  the Timeshift Zone.
Get in the life boat and using the Bow shoot the button at the top of the
crane.  The life boat will lower itself to an open port window.  Go into this
room to find the door to the hallway is now covered with barbed wire and the
doorway to the adjacent room is now accessible.  Go to the lever on the left
side of this room and pull down.  This will release the Iron Grate covering
the door to the hallway.   To the right of this room is the switch to the
power generator.  Directly overhead is an open grate in the deck giving Link a
direct line of sight to the Blue Stone.  Equip the Bow and shoot the stone
with an arrow to activate the Timeshift Zone.  Walk up to the power generator
switch, insert the sword, turn it to the left and push in.  A scene shows the
ship's hold lighting up and several large lifts rising.

Fi appears to confirm that the engine room is fully operational.  But, the
corridor to the brig will not be accessible until Link activates another power
generator.   Equip the Bow and shoot the Blue Stone with an arrow to
deactivate the Timeshift Zone.  Go to the hallway and turn left.  Go a short
distance to the fan on the right.  Equip the Bow and shoot the button switch
on the wall in the adjacent room.  An Iron Grate, blocking the doors to this
room, will lift.  Turn left, follow the hallway a short distance to a pair of
doors on the right.  Enter this room.  On the left side of the room is a
switch plate on the floor.  The middle of the room is divided by iron bars.
In front of the iron bars is a ledge with a large wooden crate.  Move the
crate to one side to reveal a ventilation shaft with a fan.  Step on the
switch plate.  On the opposite side of the divided room a small door will open
revealing a button switch.  Equip the bow and target the switch through the
ventilation shaft.  This switch will raise an Iron Grate blocking the other
door.  Exit this room to the hallway.

Go back to the first power generator room.  Equip the Bow and shoot the Blue
Stone with an arrow to activate the Timeshift Zone.  Leave this room, cross
the hall and enter the second generator room.  Deal with one Technoblin.  Step
up to the generator, insert the sword, turn it to the left and push.  A scene
shows the ship's hold lighting up and several lifts rising.  Fi appears to
confirm that the engine room is fully operational and the corridor to the brig
is now accessible.
   
Go to the hallway and turn right.  Follow it a short distance to a pair of
doors leading to the room adjacent to the first generator room.  Enter this
room and go through the port window on the left and go down the ladder.  From
this balcony is a port window to the right of the ladder.  Enter the ship
here. Go through the doorway on the left to a hallway.  Follow this hallway to
a door that leads to the hold of the ship.   Go down the ladder and Link will
see three lifts rising and falling at different intervals.  At the end of this
pathway is another ladder that leads to a landing.  To the left is a hook
mounted on the wall.  Across from the hook is another landing with a ladder
leading up to another room.  Equip the Whip, use the hook to swing onto the
landing.  Go up the ladder.

Link is now in the large screened room that has five treasure chests.  The
first treasure chest holds a Monster Horn.  The second chest a Silver Rupee.
The third chest an Evil Crystal.  The fourth chest has another Silver Rupee.
The fifth chest has another Monster Horn.   Go back down the ladder to the
landing.  Look to the right to see five lifts rising and falling.  Jump down
to this pathway and dash to the ladder at the other end.  At the top of the
ladder is a landing and a hook mounted on a wall.  Equip the Whip and use the
hook to reach the top of the first lift.  As the first lift reaches the top of
its rise and the second lift reaches the bottom of its fall, run dash to land
on the second lift.  Step off this lift onto a landing.

To the right is a lever mounted on the wall and a small crawl space near the
floor.  Pull the lever down to release a barred doorway that leads to the
entry of this hold.  Enter the crawl space and follow it to a vertical shaft.
Climb the ladder to a small room with a barred entryway to the brig.  To the
right of the bars is a lever mounted on the wall.  Pull down the lever to
release the bars.  As Link enters the brig, the Skipper�s crew is overwhelmed
with happiness.  The crew tells Link that he will have to regain control of
the ship to reveal Nayru�s Flame.  Link is told that the control room is next
to the brig, but its huge door is shut and he will need a key to open it.  The
crew tells Link to go to the Captain�s cabin where he will find the control
room key.  Link is given a key in gratitude for rescuing the crew.  This key
will open the door to the Captain�s cabin.

Leave the brig and go back down the vertical shaft to the crawl space leading
to the hold.  Exit the hold to the outside of the ship through the window port
where Link first entered.  Climb the ladder to the room adjacent to the first
generator room.  Go out the window port to the life boat.  Equip the Bow and
shoot the button on the winch switch.  Link is now on the upper deck leading
to the Captain�s cabin.  Before entering, equip the Bow and strike the Blue
Stone to deactivate the Timeshift Zone.   Unlock the door and enter.

Link is on a landing above a large rectangular room with a staircase leading
down to the right.  On the floor are two piles of sand with Red Rupees hidden
inside.  At one end of the room is a doorway blocked by Iron Bars.  At the
other end of the room is a Bird Statue and an open entryway.  As Link enters
the room several Arachas will attack.  Dispose of them quickly with a few
slices of the sword.  To the right of this room is a switch plate on the
floor.  Directly overhead is a ventilation fan with a direct view of the Blue
Stone.  Equip the Bow and strike the stone with an arrow to activate the
Timeshift Zone.  Link will be attacked by a Technoblin and a tall Beamos.
Quickly dispose of them.  Walk over to the switch plate, step on it and turn
to see a small doorway open in the wall to the adjacent room.  Equip the Bow
and shoot the button switch on the far wall.  An Iron Grate will lift allowing
Link access to the next room.

In the corners of this room are two tall Beamos with a fixed position of their
laser, leaving a blind spot.   A third Beamos with full rotation of its laser
is across the room from Link.  Approach the first two Beamos on their blind
side to take them down.  Defeat the third Beamos in the usual manner.  With
all the Beamos defeated, Iron Bars will lift allowing access to a small room
with a large treasure chest.  Open the chest to find a �Squid Carving.�  It is
a squid shaped statue studded with intriguing suction cups.  Fi appears to
confirm that this is the key needed to open the door to the control room.  She
marks the location with a red �X� on Link�s map.

Leave the Captain�s cabin and cross the main deck to the entry doors of the
main hold.  Follow the hallways and corridors to the point Fi marked with a
red �X�.  Approach the door and insert the Squid Carving.  As Link enters the
next room, giant tentacles break through from the floor below leaving six
large holes of splintered wood.  Leaving this room Link feels the ship shudder
with a sudden shift of its keel.  Turning down a hallway, large tentacles
crash through the walls.  Fi appears to tell Link that the ship is under
attack by an extremely large creature.  She recommends forcing it back with
�Sacred Power�, then leaving to assess the situation.  Raise Link�s sword
skyward to charge it and slice through the tentacles.  Continuing down the
hallway, the ship will shudder again and barrels will come rolling down a
staircase and through a doorway toward Link.  At the top of the stairs, at a
small landing, the ship suddenly floods with water.  Continuing up the stairs,
the ship shudders again, tilting steeply.  More barrels come rolling down the
hallway.  In the next room two more tentacles crash through the walls.  Use
the skyward sword to slice through them.   Continue forward through a
shattered wall and leap across the remaining portion of the deck to a
staircase.  As Link moves up the staircase, the ship shudders again and the
water rises to his feet.  At the top of the staircase, Fi appears to warn Link
of an evil presence on the other side of the door.   Emerging on what is left
of the main deck of the ship, Link is confronted by the �Abyssal Leviathan-
Tentalus�.

____________________________________________________________________________
))))))))))))))))))))))) ABYSSAL LEVIATHAN - TENTALUS (((((((((((((((((((((((
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This Beast is very much like a giant squid, but having one large red eye in
its forehead.  The top of its head has numerous small tentacles, like
dreadlocks.  It will drop out of sight and thrust its tentacles up through the
wood deck in an attempt to grab Link.  Raise the sword skyward to charge it
and use a horizontal or a diagonal slice to sever each tentacle.  Soon
Tentalus will surface.  Equip the Bow and fire an arrow into his eye.  As his
head drops forward, run up to the eye and take as many slices as you can with
the sword.   After the third time Tentalus will become furious and begin to
pound away at the deck.  A wood crate and barrels fall from the upper deck.
Run to the crate and climb to the upper deck.  Tentalus will be there to greet
Link.

Put another arrow in his eye and repeat the previous attack.  This time the
ends of the tentacles from his head open as jaws of sharp teeth.  As they
attack, take slices from all directions to sever their heads.  When Tentalus�s
eye is exposed again, repeat your attack on the eye.  Do this several times
and he is finished.  A full heart container will float down from the sky and a
pedestal containing a Goddess Symbol will rise from the medallion on the deck.

Raise the sword skyward and strike the Goddess Symbol.  A blue flame will rise
from the pedestal.  Fi will appear and blue fireballs will shoot out from the
flame to engulf her.  This fireball will shoot away and return as four,
striking Link�s sword.  Link holds the sword high and then masterfully puts it
in its sheath.  Link looks at his hand to see the image of a triangle light
up.  A second corner is aglow. Fi will then reappear to tell Link that his
sword has been enhanced and he can now learn a new melody.  She suggests that
he return to the Isle of Songs.  The next scene, Link and the Skipper are at
the dock.  Skipper thanks Link for getting his ship back, even though it is
half wrecked.  He tells Link that he and his crew will have it back in proper
working order in no time.  He wishes Link good luck and tells him to visit
anytime.


                      <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
                      #39 Thunderhead � Isle of Songs Revisited
                      <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>

At the Isle of Songs, go through the crawl space and down the walkway to its
end.  Standing in the circle, look forward to see a Goddess Symbol.  Use the
skyward strike to activate the symbol.

-Cut Scene-
The medallion Link is standing on rises with the Goddess Statue below him.
Fi appears and tells Link that she has a message from the Goddess that was
given to Fi long ago.  Fi tells Link it was intended for him and it reads:

�He who seeks the Sacred Flames, listen
well, for I guide you from my place at
the edge of time.

The last of the Sacred Flames still
Eludes you.  To obtain it, you must claim
another Sacred Gift.

For each trial you overcome, you shall
Be blessed with another gift�
Make use of the Power of these Gifts,
and you will certainly find the
path to the Sacred Flames.

Now I bestow unto you another
melody.  Let it serve as a key to
unlocking your final trial.  It awaits you
upon Eldin Volcano.�

Fi goes into a flying dance while a stream of light radiates to Link.  Link
begins to play the Goddess harp while visions of Loftwings fly above him.  Fi
tells Link the song is called �Din�s Power�, and its rousing melody will guide
him.  The Goddess Statue drops down and Fi confirms what was told by the
Goddess.  Fi has given Link the dowsing ability to find the gate to the trial.
-End Cut Scene-

Take to the sky, leaving Thunderhead the same way Link came in, and go to the
Eldin Volcano. But before you do, let�s get some treasure and do some errands.

-Side Quests & Treasure Hunting-
Go to Island #10, The split island.  Land on the level half, equip the
Clawshots and target a patch on the ceiling of the caged half of the island.
Drop and open the treasure chest to receive the �Potion Medal�.  It prolongs
the effect of a potion.  Back on the other half of the island, in the cave
below, open the other treasure chest to receive the �Life Medal�.  When
carried, the number of hearts Link has is increased by one.

Go to Island #7, The island with a hole in its top.  Drop down the hole and
see Blue Butterflies.  Strum the harp to reveal a Gossip Stone that says:

"They say it�s possible to summon
fairies by drawing three triangles
upon certain walls."
 
Equip the Clawshots.  Target the Claw Shield to reach the treasure chest.
Open it to receive a �Piece of Heart�. 

Go to Island #2, The island with the well.  Dive down and do a spin/jump to
reach a ledge.  Open the treasure chest to receive the �Heart Medal�.  Hearts
will appear more often.  

Go to the Lumpy Pumpkin and talk to Pumm, the innkeeper.  He sees Link�s harp
and says he has the perfect job for him.  But it can only be done at night.
Go in the room in the back and go to sleep until night.  Talk to Pumm again
and he tells Link that Kina is quite a singer.  He asks Link to do a duet with
her.  Pumm calls to Kina to tell her.  She agrees and the duet begins.  Play
as best you can.  (I tried eight times without success and my friend did it
the first time out) When the crowd of two is happy with the performance they
will applaud.  Kina will say, �You�re much better than I expected!  I think I
underestimated you.  I hope we have a chance to entertain the customers again.
Pumm will say, �Impressive!  I�d say you pass with this, I say we�re even!
You don�t have to work for me anymore.  Great job.  You know, I�m going to buy
a new chandelier to replace that old one!  It really fancied up the place.
Considering all the hard work you put in around here, I feel I should give you
a little something.  Take this!�  Link receives a �Piece of Heart�.  Pumm then
says, �Maybe you can swing by later.  Yep, as a customer next time."

Go to Skyloft and to the Bazaar.  Talk to the big guy, Dovos, in the caf�.  He
tells Link there are sounds of a woman sobbing at night in the dormitory.
Near the Plaza talk to Fledge.  He will tell Link that he is working out at
night so that he can be as strong as Link.  He asks Link not to come by at
night, because it would be embarrassing.  Go to Fledge's room at night and
Link will find him doing push-ups, counting 5,6,7�.  Fledge tells Link he is
training.  He can�t lift a single barrel.  He tells Link he is about to give
up.  Fledge says to Link �If only there were a potion that would give me
stamina..." During the day, go to the Potion Shop and buy a bottle of stamina
potion.  Go back to Fledge's room at night.  Fledge will ask if Link has the
stamina potion.  Give Fledge the potion and he drinks it down.  Fledge is
perked up and feeling stronger.  He is worried that he still won�t succeed.
Tell Fledge he can.  Fledge thanks Link and tells him to come by soon.  Sleep
to the next morning and again till the next night.  Fledge is doing push-ups
and counting 55, 56, 57�.  Fledge tells Link he has been training hard but
still feels sluggish.  He asks for more stamina potion. During the day go to
the Potion Shop for another bottle of stamina potion.  Return to Fledge's room
at night.  He will ask if Link will share his potion.  Say, �take some�.
Fledge drinks it down and feels stronger.  He does worry about how long he
needs to train.  Fledge asks Link �how many push-ups do you think I need to
do?��.  Say  �not about numbers�.  Fledge understands what Link means and
tells him to come back soon.

Go to the water next to Kukiel�s house and dive in.  Swim into the underwater
cave and come up in the well.  Open the large treasure chest to find a Silver
(100) Rupee.

Climb to the area above the Academy and walk up to the vent above the bath.
Inside the vent is a Claw Shield.  Equip the Clawshots and use the Claw Shield
to drop down inside the vent.  Look down through the grill to see that it is
the Headmaster who is taking so long in the bath. Go through a small crawl
space and drop down into Zelda�s room.  Open the armoire to find a Piece of
Heart.  Lay down on the bed and sleep till night.  Link will find a Gratitude
Crystal in the center of the room.  If Link looks closely at the wood slats
next to Zelda�s bed he will see that one is missing and he can see Karane in
her room next door.  Go to the desk that has a chair and sit down.  Links
attention will be drawn to a journal lying on the desk.  It has an unfinished
entry that reads, �Tomorrow is the big day!  The wing ceremony!  Finally, Link
can take a big step toward becoming a knight.  I can�t wait to see him
promoted to full knighthood, but I�m a little worried he might have some
trouble winning the race.  Lately, Link hasn�t taken his flight training
seriously.  Someone needs to make sure he doesn�t mess up his chance!  So I�ve
made up my mind.  Tomorrow I�ll wake him up extra early and make sure he gets
in some last-minute practice, whether he likes it or not.  He has to win, or
we won�t be able to perform the closing ceremony together.�  Leave via the
door to the hall.  Link will also notice that the door is no longer locked and
he can return at any time.
 
-End Treasure Hunt & Side Quest-



                      <<<<<<<<<<<<<<>>>>>>>>>>>>>>
                      #40 Gate to the Third Trial
                      <<<<<<<<<<<<<<>>>>>>>>>>>>>>

Go to the Volcano ascent point in Eldin Volcano.  Look for Blue Butterflies
near the blue tiled floor.  Equip the Goddess Harp and strum.  Fi will appear.
 She is above a medallion that has a pulsing ring.  Strum to the beat of the
ring.  A nice cut scene takes place.  Fi tells Link to thrust his sword into
the center of the mark.  Do so and the area transforms.  Fi calls to Link and
tells him that she can not follow, as he is only here as a spirit.  She tells
Link this is �Din�s Silent Realm� and it will test his power.  As before, Link
receives a spirit vessel.  He must collect 15.

The task is not all that difficult.  Link must be aware of several types of
guardians and alarms.  The �Flying Sky Watchers� hover overhead casting a
bright light.  If Link is caught in the light, all the guardians will be
alerted.  The �Earth Watchers� are stationary, but if Link gets too close they
too will set off the alarm.  There is a liquid called �Waking Water�.  If Link
touches the water the guardians will be alerted.

One of the spirits is on a column surrounded by lava.  The only way to get to
it is by tightrope.  Another spirit is on a vine-covered wall above lava.  On
a rock is another tear.  It is accessible only by stepping stones.  Another is
just out of reach in the air.  The only way to get it is to swing from a rope
hung from a dead tree.  Another is at the very top of a plateau that can only
be reached by geysers.  When all the spirits are collected, return them to the
medallion and Link will receive the �Fireshield Earrings�.  These allow Link
to travel in very hot areas.  Link returns to the real world and Fi appears to
congratulate him.  She tells Link that the Fireshield Earrings are one of the
Sacred Gifts.


                      <<<<<<<<<<<<<>>>>>>>>>>>>
                      #41 Eldin Volcano Summit 
                      <<<<<<<<<<<<<>>>>>>>>>>>>


From the Volcano ascent point go to the Temple entrance, turn left and go to
the ledge with the geyser next to it.  Ride the geyser up to the ledge to see
Blue Butterflies.  Equip the Goddess Harp and strum.  A Gossip Stone will
appear.  It says,

�I�ve heard some of the Goddess Cubes
unlock all sorts of treasure when they
fly up into the sky.  Some even have
a piece of heart.�

Now go back to the Temple entrance, turn right and go into the Bokoblin
compound.  Cross the overturned tower and into the tunnel.  Watch out for
Flaming Keese.  On the other side of the tunnel, cross the bridge and enter
the cavern.  Follow the pathway into another cavern.  Stay on the pathway and
follow it up, veering to the left, to a tunnel.  Link emerges in a large
cavern.  Fi appears to tell him that he has arrived at the �Volcano Summit.�
Red Chuchus are everywhere.  On the right is a doorway leading to another
cavern that has a large pool of lava.  There are several �Cursed Spume� that
spit evil curses.  If Link is hit he will be jinxed for a short while.  There
are some steps that were once part of a walkway to the other side.  To the
right is a Goddess Cube on a rock.  Back in the main cavern there is a ledge
in the center with two lit torches.  Beyond the torches is a Bird Statue.  To
the left is a steep sand ramp going uphill.  This leads to ledge going down
to another cavern, which is also accessible from the Bird Statue.  There is a
large ground area with four lit torches and several Red Chuchus.  In the lava
to the left are two Cursed Spumes.  Toss them a bomb or shoot them with an
arrow.  Use the stepping stone to cross to the tunnel ahead.  On Link�s left
is a waterfall and to the right of the waterfall is a high ledge with Blue
Butterflies.  Below the ledge are two soft soil spots.  One with Rupees and
the other with hearts.  To the right is a balcony hanging over an abyss.  To
the left of the abyss are several large pinnacles with vines on them.

Go back inside the cavern, turn left and go up the pathway to a tunnel.  Link
emerges in a large room.  The Goron, Gorko, is ahead looking at a wall of
fire.  He tells Link that he came here looking for Goddess Cubes.  He thinks
there may be some beyond the flaming wall.  Fi appears and gives Link the
ability to dowse for Goddess Cubes.  To the right is a stone marker that
reads: �Quench my thirst to clear the way.�  Next to the stone marker are
steps leading to a receptacle in the image of a frog.  Go back to the
waterfall and get a bottle of water.  Pour the water in the frog�s mouth and
the flames disappear.  Gorko sees this and says: �Now we can get through
here.�  Gorko runs past Link.

Go through the door and down some steps to another room.  To the left are two
soft soil spots.  One has two �Eldin Roller� bugs and the other has two
hearts.  To the right are Blue Butterflies.  Equip the Goddess harp and strum.
A Gossip Stone will appear.  It tells Link:

�Rumor has it there�s a piece of
heart somewhere nearby.  The thing
is, to get it you need to burrow
like a Mogma.�

Near the Gossip Stone are three soft soil spots.  The middle spot has Eldin
Ore.  The spot on the left, a Rupee.  The spot on the right has three hearts.
On the far wall of the room is another wall of fire with Gorko standing in
front of it.  To the left is another Frog receptacle.  Go back to the
waterfall for more water.

The platform in front of the frog receptacle is missing.  Above the receptacle
is a platform extending from a small ledge.  To Link�s left is a larger ledge
with a vine-covered wall above it.  Equip the Clawshots to reach the vines.
Jump to the smaller ledge and pour the water in the receptacle.  The frog
drinks it up and the flames disappear.  Gorko says to Link, �Nice work, bud�
as he runs off.  Go through the doorway to find steps leading down to a bridge
that crosses a void.  Ahead is another wall of fire.

Gorko says, it doesn�t feel like Goddess Cube stuff, but there is something
�super important� hidden around there.  Above the wall of fire is a large frog
receptacle.  Gorko tells Link that his little bottle won�t hold enough water
for this one and asks if he has a larger container, and where is Link going to
get all the water.  Fi appears to tell Link that she can not detect any water
in this area.

To the far right is a small room with jars of hearts and Rupees.  To the far
left is another room with jars and the window is open.  Dash up the wall and
into the window.  Across from Link is a column with vines.  Equip the
Clawshots to reach them and climb to the top.  To Link�s left is another
column with vines.  On top is a Lizalfos.  Equip the Clawshots to reach the
vines and climb to the top.  With a few quick slices the Lizalfos is toast.
Look ahead to see a ledge with vines below.  Equip the Clawshots to reach
them.  On the ledge is a Goddess Cube.  Strike it with the charged sword to
send its energy into the clouds.  The next ledge down has a soft soil spot
with a few Rupees.  Drop down and go back to the waterfall.

The Mogma, Ledd, is looking for treasure and asks Link if he has any info.
Link agrees and Ledd realizes that Link needs more water than is at the
waterfall.  He tells Link that the water at the waterfall comes from Lake
Floria.  His friend used the waterways, in the Faron Woods, to get back here.
Fi appears and tells Link he should go to Lake Floria.  She also tells Link
that he should see the Water Dragon about getting the water back to the wall
of fire.  Maybe by using the water basin used by the Water Dragon.  Go inside
the cavern and out the way Link first came in.  Go back to the temple entrance
and take to the sky.

Drop down into the Faron Woods and land at the Floria waterfall.  Before we
see the Water Dragon, let�s take care of a Goddess Cube.  Up and to the left
of the entrance to the Water Dragon�s lair is a ledge with vines hanging down.
Equip the Clawshots to reach the vines.  Climb up to the ledge and strike the
Goddess Cube with a charged sword to send its energy into the clouds.  Go to
the Dragon�s lair and talk to Faron, the Water Dragon.  She will ask if Link
is mastering the power within his sword.  She understands Link�s need for the
water vessel and allows him to borrow it.  Fi appears to say that Link will
need help from Scrapper to move the water basin.  Scrapper arrives and
apologizes to Fi for being late.  He looks at the basin and tells Fi that he
can handle it.  Scrapper tells Link he will wait for him in the skies above.  

Go back to the Bird Statue and choose � to the sky.  Scrapper will be right
behind Link carrying the water basin.  Go to the Eldin Volcano point in the
clouds and Scrapper will move ahead of Link.  As Link lands, Scrapper arrives
to ask if this is where the water is needed.  When told it is needed at the
summit, Scrapper goes into a frenzy and says he doesn�t want to carry it.

A scene shows Bokoblins and Moblins all around.  Scrapper is afraid.  He then
asks Link to play a game called �Protect the Robot.�  Go down the pathway a
short distance and drop down to the left.  Cross the lava on the stepping
stones and take out the Red Bokoblin archer.  Go into the tunnel and clear the
way for Scrapper to the wall of fire.  It is not an easy task.  Once at the
frog receptacle Scrapper pours the water in the frog�s mouth and the flames
disappear.  Scrapper says good bye and Gorko tells Link to go on in as he has
earned the right.

                      <<<<<<<<<<<<<>>>>>>>>>>>>
                      #42 The Fire Sanctuary 
                      <<<<<<<<<<<<<>>>>>>>>>>>>

The scene shows Link looking down a wide smoky staircase.  He then emerges in
a large chamber that is divided into three sections.  The first, or South
section, has two large statues in the shape of an owl.  Between the owl
statues are steps that once were part of a walkway that crossed to the other
side of the next section.  Lava divides it in two places now.  In the chamber
are large plants with water pods hanging from them.  Equip the Slingshot and
shoot the water pod hanging over the lava directly in front of Link.  It will
hit the lava causing it to harden for a few seconds.  Use this as a floating
stone to the next set of steps between two more owl statues.

To the right, near some jars, is a soft soil spot containing a fairy.  To the
left of this area is a stream of lava spewing from an opening high on the
wall.  On the North wall is a locked door.  To its left is a room high above
the ground with jars.  To the right of the locked door is a ledge with a large
treasure chest and Iron Bars separating it from a hallway that leads to a
staircase.  To the far right, and down, is the third section with a flow of
lava running its length.  Look slightly to the left of the broken walkway and
in front of the spewing lava to see a water pod.  Shoot it with the Slingshot
to create a floating pad.  Jump on and it will carry Link along the lava flow
to the third section.

Jump to the landing on Link�s left and take out two red Bokoblin archers.  Go
up the stairs and take out two more Bokoblins in the balconies.  Then a Blue
Bokoblin at the end of the hall near the Iron bars.  The Iron Bars will rise
allowing access to the treasure chest that contains a �Small Key.�  Drop down
and walk toward the walkway.

An bearded, old Mogma will pop out of the ground saying, �The exit at last�
Whoa!�  He is surprised to see Link.  He sees Link�s Digging Mitts and asks
what Link is doing here.  Say � On a quest. He understands and tells Link that
his name is �Guld�.  He is the big boss of the Mogmas. He tells Link that he
invented the Digging Mitts.  He says, the word is that there is a huge
treasure in these ruins.  He tells Link to leave and enjoy the rest of his
life because those before him never came back.  Guld tells Link of an old tale
that goes:

�Ye who seek the entrance to the king�s
treasure, look for the two statues that
face one another.
Show your bravery and jump into the
mouth of the sleeping statue.  Do this,
And the path will open before you.�

Guld tells Link that some of his guys are searching around for treasure and if
he gets lost, holler at one of them.  To get to the balcony behind Guld, equip
the Clawshots and connect to the vines above it.  Go to the locked door, open
it and go in.

Before Link is a deep wide chasm with lava at its bottom.  At the far end is a
walkway to a sealed door.  Between the chasm walls are two bridges connected
to a network of walkways.

Turn left and follow the steps down to a small room with a Green and a Red
Bokoblin.  Watch out for Cursed Keese.  Open the door and turn left.  Go up
the hallway to a treasure chest that has a Red Rupee.  Turn around and go back
down the hallway past the door to another hallway.  Follow the steps down to a
landing.  Ahead is a room with a switch plate on the floor and a barred gate
blocking the way.  To the left is a large round chamber with lava below and a
large grate covering the lava.  There are several higher levels open to the
chamber.  Directly across and at the bottom of the chamber is a hallway with a
door at the end.  Its floor is all lava.

Drop down on the grate and run to the round stone on the right.  Jump on it
and ride with the rising lava to a hallway above.  At the end of this hallway
climb the vine-covered wall to another hallway.  Defeat two Green Bokoblins
and get on the vine-covered wall at the end of the hall.  Follow the vines to
the right to a walkway.  Defeat the Blue Bokoblin archer.  Go to the end of
the walkway and drop down to the lower level.  In front of Link is a hallway
blocked by a wooden gate.  To the left are steps to a door.  Open the door and
go in.

As Link walks onto the bridge over the chasm, the door behind him closes and
an Iron Grate drops down.  There is an iron fence on each side and a �Dark�
Lizalfos attacking.  It has �Cursed� breath instead of fire.  If its breath
touches Link he will be jinxed for a short period of time.  With fast movement
and a few quick slices this guy goes down.  The Iron grates lift off the doors
at each end of the bridge.  Cross over and look to the right of the door to
see a hallway that has Iron Bars.  There is a switch plate on the other side
of the bars.  Open the door and enter a large chamber.

There are several walkways and steps but the floor is all lava.  To the left
is an opening in the wall spewing lava.  To the far right is another opening
in the wall that has lava seeping from it.  On the opposite side of the
chamber are two Blue Bokoblins.  In the lava are a few Cursed Spumes.  In a
tunnel high on a wall are bomb flowers and Cursed Keese.  Equip the Hook
Beetle to collect bomb flowers and take out all of these creatures.  Pick up
another bomb flower and take it to the seeping lava opening.  The explosion
will open it to full flow.

Hanging over the lava in front of the walkway between two sets of steps, is a
water pod.  Shoot it with the Slingshot and ride the hardened lava across the
room.  Jump onto the landing and up the steps to the right.  On the left is a
locked door.  Move forward and go through the door ahead.

In the next room is a Mogma hanging from a chain that is anchored to the
floor.  He sees Link and thinks he is a new guard.  He tells Link that he will
never tell them anything.  To the right is a walkway with piles of lava.
Equip the Gust Bellows and blow away the lava as Link moves forward.  Ahead is
a large treasure chest that contains a �Small key�.  Leave this room and open
the locked door at the landing.  In the next room are several �Water Fruit� or
water pods.  Turn right and go up the steps.  Follow the pathway to the left.
On the right is a wall of fire and a frog receptacle above it.  To the left is
a pathway leading to stairs to an upper landing.  The large treasure chest
here has a �Monster Horn.�  To the right of the treasure chest and in front of
the frog receptacle is a balcony.  Find one of the many water pods and stab it
with the sword so that it is stuck on the sword.  Go back to the balcony and
do an overhead slice to throw the water onto the frog receptacle.  The frog
drinks up the water and the flames disappear.

Enter the large hallway and defeat several Bokoblins.  Go to the end of the
hallway and open the door.  As Link enters the room the door closes behind him
and an Iron Grate drops down.  Before Link is a round room, caged and having a
grated floor.  Below the floor is bubbling lava.  On the grate ahead and to
the left are stepping-stones.  These are below a ledge that has water pods.
Jump down to the grate and on to the stone to the left.  Lava in the shape of
a hand raises the stone up to the ledge.  The lava hand is �Magmanos�.  It is
invulnerable to most attacks unless its body can be solidified.  Equip the
sword and stab a water pod so that it is stuck to the sword.  When Magmanos�s
hands rise, target one and throw the water at it.  The hand solidifies and
with a few strikes from the sword it shatters.  Jump on a stepping stone and
his other helping hand lifts Link up to the ledge for another water pod.  Jump
down onto the grate and back onto the stepping stone.  Just as Magmanos�s hand
starts to raise the stone, jump off and target the hand.  Throw the water at
his hand to solidify it and strike the hand to shatter it.  The lava below the
grate falls and disappears.

The Mogma hanging from the chain in the other room lets out a sigh of relief.
He tells Link that he saw the whole thing, �amazing stuff.�  He then asks Link
to get him down.  Go out the door and down the steps.  In front of Link is a
lever mounted on the wall.  Dash up the wall and pull it down.  This lowers
the Mogma to the floor.  He exclaims, �Oh yaaah! I�m saved!�  He tells Link
that he owes him big time.  He then asks Link if he is looking for treasure
too.  Say � �Treasure?�  The Mogma now knows that Link is looking for the
sleeping statue.  He looks at Link�s Digging Mitts and says, they are busted
up.  In the Mogma�s gratitude he gives Link a large treasure chest that
contains the �Mogma Mitts.�  These mitts allow Link to burrow underground in
certain places.

Look ahead to see three soft soil spots.  Two of them have Rupees.  The other
is a burrow hole.  Burrow down and crawl to other side of the tunnel maze,
busting the rocks with the sword to clear a path.  Link emerges below the
grate in the same chamber Magmanos was in.  In front of Link is another burrow
hole near the wall.  Burrow down and crawl to the red side of a plunger
switch.  Strike it with the sword and the wooden gate above opens.  Burrow
back up to the floor.  Elsewhere on the floor are two soft soil spots that
have Rupees.  In an alcove is a locked door and a Bird Statue.  Leave this
room via the hallway to the right.

Go up the steps and out the door.  In front of Link is a bridge.  The problem
is that the center is missing.  On the other side of the bridge are two Green
Bokoblin archers.  Equip the Bow and give them each an arrow.  To the right is
a set of steps and a Blue Bokoblin.  Defeat him and continue further to a
switch plate on the floor.  Step on the switch plate and the Iron Bars near
Link will rise.  Link is back at the first bridge he crossed.  Cross the
bridge and open the door.  Turn to the left and look in the hallway with the
wooden gate.  In front of the gate is a burrow hole.

Dig down to the tunnel maze and follow the tunnels to the plunger switch on
the other side.  Strike the blue plunger and the wooden gate will open.  Go
back to the entrance and come out.  Follow the hallway down the steps into a
room with water pods.  On the right is a switch plate on the floor.  Step on
the switch and the Iron Bars will lift.  Stab one of the water pods and then
go into the hallway here and turn right.  Drop down and jump on the stepping
stone.  A lava hand like that of Magmanos, will raise the stone.  Jump down
and toss the water at the hand.  It will solidify.  Strike it with the sword
and it disintegrates.  The lava below the floor grate will drop.  The floor to
the nearby hallway is now clear.  Go into the hallway, turn right, then left
and up the steps to a door.  In this next room is a large treasure chest
containing an �Empty Bottle�.  Link now has four. 

Go back to the damaged bridge and drop down.  Near the wall are Blue
Butterflies.  Equip the Goddess harp and strum.  The Goddess Symbol will
appear on the wall.  There is no exit from here.  Look up to the right to see
a Claw Shield on a post.  Equip the Clawshots to reach it and the one above
the alcove on the other side of the bridge.  Turn around and equip the Bow to
shoot the Bokoblin archer on the balcony.  Turn around and open the door in
the alcove.  Before Link is another Mogma strung up by a chain.  He sees link
and says, �You�ve come along at the right time, Pal!�  He asks Link to get him
down.  Say, �. . .�  The Mogma tells Link that he will tell him the �Big
gigantic secret about this place�, if Link sets him free.  At the bottom of
the steps and to the far right is a partitioned area with a soft soil spot
holding a heart.  The entrance has a shared gate.  Adjacent to this area is
another partitioned area with two entrances and two shared gates, one closed
and one open.  Next to this area is a smaller partitioned area with a water
pod plant.  The gate is closed.

Past the distressed Mogma and to the left, is a wall of fire with a frog
receptacle above it.  In front of the wall of fire are steps to a platform.
In the patch of earth near the base of the steps is a burrow hole.  Dig down
to the tunnel maze.  Backup to the bottom of the maze and turn right to reach
a plunger switch.  Strike the blue end to move the gate.  Backup to the next
tunnel and go to the wooden crates.  Turn right, then left, then right and
then left to the end.  Turn left and left again.  Strike the blue end of the
plunger switch to move the gate.  Return to the surface and go to the water
pod.

Stab the water pod with the sword and go to the platform in front of the wall
of fire.  Toss the water into the frog�s mouth to put out the wall of fire.
Go into the next room and turn left to see a lever mounted on the wall.  Dash
up the wall and pull it down.  The Mogma is lowered to the ground and
rejoices.  He then reneges on the deal.  But then he sees that Link is wearing
Mogma Mitts from his brother�s collection.  Say � �I helped him.�  The Mogma
back peddles and says, �Wait, wait, wait!  There�s something I want to give
you!�  He digs up a large treasure chest and gives it to Link.  He says it has
top secret info.  The Mogma says there is a �hidden room.�  He leaves and the
Mogma, Guld, pops up.  He tells Link that he overheard what was said and it is
all true.  He says he can smell a breeze in the room.

Open the treasure chest to receive the �Dungeon Map�.  Link�s map suddenly has
a new area appear.  Guld pops up again and says, �This room has a fake well
somewhere�and on the other side of that wall, there�s another room.�  Walk up
to the wall and place a bomb next to it.  The wall is open to a small cave
with a burrow hole.  Dig down to the tunnel maze to find a centipede roving
around.  Strike its glowing rear three times using the dash move to defeat
him.  Follow the tunnel maze to the exit hole.  Link emerges in a room with a
large treasure chest that contains a �Small Key�.  Look around to see a wall
covered in vines.  Climb up to a cave that drops down to where Link entered
the tunnel maze.  Leave this area and go back to the damaged bridge.

Equip the Clawshots to reach the Claw Shields, to reach the other side.  Open
the door and go down the steps, through the hallway and to the next room.
Turn right and go to the locked door to open it.  Link is outside on a fenced
landing.  Across from him is a tall structure with a large balcony.  On the
right are steps going up to a wide, fenced walkway.  At the end of the walkway
to the left are steps going down to a lava flow.  To the left is the tall
structure with two Bokoblin archers taking shots at Link.  Send a few arrows
their way.  To the right are two Cursed Spumes.  In front of Link is a water
pod hanging above the lava.  Shot it with the Slingshot and use the new
stepping stone to get across the lava.

Go up the steps and to the left to a door.  Red Chuchus may get in Link�s way.
In the next room is a Blue Bokoblin and a Cursed Keese.  To the left is an
Iron Barred gate leading to the large balcony.  To the right are steps going
up to a walkway that passes an opening in the wall spewing lava.  To the left
of the walkway is another set of steps going down to a lower walkway.  In
between the walkway and steps is lava and a Cursed Spume.  Give him a bomb.
At the bottom of these steps and to the right, is a burrow hole.  Ahead is a
wooden gate blocking access to a landing.  Go down into the tunnel maze.

The scene shows a Mogma digging away.  Go to the blue plunger switch and
strike it to move the gate.  As Link starts back to the entrance, the Mogma
runs over to the plunger switch and pushes it back.  Crawl to the Mogma and he
thinks Link is a green monster.  He decides to have some fun with Link.  He
tells Link that as long as he has a clear path, Link will never catch him.
When he is caught, he thinks Link is going to eat him.  He notices Link�s
mitts are from his brother�s collection.  Say � �he gave me �em�.  He
apologizes for what he did and digs up a large treasure chest to give to Link.
He bids Link good bye and says he will open the gate on his way out.  Open the
treasure chest to receive a �Piece of Heart�.  

Walk out to the landing and dispose of the Cursed Spume.  Watch out for Cursed
Keese.  Turn and look to the left to see a water pod.  Shoot it with the
Slingshot and ride the stone to the large balcony.  To the left is a switch
plate on the floor.  Step on it and the Iron Gate rises giving access to the
adjacent room.  Behind the Bird Statue is a burrow hole.  Go down into the
tunnel maze following it to the right, then up and then to the left, ending up
at some boulders.  Smash the boulders and come up behind a bomb flower.  Hit
it with the sword and a bomb will roll to a pile of boulders to blow them up.
Suddenly lava comes pouring into the tunnels.  Haul butt back to the entrance
hole and get out.  Link sees that the lava spewing into the lava below the
balcony has increased.

Go back down to the landing and shoot the water pod above the flow. Jump on
the newly hardened lava and ride it to the far left landing.  Go up the steps
to an intersection of walkways.  On the right is a stone marker that reads:

�The bridge of decision�choose
the path you believe in�move
forward bravely.�

The walkway to the right is short and drops off into the chasm.  The left
walkway has steps going up to another walkway and a sealed door.  The middle
has a staircase going down to the lava and then back up to an Iron Barred
gate.  Go out onto the walkway to the right and look down.  On the left and
the right of the chasm are statues facing each other.  The one on the right
has its eyes open.  Jump down into the mouth of the one on the left.  Its
eyes are closed.  Once in, go up the steps and into the hallway on the left.
Near the wall there are Blue Butterflies.  Equip the Goddess harp and strum.
The Goddess Symbol will appear on the wall.  Turn right and go up the steps to
a door.

As Link enters a large room the door closes behind him and an Iron Grate
drops.  Two Dark Lizalfos come at Link.  Watch out for their cursed breath, as
it will jinx Link.  Defeat them and the Iron Grates on both doors will rise.
Dash up the ledge and open the door.  Turn right and follow the long curving
staircase to a landing.  On the other side of the landing are Blue
Butterflies.  Equip the Goddess Harp and strum.  A Goddess Symbol will appear
on the wall.  Go up the damaged spiral staircase and equip the Clawshots.
Watch out for Cursed Keese.  Get to the vine-covered wall and onto the
staircase again.  Continue up the steps to the door at the top.

In the next room Link sees a stone marker that reads:

�Bring light to each statue in
accordance with the number of
wings each possess, from least
to most.�

Behind the stone marker are five statues, each with 0,1,2,3 and 4 wings.
Behind the statues is a large treasure chest in a small room blocked by Iron
Bars.  Near one statue is a burrow hole.  Go down into the tunnel maze.  Link
will have to knock a bomb flower into some boulders to access the light spots
in the correct order.  On the right of the maze is a centipede.  Light all the
statues and the Iron Bars at the treasure chest will rise.  In the tunnel the
exit will be blocked and the centipede will be loose.  Defeat the centipede
and leave the tunnel maze.  Open the large treasure chest to receive the
�Mysterious Crystals�.  Turn and go down the steps to the right.  Turn right
and open the door at the top of the steps.

In this long narrow room is a switch plate on the floor.  The jars on either
end have hearts and one has a fairy.  Step on the switch plate and the Iron
Bars will rise giving access to the middle walkway outside.  Follow the
walkway to the central intersection and turn right.  Go up the steps to the
sealed door and insert the Mysterious Crystals.  The doors open.


____________________________________________________________________________
)))))))))))))))))))))) DEMON GHIRAHIM RETURNS (((((((((((((((((((((((((((((( 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Link enters a large room.  Ghirahim is waiting for Link.  Ghirahim says to
Link:

�I see you�re still among the living.
Fancy meeting you here.
We seem to bump into each other time
And time again.  Oh, it�s no coincidence,
Though, is it?  You and I, we�re bound
by a thread of fate.
Look at these old drawings.
Until I found these, I was�Upset about
that little stunt the Goddess�s guard dog
pulled at the Gate of Time.  What was
that twig�s name?  Impa?
Well never mind that, because these
drawings suggest the existence of a 
second Gate of Time.  This news has
just filled my heart with rainbows!
I�ve been busy boy, searching here
and there and everywhere for another
Gate of Time.
And yet, I couldn�t even find a single
clue.  Since I know I can be honest with
you, I�ll admit I got a little sulky.
It was frowns all around.
The thought of never getting my hands
on that darling young girl again was�
Well, more than I could bear.
But then I found this place!
The prospect of a second Gate of Time
Has made me positively giggly!
That girl�Your adorable friend�
She will be instrumental in bringing
about the revival of my master.
And though I feared she was now quite
Beyond my reach, I despair no longer.
�But before we talk any further on
that subject, there�s still the
outstanding matter of your
punishment.
Do you remember when I told you that
the next time we met, I�d make your
ears bleed from the sound of your own
screams?
Well, I�ve been thinking�perhaps
corporal punishment is a touch harsh.
I might be willing to forgive and forget
if you�ll strike a deal.
All I ask is that you tell me where
I can find the other Gate of Time.
That�s not too much to ask, is it?
Oh, and don�t you play coy with me.
I know that you know, so why not let me
in on the fun?

(Link raises his sword)

Such behavior.  A mischievous boy like
you needs to be dealt with firmly.
I must warn you, I won�t go easy on you
this time.

(Ghirahim�s arms change color)

Lovely, aren�t they?  You�ll find the
Supple skin of my arms tougher than
any armor.  Doesn�t their shape just
leave you �breathless?
Yes I�ve pretty much got it all.  Though
there is one teensy, tiny thing I lack�
Namely, mercy.
Come to me, __________.
You and I, we�re bound by that thread
of fate.  Destined to fight.
So come close, ___________.
Meet me in battle, and the thread of
fate that binds us will be soaked
crimson with your blood!

Ghirahim will have a few spinning daggers dangling near his head.  Equip the
Shield and jump to his right and left to distract him.  Use a forward thrust
of the shield and then take a few slices with the sword.  He is fast and may
grab the sword.  After he takes a few hits Ghirahim will change tactics.  He
will disappear and reappear in a different place.  Later he will pull swords
out of thin air and use a string of daggers thrown at Link.  The best offense
is actually a good defense here.  Continue with the Shield and sword attacks.
Anytime he disappears, run away because he may crash down on Link causing
damage.  If Link is too close he will attack with the swords.  When he has
taken enough damage he will say to Link:

�Enough of this foolishness�
I am Ghirahim, Demon King!
It shouldn�t matter how powerful your
sword is, you are still nothing�
Not just a human�A human child!
And yet you prevail!
You filthy scamp!  You have awakened
a wrath that will burn for eons!  I swear
to you, whatever it takes, I will drag
you into an eternity of torment!

Ghirahim arcs his sword and vanishes.  Then a full heart container floats
down.  Leave this room via the door to the North.

Link enters a round room with an altar. At the altar is the Goddess Symbol.
Walk up to the symbol on the floor and raise the sword skyward, and strike the
Goddess Symbol.  A red flame will rise from the altar.  Fi will appear and red
fireballs will shoot out from the flame to engulf her.  This fireball will
shoot away and return as four, striking Link�s sword.  Link holds the sword
high and then masterfully puts it in its sheath.  Link looks at his hand to
see the image of a triangle light up.  A third corner is aglow.  Fi will then
reappear to tell Link that the last of the flames have revealed the true form
of his blade.  Link holds the �Master Sword�.  She tells Link that he can now
awaken the Gate of Time at the �Sealed Temple�.

Link is now outside the Fire Sanctuary.  Go up the steps to the cave ahead.
On the left is a burrow hole in front of the Gossip Stone.  Go down into the
tunnel maze and emerge in a small cave to find a Piece of heart and three
Fairies.  Find a Bird Statue and head for the sky.  

      
))))))))))))))))))))))))) MORE SIDE QUESTS ((((((((((((((((((((((((((((((((( 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


-Side Quest-
Go to the Bazaar and open the treasure chest in the back of the Scrap Shop to
find a Gold (300) Rupee.  Then stop at the potion shop and fill Link�s new
bottle with red potion.  On the way out stop and see the potion shop man of
the house, Bertie, to infuse the heart potion.  He will tell Link that he is
having trouble getting to sleep at night.  Find a bed and sleep until night.
Go see Bertie and Link will find him with his crying baby.  Bertie will tell
Link that it doesn�t look like he will be getting much sleep.  He tells Link
the baby used to sleep like a sack of rocks until the rattle was lost.  Bertie
says a bird picked it up in its beak and flew off.  Go to the entrance of the
cave near the waterfall.  Turn to the left and look up.  The little island
above has vines.  Equip the Clawshots to reach them.  Turn and look at the
waterfall island to see vines.  Use the Clawshots to reach them.  On the
other side of the water are Blue Butterflies.  Equip the Goddess Harp and
strum.  A Gossip Stone will appear to tell Link he can dive into a birds nest
from here.  Collect the Gratitude Crystal in the water, then dive off the dirt
patch into the nest.  Equip the Gust Bellows to blow away the dirt and pick-up
the rattle.  Go to Bertie�s house and give him the rattle.  He shakes the
rattle and the baby settles down.  He is very grateful.  Link receives five
Gratitude Crystals.   
      
Now go to the Academy to see Fledge. Link walks in the room and sees Fledge
doing push-ups counting 3,985�3,986�3,987�3,989�  He tells Link it was a nice
warm-up.  He is glad to see Link and asks if being able to lift a barrel with
one hand is strong enough.  Say � �For sure�.  Fledge thanks Link for his help
and motivation by giving him five Gratitude Crystals.  Go to bed and sleep
until morning.

Go see the old lady in the kitchen, Henya.  She says she hears a voice in the
restroom at night.  Walk toward the restroom and a voice calls out
��Oooooh�Somebody�Please, somebody help me��  Link tries to open the restroom
door but it is locked.  The voice calls out �Oooh�Paper�Please�Somebody bring
me paper�any kind of paper at all�Ooooh�.  If Link delivers a letter for
Cawlin instead bringing it here, the voice will say, �Please forget about the
paper�Good-bye��

Even though Link doesn�t have enough Gratitude Crystals yet, go see Batreaux.
Fi will appear and add the crystals to Link�s dowsing abilities.  Now Link
can find them easily and usually at night.  Look around Skyloft to find a few.

Go to the check girl Peatrice�s house (at night) and talk to her father.  He
says hello and that it is a good time to visit.  Say � �Daughter�  He says,
�Sure enough is.�  He is worried about her because she sits and stares at the
yonder.  He then thinks that he has figured it out.  His daughter has an
�unwanted admirer�.  He won�t have it and is going to find the rascal and give
him a good whuppin�!  He asks for Link�s help.  Find a bed and sleep until
morning.

Go see Peatrice at the Item Check and she will tell Link to visit her tonight
as she has something to tell him.

CAWLIN's LETTER, with alternate version;

Now go to the Academy and talk to Cawlin.  He is mumbling, �Should I give it
to her�?  Should I not give it to her�?�  He is startled by Link.  Cawlin
tells Link he has a dilemma in his mind.  Say � �Can I help?�  He asks Link to
deliver a very important piece of paper to a certain person.  Link looks
toward the restroom door and Cawlin says, �What, there�s someone in there who
wants paper?�  He tells Link that this paper is a letter, a love letter.  It
is not to be used as toilet paper.  Link is to give the letter to Karane.

Link has two choices and must make one now.  He can give the letter to Karane
or to the person in the restroom (see this story further down).  If he should
choose to give it to Karane then this is what he must do:

Go down the hall to the classroom to see Karane.  Karane will be mumbling,
�Oh, Pipit�How can I get you to notice me?�  She turns to see Link and asks if
he needs something.  She wonders if Link heard her mumbling.  Choose � �Give
her the letter� Karane says, �A letter? For me? Could it be from Pipit?!�
Choose � �Here you go�  She thanks Link then takes the letter and opens it.
She wonders who it's from and says the hand writing is terrible.  Karane sees
it is signed, �Your brave knight, Cawlin�.  She remembers Cawlin as one of
Groose�s flunkies.  She seems to like the letter and is considering going out
with him.  Then Karane wonders what Pipit would think if he knew.  Go back to
Cawlin and he is surprised that Link actually delivered the letter.  Now he
isn�t sure what he should do.

Go upstairs to see Pipit.  He will ask, �What�s up?�  He is surprised that
Karane got a love letter.  He thinks it is �interesting�.  Pipit asks Link
what he thinks Karane is going to do.  Say � �Date him.�  Pipit is shocked and
thinks it is a big problem.  He lets on that it is none of his business and
says it is his duty to make sure everyone lives up to the standards of knight
school.  Pipit feels he should step in and asks if Link understands.
Say � �You like her?�  He then asks Link to ask Karane what her decision might
be.  Go to the classroom.

-Cut Scene-
Karane says to Cawlin � �You�re the one who sent the letter, right?�
Cawlin � �Yes�
Karane � �Tee hee.  It was a wonderful love letter.  Thank you!�
Cawlin � �It wasn�t�that�great�and, um�Wha-what�s your�answer?�
Karane � �My answer?  Ah�My answer��
Cawlin � Oh, please!  Please go out�with me!�

Pipit enters the room and says, �Wait.  I think you should go out with me
instead!  I mean�er�I want to ask you out!�
Cawlin � �What?�Hey, hold on there!  What are you trying to pull all of a
sudden?�
Karane � �Errr�I want to go out with�Pipit��
Cawlin � �Ha!  See that, you fool?!  I knew she would choose me!  She�s been
checking me out for weeks!  Uhh, wait a second�Wait�Really?!�

Pipit walks up to Karane and says, �Truly?  You choose me?�
Karane � �Yes!  I�m so happy.  Thank you��
Cawlin � �This can�t be happening��  

Cawlin then turns and runs out of the room.  Pipit calls to Link to say,
�When you told me about the letter, it was at that moment I finally realized.
I realized that�I love her.  I thought to myself I can�t let anyone else take
her from me!  If you hadn�t told me, I might never have even noticed my own
feelings for her.  I�m so grateful.  I don�t know how I can ever thank you!�
Link receives five Gratitude Crystals.  Look in Groose�s room to find Cawlin
in bed crying, �Ugh�Stupid Pipit�So much hate for you�For crying out loud��

If Link returns to Groose�s room, Cawlin is sitting on the bed and says, �It�s
over�It�s all over.   What do you want, Link?  Have you come to laugh at my
miserable state?  Just leave me alone!�

======OR======

If Link decides to give the letter to the person in the restroom he should do
this:

Instead of giving Cawlin�s letter to Karane, find a bed and sleep until night.
Go to the restroom and the voice of someone wanting paper will be happy that
Link brought what it needed.  The door is unlocked and Link can enter the
restroom.  As Link approaches the toilet a hand from inside waves to Link.
The paper is offered but the hand is reluctant to take it because it is a
letter.  Tell the visitor in the toilet �Yes� and it thanks Link.  It also
tells Link not to ask what it will use the paper for and "May we meet again�
You kind soul��  The hand then disappears down the toilet.

Find a bed and sleep until morning.  Find Cawlin in the hall and he will ask
Link if he handed over the letter as he had asked.  Say �Actually�  Cawlin is
upset and says  �You gave it to the weirdo in the restroom?!�  Cawlin tells
Link that anyone who interferes with true love should be kicked by a bird and
that he Hates Link.  Cawlin then runs away crying.  Go to Grooses room to find
Cawlin.  He will tell Link �I don�t know who that was in the restroom, but I�m
completely freaked out just knowing that they read my letter�I still can�t
even believe it!  Who exactly did you give it to?!�  Find a bed and sleep
until night.

Go back to Grooses room to find Cawlin laying on the bed and the hand from the
toilet rubbing his head.  Cawlin is mumbling, �Ugh�Nngh�nngh�H-help�� The
voice belonging to the hand says to Link �Ahooo you�re the one from the other
day�it�s good to see you again�Actually, thanks to you, I met my true love�
Yes, him�It all started with the letter that you gave me�Those beautiful words
of affection caused me to fall hopelessly in love�Ahh, my heart is bursting
with thoughts of him�I feel so excited, so cheerful, so full of life��  Link
receives five Gratitude Crystals.  The voice then says to Cawlin  �Ahh�My love
I will always be by your side�Tee hee��  Find a bed and sleep until morning.

Go back to Grooses room to find Cawlin.  He will tell Link,  �Ever since you
botched that mission with the letter I�ve been having nightmares and can�t get
any sleep!  It�s just one thing after another!  What is going on?!  I wonder
if that bed is cursed?  Maybe it�s Grooses revenge!  You gotta help me!  

See Fledge near the Sparring Hall.  He tells Link he is maxed out in push-ups
and wonders what he should do next.  He sees Link�s Bow and thinks Link is a
natural with it.  Say � �Yep�  He thinks Link is amazing.  Fledge feels he
will never be as cool as Link.  He asks Link to demonstrate the Bow.
Say � �Ok�  (It�s a game)  Fledge tosses pumpkins in the air and Link shoots
them with arrows.  The cost is twenty Rupees.  Minimum points for a prize is
150.  For 330 points, Link got fifty Rupees and was told he should go for 400
points.  Find a bed and sleep until night.

Go see Batreaux.  He looks at the 30+ crystals Link has and offers him a �Big
Wallet� in appreciation.  It holds 1,000 Rupees.  Link can now carry 1,900
Rupees.  Batreaux asks Link to continue helping him just a bit longer.
Suddenly a large treasure chest appears.  As Link walks up to the chest
Batreaux stops him.  He says the chest is not to be opened under any
circumstance because there is something unspeakable inside!  Say � �What?�
Batreaux says it is the infamous evil of the dreaded �Cursed Medal�.  He goes
on to say that when the medal is carried, Link will find more Rupees and more
treasure than ever.  Say � �What?�  Batreaux says the soul who holds the medal
will not be able to open his pouch.  He tells Link to forget about the chest
forever.  Do not open it.  Batreaux asks Link to bring him 40 crystals on his
next visit.

Now go see Peatrice at her house.  She thanks Link for coming and then asks
what Link thinks of her.  Say � �I like you.�  She says, �You do?!  You�re not
lying?!�  Say � �Really�  She is so happy that she thinks she is in a dream.
Peatrice asks Link if he �Really, Really, Really� likes her.  Say � �I do�
She says, �You�re not lying, are you?�  Say � �It�s true�  Peatrice tells Link
that she loves him.  But she understands his true feelings better than he
knows.  Link has important things to do.  She will think of him always and
asks Link to tell her father of their love when his job is done.  Link
receives five Gratitude Crystals.

Go to Link�s room where he will find a Gratitude Crystal on his desk.  

Go see Batreaux again.  He looks at all the gratitude Crystals Link has and in
his appreciation gives Link a Gold (300) Rupee.  Batreaux asks Link to bring
50 crystals on his next visit.  Find a bed and sleep until morning.

Go to the Plaza and ring Beedle�s chimes for his Airshop to stop.  See Beedle
and buy the Piece of Heart for 1,600 Rupees.

Go to the take off platform at the North/West part of Skyloft.  Dive off and
land on the small island below.  Open the treasure chest to find a Silver
(100) Rupee.

Take to the sky and go to the little island under Fun-fun Island.  Open the
treasure chest to find a Gold (300) Rupee.  Now fly up to the top of Fun-fun
Island and talk to the Clown Dodoh.  He will say, �Urrrrghhh�What am I going
to do?!  It�s no use!  It�s all over��  Say � �What�s wrong�  The Clown says
that the Party Wheel he had pinned to his back flew off and fell below the
clouds.  Dodoh says that without the Party Wheel the island won�t be any fun.
He asks Link what he should do.  Say � �Look for it�  The Clown asks how?
Fi appears and adds the Party Wheel to his dowsing abilities.  She tells Link
that it is somewhere in Lanayru desert.

Now go to the Isle of Songs and land on top of the tall temple.  Open the
treasure chest to find a �Small Bomb Bag�.  It will allow Link to carry an
extra five bombs.

Go to the Lanayru Desert light point and drop to the Desert Entrance.  Climb
the vine-covered wall to the right and follow the path to the left.  At the
end of the path look up and grab a thin ledge.  Go hand over hand to another
pathway.  Follow it to the Party Wheel.  Fi will appear and ask Link if he
needs Scrapper.  Say � �Yes�  A few moments later Scrapper arrives.  He asks,
�You want me to carry this thing?�  Go back to the Bird Statue and to the sky.
With Scrapper in tow, go to Fun-fun Island.  Scrapper drops the Party Wheel
and leaves.  Dodoh is surprised and excited.  He toots his horn and thanks
Link.  Link receives five Gratitude Crystals.

The Clown Dodoh asks Link to be his first customer and offers a free play.  He
normally charges 20 Rupees.  It�s a game.  Link is shot out of a cannon high
in the sky.  The goal is to land on a space on a rotating wheel.  The amount
of Rupees won depends on the space color.  A gray space is the loser space.
It�s a so-so game.

Link should have 50 Gratitude Crystals by now. So go back to Skyloft to see
Batreaux.  Show him the crystals and he is so happy that he gives Link a
�Giant Wallet�.  It holds 5,000 Rupees.  This will allow Link to carry 5,900
Rupees.  He asks Link to bring 70 crystals on his next visit.

Now to the Pumpkin Landing.  Go in the Lumpy Pumpkin and Link will see a new
chandelier.  The innkeeper Pumm is proud of it and thanks Link for all his
hard work.  He tells Link to go see Kina.  Kina needs help plowing the pumpkin
field.  Link says, �I know someone!�  Kina asks Link to have this person come
see her right away.  Fi appears and gives Link the ability to dowse for this
person.  Kina asks Link if there really is someone who will help her.

Go to the Eldin Volcano light point and drop in at the Volcano East.  Follow
the pathways and defeat any bad guys along the way, to reach the geysers that
take Link to the entrance to the volcano.  The Mogma Guld, is on top of a
column.  Guld tells Link that he is tired of working in this area and would
like to try some place new.  Say � �I know a place�  He asks if Link knows a
place and is happy to hear that it is in the sky.  Guld is ready to go.  Fi
appears and agrees that Guld is a match.  With Link�s permission, she sends
for Scrapper.  A few moments later he arrives.  Scrapper makes a comment about
having to carry �this old thing� and soon has Guld in his grips.  Go back to
the Bird Statue and to the sky.  With Scrapper in tow, head for Pumpkin
Landing.  Scrapper drops Guld and then leaves.  Kina looks at Guld and says to
Link, �You found someone, didn�t you!�  Then she sees that Guld is a Mogma and
questions if he can plow the patch.  Guld then says, �Are you trying to get me
to work on a field all day?�  He isn�t happy with the deal.  Kina laughs and
says, �Good luck Mr. Mole man!�  Guld agrees to give it a try.  He starts
digging and Kina is amazed.  Guld tells Kina that this work is child�s play to
Mogmas.  Kina says, �Wow!  One more time please!�  Guld continues digging and
Kina is thankful to Link for bringing him to her.  Link receives five
Gratitude Crystals.

Fly over the Lumpy Pumpkin from a high altitude and Link will see other birds
below and a number of skydivers.  Drop off the Loftwing and do a flat descent.
When Link is near the skydivers they will get close and try to link-up.  When
they are all linked with Link he may receive a Red Rupee.

-End Side Quest-

____________________________________________________________________________
)))))))))))))))))))))) RETURN OF THE IMPRISONED BEAST ((((((((((((((((((((((
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Go to the Faron Woods light and drop into the Sealed Grounds.  Link will see a
rail system encircling the pit.  Near the Sealed Temple entrance is a catapult
mounted on the rails.(depending on when Link arrives at the Sealed Grounds, he
might see Groose working on the catapult)To the right, down a pathway is a
�giant� bomb flower.  Go inside the temple and talk to Groose.  He is happy
Link noticed the track he built.  Link asks what is it for and Groose says,
�Oh, you�ll see before long!�  Talk to the Priestess and she notices that
Link�s sword has been purified.  She tells Link that it is the sacred force,
the same power spoken of in the Ballad of the Goddess.  She says to Link, �You
must now open the Gate of Time�.  Walk up to the pedestal and strike the slab
with a skyward strike.  Just as Link is about to strike the slab, the earth
rumbles.  The Priestess says, �No�I fear the seal has given way once again.
That terrible Beast is awakening even as we speak.  It is likely that the
monster reacted to the scared power given off by the sword.  I wish it had not
happened, but there was no other way to open the gate.  So it goes�  Link you
must imprison the Beast once again.�  Groose says, �All right!  Bring it on!
This is what I have been waiting for.  It�s time to break out my new toy!
Trust me, that flabby bag of teeth doesn�t stand chance.  Well!  What are we
waiting for!  I�m heading out there!�

Follow Groose outside.  Groose calls to Link for him to watch his �Super
weapon� at work, he calls it the �Grooosenatov�.  Groose is proud of his
achievement and explains how he did it.  He tells Link to show him where Link
wants Groose to put his shots.  Groose tells Link that the Beast arrived
before he was ready and he needs to make a few final adjustments.  As Link
reaches the bottom of the pit, dark fumes rise around the sealed spike.  The
ground opens and the Beast emerges.  Groose notices that the Beast has grown
arms. The Beast sends out a strong electrical pulse, each time its foot hits
the ground.  If Link is close, he will lose a few hearts.  Attack the Beast's
white toes, three on the front and one at the back, of each leg.  The Beast
will climb up to the next level of the pathway.  Use the geysers to get up to
the path and ahead of the Beast.

Groose will call out to Link when he has the catapult ready.  Target the Beast
and let go with a giant bomb flower.  With the toes destroyed, the Beast will
fall to the ground.  The Sealing Spike is protruding from its head.  Run to
its head and drive the spike in.  This will cause damage, but not destroy him.
Attack the toes again.  The Beast will try to climb to the next level of the
pathway.  Target him with the catapult and hit him with a giant bomb flower.
Attack the toes again and drive the spike back in.  The Beast takes more
damage.  Repeat the attack. The third time the spike is driven in; the Beast
turns bright white and explodes.  The spike falls into the opening at the
bottom of the pit.  The Priestess tells Link to strike the Sealing Spike with
a skyward strike to restore the seal.  Do so and the spike is set.  A double
triangle appears.  With the sword, make a left diagonal slice, a right
diagonal slice, a vertical slice and a horizontal slice to complete the seal.

Groose calls out to Link, �Nice work there�.  He tells Link that he couldn�t
have done it without him.  Go in the Sealed Temple and the Priestess will
thank Link and Groose.  Groose thanks the Priestess for setting him in the
right direction.  She then says to Link, �You must wonder what it is you�ve
been fighting out there in the great pit�Suffice it to say it is the root of
the evil we face.�



                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
                      #43 Gate of Time/Sealed Temple 
                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>> 

In the Sealed Temple walk up to the slab and strike it with the skyward sword.
The slab begins to glow and shift its energy.  Soon it is bright and then
suddenly disintegrates.  All the tiny pieces then begin to reassemble.  First
large puzzle like pieces that merge.  Then a large cog wheel and finally
symbols of places and elements.  The Priestess tells Link not to fear, it is
what has long been waited for.  She says that, �it is the portal of time to
the past�to where Zelda now waits.�  As Link moves toward the Gate of Time, he
glances back at Groose.  Groose tells him not to worry, he will keep guard
over the pit.  Groose starts to say something to Link but stops.  He walks to
the door and turns slightly to say, �When you see Zelda, tell her I said
�What�s up?�  Link is moved by Groose�s emotion.  Link turns and places his
hand on the gate.  It opens as a tunnel made of internal cogs.  Link runs into
the tunnel and emerges back in the Sealed Temple at a different time.  He sees
Impa.  She tells Link that she has been expecting him.  She explains that this
is the �Temple of Hylia� and will be known as the Sealed Temple in the future.
This time is far in the past, long before Skyloft became what it is now.  Impa
tells Link that he must proceed through the great doors behind him.  It is
there that Zelda waits for him.  Go up the steps to the beam of light.

-Cut Scene-
Zelda appears.  She is glad that Link made it here.  She tells Link that the
land has not healed in the era from the battle between the Goddess and the
demon king known as �Demise�.  Zelda explains that the old gods created a
supreme power called "Triforce� that gave the person who possessed it the
ability to shape reality and fulfill any desire.  The demon Demise tried to
take the Triforce for himself by force.  To save her people, the goddess sent
them, and the Triforce to the sky.  The place in the sky is Skyloft.  After a
long battle, the �Goddess Hylia� sealed away Demise.  The goddess knew the
seal would not hold against his power.  Hylia had suffered grave injuries and
she could not stop him if he broke free.  Once free it would mean the end for
all beings on this land.

To put an end to the demon king, she devised two plans.  First the goddess
created Fi, to assist the Chosen Hero on his mission.  Her second plan was to
transfer her soul into the body of a mortal.  She did this so that one day the
supreme power could be used.  The power of the Triforce can never be wielded
by one.  Zelda tells Link that he is the Chosen Hero and she is the Goddess
reborn as a mortal.  Zelda was rescued by the Priestess and told of her
existence as the Goddess Hylia.  Zelda searched out the Goddess Statues and
they stirred her memory.  Impa then brought Zelda here, to the past.  Zelda
tells Link that her intention is to remain there to prevent the demon king
from ever freeing himself.  She tells Link that the creation of Fi and the
sword were for a specific reason.  The task of standing against Demise rests
on Link�s shoulders.  Because of the qualities Link has learned, he can now
claim the Triforce.

Link kneels before Zelda as she recites his deeds and accomplishments.  The
Triforce appears on the back of his hand and Zelda tells him that the sacred
power dwells within him.  Link stands and raises his sword.  It shines as it
achieves its ultimate form.  Zelda turns away and offers Link an apology.  The
mark on his hand is only a symbol and she used Link to draw him into the
fight.  As Zelda walks away from Link and toward the light, she tells him that
she is prepared to pay the price for what she has done.

Zelda will remain at the Sealed Grounds to ensure that the seal holds.  Link
runs to Zelda only to be held back by a shield of light.  She tells Link that
she is still her father's daughter and Link�s friend.  She says, �I�m still
your Zelda.�  Zelda tells Link that once Demise is finally gone she will be
able to wake up.  She then asks Link to wake her when it is over.  The light
becomes a gemstone encasing Zelda.  Link walks toward Impa as the great doors
close behind him.

Impa tells Link that there is work to be done and he should return to his
time.  Walk up to the Gate of Time and Link returns to the Sealed Temple.  The
Priestess welcomes him back.  She tells Link that it was thought that the
Triforce was hidden within Skyloft.  But sadly, all clues to its whereabouts
were lost over time.  The Priestess feels that the key to finding the Triforce
is in Skyloft and he should go there.  Groose then calls to Link to ask how
Zelda is.  Say � �She�s great.�  He is happy to hear that but sad that she is
still back in time.  Groose tells Link that he has decided to stay with
Grannie.  He feels that there is work to do.  Groose turns to look at a mound
of earth saying that Zelda and Grannie have brought life back to the land.  He
plans to grow a tree.  Groose asks Link to tell everyone in Skyloft that he is
Ok.
-End Cut Scene-

Go to a Bird Statue and head for the sky, specifically Skyloft.


                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
                      #44 In Search of the Triforce 
                      <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>


In Skyloft, go see Zelda�s father, the Headmaster.  He asks, �Ah, hello, Link!
Have you heard anything more about my daughter!  What is it�?  If you know
anything at all, I urge you to share it with me. �Want to tell me but you
can�t?  Hmm.  I�understand.�  The Headmaster then tells Link he will share any
knowledge he has to help Link.  Say � �Actually�. The Triforce is mentioned
and the Headmaster tells Link that any clues to its whereabouts have long been
lost.  He remembers someone named Levias, the great spirit of the sky.  Levias
has a wealth of knowledge and may be able to help Link.  Link asks where
Levias is.  The Headmaster says he is trapped in the clouds called Thunderhead
and he has asked Instructor Owlan to look into it.

Go see Instructor Owlan.  He will tell Link that Levias is not the one that
they knew.  He is now a monster.  Instructor Owlan tries to talk Link out of
going to see Levias but realizes Link is determined.  Instructor Owlan takes
Link to a take-off platform to teach him a new bird-riding technique.  It�s
called the �Spiral Charge�.  Dash off the platform to take to the sky.  There
is a tutorial and Link is told to knock out ten targets in less than 120
seconds to qualify.  When completed, Owlan suggests that Link go to the Lumpy
Pumpkin to talk with the owner, Pumm.  


Go to the Bazaar and talk to the thin fellow in the caf�, Croo.  He says, �I
haven�t seen the Fortune-teller much these days�You knew his crystal ball got
broken, right?  I just hope he�s not sitting at home kicking himself for not
foreseeing this.  Would you mind running over and checking on him?  His house
is on the Eastern edge of Skyloft.�

Go to the Fortune-teller, Sparrot�s house.  He will tell Link, �I�m fine.  Go
on, go on�Please leave me be�My crystal ball has shattered, and without it, my
eyes can no longer gaze deeply into the future.�  Sparrot had heard that Link
found part of the windmill and asks Link if he can find another crystal ball
at the same place the original was found.  Say � �Yes�.  Fi appears to give
Link the ability to dowse for the crystal ball.

Take to the sky and go to the Eldin Volcano light point and drop in at the
temple entrance.  Look up to the left above the entrance to see the crystal
ball on a pedestal.  Go to the geyser to Link�s left and up to the ledge.
Equip the Clawshots and target the Claw Shield to reach a ledge.  Walk up to
the crystal ball and Fi will appear.  She agrees that it is suitable and, with
Link�s permission, calls for Scrapper.  A few moments later Scrapper arrives
to pick up the crystal ball.  Go to the Bird Statue and to the sky.  With
Scrapper in tow, go to the Fortune-tellers house.  Scrapper drops the crystal
ball on the table and says, �If you need me�Feel free to call.�  The
Fortune-teller says, �Oh!  What do my eyes behold?!  This�this is it!  You
found it!  This is exactly the same as the crystal ball I used before!  Fate
and fortunes!  My eyes are with the thrill of possibility and damp with tears
of gratitude.�  Sparrot tells Link to come by the Bazaar to get his fortune
told.  Link receives five Gratitude Crystals.

Go to Pipit�s house.  His mother says, �So here�s the thing, Link.  My house
is terribly dirty�Pipit is always telling me to do some dusting around here,
but I just can�t bring myself to do it.  That�s why I wanted to ask you if you
wouldn�t mind cleaning it for me.  I�ll even pay you, Link.�  Say � �I�m on
it�.  She is happy that Link agreed but she doesn�t have a broom.  The Gust
Bellows is automatically equipped, so start blowing the dust off the floor.
She may ask if Link is done.  Say � �Almost�,  and continue cleaning.  She may
tell Link to do the floor first and the shelves.  At some point she will be
happy to see the house is clean.  Link receives five Gratitude Crystals and a
Red Rupee.

After cleaning Pipit�s house come back at night and stroll past the house.
Link will hear an argument between Pipit and his mother.  It goes like this:

Pipit says; �We�ve been over this before mom!�  Link then moves close to a
window.  The mother then says; �Calm down, Pipit.  Don�t get so mad��  Pipit
says, �How could I not be mad?!  It�s been obvious lately that you�ve been
giving someone Rupees to clean the house!  I gave you that money so you could
buy some bread!  If you keep spending money like this, I won�t have any money
to go to the Knight Academy!  I didn�t take that job patrolling just so you
could live the life of luxury!  You�ve got to stop doing this!�  

Pipit steps outside the house and sees Link.  �Oh�Hey there, Link�What could
you want at this hour?  You didn�t hear any of that, did you?  There�s no way
you heard, right?�  Say �Sorry�.  Pipit replies, �Oh�You heard!  It�s true.
I�m working the night patrol to earn extra money!  But don�t look at me like
that!  You�re not exactly Mr. Perfect either, are you, Mr. Eavesdropper!
Maybe we should just forget about everything that happened here tonight!�
Pipit then walks away.

Go into Pipit�s house and talk to his mother.  She will say, �Pipit is really
angry with me�He said I shouldn�t be spending our money on a housekeeper.
But�You�re not exactly a housekeeper, are you, Link?  That makes it OK,
doesn�t it?  Anyway, that�s good enough for me.  As far as I am concerned,
I�ll pay you to clean my house any time it gets dusty.�  Leave the house and
catch up with Pipit near the Sparring Hall.  Pipit will tell Link,
�You�weren�t supposed to see that whole spectacle, Link.  How embarrassing�I
feel so ashamed of my mother sometimes.  She�s just so lazy sometimes.  I
don�t know what to do.  But I�ll be fine.  You don�t need to worry about me.
I still haven�t worked out who did the cleaning for mother, though�Who do you
think they are, getting involved in our business like that?�

Now head for the Lumpy Pumpkin.  At the Lumpy Pumpkin Pumm asks Link, �What�s
the matter?�  Say � �Actually�.  Pumm says, �Levias�What about him?�  He knows
Levias but didn�t know anything was wrong.  He tells Link that each year he
gives a full basin of his soup to Levias.  Because of the clouds at
Thunderhead Pumm hasn't made his offering.  Link offers to do it.  Pumm
doesn�t know how Link will do it but he will make his best soup ever.  A few
moments later there is a large basin of soup in front of Link.  Fi and
Scrapper appear.  Scrapper grabs the basin of soup and is ready to go.  Pumm
tells Link that the place where he makes his offering to Levias in Thunderhead
is at the everlasting rainbow.  Take to the sky.

____________________________________________________________________________
)))))))))))))))))))))) THE PARASITE - BILOCYLE (((((((((((((((((((((((
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


With Scrapper in tow, head for Rainbow Island in Thunderhead.  Scrapper will
set the basin down as Link arrives.  The scene shows a whale like creature
floating in the air, with eyes on several tentacles protruding from its body.
It is the Great Spirit of the Skies, Levias.  Target the eyes and use the new
Spiral Charge to destroy them.  When they are all destroyed another eye will
pop out of Levias�s blowhole.  It is the parasite �Bilocyle�.  He has a long
neck with quills extending from the side of its head.  It controls the mind
and body of its host.  Drop down onto the plate near the blowhole.  Bilocyle
will attack by spitting toxic wads at Link.  Use the sword to send the toxic
wads back at Bilocyle.  As the wad comes at Link use an upward strike directed
toward the quills on either side of his head.  A skyward strike also works.
Once the quills fold up, concentrate on the head.  After a number of hits
Bilocyle is stunned and collapses his head on Levias.  Target the eye and
slice away.  Repeat this attack.  In Link�s third attack Bilocyle will spit
the toxic wad and then suddenly move his head to one side or the other to
avoid Link�s attack.  Sometimes he doesn�t move his head and this is when Link
strikes.  Once it takes enough hits, Bilocyle disintegrates.

Levias asks Link if he brought the soup.  He now has his senses back.  Levias
tells Link that the Goddess Hylia appointed him warden of the skies.  He
notices Link�s sword and the power deep inside him.  Levias knows that Link is
the Chosen Hero and has come to hear about the Triforce.  Say � �Right�.
Levias tells Link that the goddess hid the Triforce within Skyloft.  He
doesn�t know where but he does have a hint.  The clue is a song known as �Song
of the Hero�.  The song is the key.  The song was split into four parts.
Levias has one and the other three parts are among the dragons of the land.
Link must convince each of the dragons to teach him their part.  When that is
done, return to Levias to learn the last part.  The dragons are at the Faron
Woods, Eldin Volcano and Lanayru desert.

Before Link goes on this quest he should visit Skyloft to take care of
business.  Go to the Bazaar and talk to the Fortune-teller.  He thanks Link
and offers to tell his fortune at half price.  If Link does, he will be told
what he already knows.  Assuming Link has been collecting insects and stuff
during his leisure, he should buy any potions needed and have them infused.
Also pick up anything Link might need from the Gear Peddler.  Gondo�s Scrap
Shop is next.  Get any upgrades Link can afford. like, quiver enlargement,
bomb pouch enlargement and stuff like that.  Fi will appear to add �Treasure�
dowsing abilities.  Go to the Plaza and talk to Parrow.  He asks if Link knows
Strich.  Parrow tells Link that Strich claims to have found an insect paradise
inside Thunderhead.

Ring Beedle�s chimes to have him stop his Airshop.  Get on board and go to
sleep until night.  Link awakes at Beedle�s place.  Beedle is at his campfire
holding a small cage.  Talk to him twice and he will tell Link of his dear bug
the �Horned Colossus Beetle�.  Beedle tells Link that it is his most precious
possession.  Get back in the Airshop and go to sleep until morning.  Leave
Beedle�s Airshop and head for Thunderhead.

In Thunderhead go to Island #3, the one with the fence around it.  Strich is
on a platform.  Talk to him and he tells Link that he was caught in a thick
fog, ending up here.  He looked around to discover it is an insect paradise.
Strich has decided to raise his insects here.  He tells Link he has released a
few for Link to try and catch.  It�s a game!  There are two levels,
�Bug Beginner� at 20 Rupees and �Bug Wrangler� at 50 Rupees.  As a beginner
Link took 7:03 seconds to catch the five bugs.  Strich said that Link should
shoot for less than 5:00 minutes.  Head for the Faron Woods. 

   
____________________________________________________________________________
)))))))))))))))))))))) THE IMPRISONED BEAST AN ENCORE ((((((((((((((((((((((
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Go to the Faron Woods light point and Fi tells Link that an unusual phenomenon
is taking place.  It is not possible to descend directly into the Faron Woods.
Choose the Sealed Grounds.  As Link lands, the earth begins to rumble.  Groose
runs up to Link to say, �Link, bad news!  That Beast looks like it�s about to
break free again!  Gotta get into position!  Hang tight.�  Groose runs to the
catapult.  Dark fumes are rising around the Sealed Spike.  

At the catapult Groose tells Link not to panic because he knows what the
Groosenator can do.  �Fling bombs on this monsters face,�It�s why I�m here.�
As Link reaches the spike the Beast breaks free.  The electrical pulse from
its feet, have more range and the tail is swaying back and forth.  Wait for
Groose to toss a giant bomb flower to stun the Beast before attacking its
toes.  The Beast will fall.  Use the geysers to get to the spike and drive it
in.  When the Beast recovers this time it has a halo and is floating in the
air.  Groose plants a giant bomb flower on its head and the Beast falls to the
bottom of the pit.

Drop down to the Beast and drive the spike back into its head.  The Beast
revives.  Groose runs to get another giant bomb flower only to find that a
stone column collapsed blocking the way.  Groose calls to Link to come to him.
Groose tells Link that he can�t get to his bombs and that Link needs to get up
to the Beast�s head.  Climb onto the catapult and fly to the spike on the
Beast�s head to drive it back in.  The Beast turns bright white and explodes.
The spike falls into the opening at the bottom of the pit.  The Priestess
tells Link to strike the Sealing Spike with a skyward strike to restore the
seal.  Do so and the spike is set.  A triple triangle appears.  With the
sword, make six slices, diagonal, vertical and horizontal to complete the
seal.  Groose tells Link to get to the temple.

The Priestess says, �The Beast has been sealed into its prison for a third
time.�  She thanks both Groose and Link.  The Priestess asks Link if he is
close to finding the Triforce.  Say � �Yes�.  She understands his quest for
the Song of the Hero but he must know that the path to the woods is flooded.
To protect the temple she sealed the gate with a spell.  To open the gate
would flood the area.  Groose has an idea and says the problem is solved.
He will use the Groosenator to launch Link into the woods.  The Priestess
tells Link to seek out the Water Dragon.  Go outside and get on the catapult.
Groose sends Link on an economy flight to the Faron Woods.



                      <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
                      #45 Song of the Hero � Water Dragon�s Part 
                      <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>

Link lands in the middle of the Faron Woods that is now flooded to all levels.
Swim to the lily pad with the elder Kikwi Bucha.  He recognizes Link and asks
what brings Link to see him.  Say � "This water�.  Bucha tells Link that the
water came from the base of the giant tree and flooded the woods.  He doesn�t
know what caused it.  Dive to the base of the tree where the cave is, or was
below the pond.  Swim inside and to the surface.  Get on the pathway.  The
scene shows the Water Dragon Faron watching Link and then suddenly leaping
over his head.  She is upset that he is there without her permission.  Then
she realizes it is Link, the one who helped her recover from her injures.  She
notices Link�s sword and says, �You�re the real thing, boy.�  Faron knows why
Link is there.  But she can�t give away this precious song to every hero who
comes by.  �No, I think a final test is in order.�  

Because of all the monsters running around her woods, she flooded them.  This
is where she will test Link.  The Water Dragon breaks the melody into many
�Tadtones� and hides them all around the woods.  Link is given a musical score
sheet and told to collet all the little musical friends.  Once collected, take
them to her.  Talk to a Parella, a servant to the Water Dragon, and it will
ask if Link is collecting Tadtones.  Say � �Yes�.  The Parella gives Link a
hint on how to collect similar Tadtones in a group.  One after another in line
quickly without missing one or they will leave the score sheet.  In a group
circle, use the spin maneuver.  After collecting many of the Tadtones a scene
is shown of the large ferocious fish fought once before by Link.  The elder
Kikwi also warns Link.

Two of the Tadtones are not in plain view.  One is in a cave on a ledge in the
area of the lone tree, North of the giant tree.  Lure a Froak near the
boulders and do a spin attack to cause it to explode.  Capture the Tadtone and
then go to a lily pad near the North/East edge of the giant tree.  It is under
an extended ledge or overhang.  Under the lily pad, hidden in its tentacles,
is a Tadtone.  Not too far away are two Peahats, like those at the Skipper�s
place.  Get on a lily pad, equip the Clawshots and use the Peahats to get to
the pathway.  Walk out on the overhang and jump onto the lily pad with the
Tadtone.  The lily pad will flip and the Tadtone is free to catch.

The elder Kikwi calls to Link and asks him to come chat for a moment.  Bucha
tells Link to use the thing he does to find the Tadtones.  Fi appears and
gives Link the ability to dowse for Tadtones.  Once all the Tadtones are
collected a nice musical show displays on the score sheet.  The elder Kikwi
notes Link�s accomplishment.  Return to the Water Dragon Faron.  She sees that
Link is worthy of being called a hero and teaches him her part of the Song of
the Hero.  Faron then decides that it would benefit Link to return the woods
to their natural state.  The water quickly lowers and all the inhabitants seem
to be happy.  Fi appears to suggest seeing the other two dragons.      

Before doing that, let�s take care of a Goddess Cube and a Gossip Stone.
Either take to the sky and come back down at Skyview temple in the deep woods,
or get there by foot collecting treasure along the way.  Standing near the
Stone Marker on the right side of the temple, look up to see an arch on the
wall with vines.  Equip the Clawshots to reach it and then drop down to the
walkway.  Walk toward the front of the temple and use the Clawshots again to
reach a vine-covered portion of the wall.  At the top Link sees a Goddess
Cube.  Raise the charged sword and make the strike to send its energy to the
clouds.  Drop down to the ground and go to the ledges on the right.  The third
one up has Blue Butterflies.  Strum the Goddess Harp and a Gossip Stone will
appear to say, �Glittering spores cause something to happen when they are
thrown on bugs or monsters.  They can only be collected from sparkly
mushrooms.� 
  

                      <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>
                      #46 Song of the Hero � Fire Dragon�s Part 
                      <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>


Go to the Eldin Volcano light point � As Link is dropping in the volcano
erupts.  All goes dark and Link finds himself laying face down in a cell.
There is a Red Bokoblin outside the cell and several jars inside the cell.
Link can not use any equipment or access anything in his pouch.  Link�s heart
level is dangerously low.  Break some jars to gain a few hearts.  As Link is
about to pick-up the barrel, a Mogma pops out of the ground.  He says,
�Ta-DAH!  I�m here to save the day!  Heyyyy!  Long time no see!  Huh?  Don�t
tell me ya forgot my ugly mug!  I�m Plats, the Mogma you helped in the
Northern temple!  I saw them draggin� you off unconscious, so I tailed �em!
You�re pretty fearless, eh?  What are you up to now?  Say � �well�.  Plats
says, �Th-The dragon?  You mean the dragon-god thing?�  He says he has heard a
rumor that some bad guys were getting together.  Plats tells Link that he
stole the Mogma Mitts from the bad guys and then gives them to Link.  He says
good luck and dives into his tunnel.

Near the cell door, on the left, is a burrow hole.  Dig down to the tunnel
maze and follow it to the other end to emerge outside the cell.  Link is
behind some wood and mesh cages.  The Red Bokoblin is on the other side of the
cages.  Nearby is a tent, next to a fence of spears.  Go inside and sit down
on the stool to rest Link�s heart.  On the other side of the fence is a cave
with jars and Cursed Keese.  Near the burrow hole is a tunnel leading out of
the cave.  Follow it to Eldin Volcano.  The landscape is pretty much the same,
but many of the pathways have barriers, fences and guards.  To the left is a
Sheikah Stone.  It has hints for Link.  Go down the path to the barrier and
drop down on the left.  The Mogma Plats will pop-up.  He warns Link that he
shouldn�t be out and about without a way to defend himself.  A scene shows
lookouts and guards all around the area.  Plats tells Link to stay out of
sight.  He marks Link�s map with the treasure chests and their contents.  They
contain all the stuff stolen from Link.

When the Red Bokoblin guard, near the barrier, begins to walk away, run up
behind him.  Follow him until Link can make a move to the edge to the left.
Drop off here and quickly go to a nearby burrow hole.  Dig down to the tunnel
maze and manipulate the bomb flowers to blow up the boulders.  Get to the
other side and Link emerges on a pathway with only one way to go.  Follow the
pathway to a ledge and up to another pathway.  Soon a scene will show more
guards and a large treasure chest.  From this point it is just a matter of
staying out of sight and digging down to the tunnel maze at the next burrow
hole.  This first chest has the Gust Bellows.  Blow away the nearby lava and
climb the ledge.  Get past two Bokoblin guards and burrow down to another
maze.  Defeat a centipede and emerge near the large treasure chest containing
the Clawshots.  Walk to the back of the chest and drop down.   Then turn right
and drop down from the next ledge.  Turn right and go up to the next ledge and
climb up.  A scene will show Link where to go next.  Drop down to the floating
bridge and dash across.  Go up to the first treasure chest Link opened and
equip the Clawshots to reach two Peahats and a vine-covered wall on the other
side of the lava flow.  Drop down from the vines and follow the pathway.

Jump onto a moving stepping stone as it drifts by.  Take this ride around the
corner and jump onto the pathway to the right.  Follow the pathway to a ledge
and jump onto its edge.  Just hang there until the Bokoblin guard turns to
walk away.  As he does, sneak up behind him to get to a barrier on the left.
Equip the Clawshots to reach the vine-covered wall on this side of the bridge.
Pick up a bomb flower and toss it at the guard tower down the path.  It will
fall over giving Link access to a large treasure chest containing the Whip.
Target the Peahat plant on the other side of the gate with the Whip and give
it a yank.  Use the Clawshots to reach the Peahat and Link makes it to the
other side.  Look ahead and to the right to see a cave blocked by lava rock.
Follow the pathway to some bomb flowers.  Pick one and place it in front of
the lava rock to clear the way.  Do the same to the lava rock in the next
cave.  This opens the way to a rising column of air.

Jump into the column of air and Link emerges near a pathway where Plats is
sitting.  Plats says, �Wheeeeeze�So hot�One of the most amazing treasures of
the world is just up ahead��  Talk to Plats and he tells Link that a bunch of
bad guys have gathered up ahead.  Turn around and leave the cave.  Cross the
bridge and dash through the tunnel.  Climb the overturned tower to cross the
lava and then walk toward the temple.  A scene will show where Link needs to
go.  Turn around and head back to the tower/bridge and turn right.  Follow the
pathway to the end and jump onto a floating stone.  Take it down to a patch of
bomb flowers on the right.  Just as another floating stone arrives, pick a
bomb flower and jump on the stone.  Quickly toss the bomb at the guard tower
to knock it over.  Jump onto the area of the tower and open the large treasure
chest to find Link�s Slingshot.  Equip the Clawshots and use the Peahats to
get back up the lava flow to the pathway.

Go up to the barrier near the first Bokoblin guard and equip the Slingshot.
Shoot him and he will be stunned long enough to get by.  Do the same with the
next guard.  Target the guard in the tower with the Slingshot and stun him.
His light will be out for a few seconds.  Use this time to run up to a burrow
hole and dig down to the tunnel maze.  Emerge near a large treasure chest that
contains Link�s Bomb Bag.  Next to the chest is asoft soil spot.  Dig it up to
open a geyser.  Ride the geyser up to a ledge.  Equip a bomb and toss it at
the guard tower.  Over it goes.  Toss another bomb at the lava rocks to the
right.

Now clear the guards in front of the temple.  Link doesn�t have a sword or a
Bow.  So, shoot the guard with the slingshot then quickly toss a bomb at him.
Before the guard wakes up and sees the bomb, quickly equip the Slingshot and
shoot him again.  Boom he�s gone.  Do the same to the next guard and any
Chuchus.

Go back to the pathway next to the lava flow and use a floating stepping stone
to get across to the other side to an entry to a tunnel.  Look for Blue
Butterflies and strum the Goddess Harp.  A Gossip Stone will appear to say,
�The word going around is that a dragon wrapped in flames lives atop this
volcano.  The thing is, it isn�t so easy to visit.  He�s made his lair
somewhere so hot that normal folks can�t bother him.�  Get on the rising rock
and toss a bomb on the lava rock to clear the path.  Now leave this room and
go back to the cave just past the Mogma Plats.

Toss a bomb on the lava rock pile on the right and those blocking the path.
Take the path into the tunnel ahead.  Link emerges at the Volcano Summit and
his sword is on a ledge in front of him.  As Link withdraws the sword from the
ground Fi appears to thank him and to say that she detects a strong source of
power to the far right of this area.  At the bottom of the ledge is a small
treasure chest that contains a Blue Rupee.  Turn right and walk toward the
Bird Statue.  A scene shows a large treasure chest, three Red Bokoblins and
Flaming Keese, all on the other side of a fence.  Turn around and go into the
cavern on the left.  Take out the two Cursed Spume closest to Link, then walk
to the end of the pathway on the right.  Jump onto a floating stone and raise
Link�s sword skyward to strike the Goddess Cube sending its power into the
clouds.  Continue on to the broken steps ahead.

Look to the left to see a pathway.  Jump onto the pathway and follow it a
short distance to a short tunnel on the right leading to a small cave with
water pods.  Jump down and stab a water pod.  Turn and follow the tunnel to a
lava flow.  Toss the water onto the lava to harden it.  Use this to jump to
the other side.  Link is standing on a ledge above the Red Bokoblins and the
large treasure chest.  Jump down and defeat them.  Break the jars for a few
Rupees and open the chest to get back Link�s Adventure Pouch.  Turn around and
follow the fence to three ledges.  At the top is a pile of lava rock.  Use a
bomb to clear the path and slide down to the main room where Link found the
sword.

Turn left and go back into the cavern that had the Goddess Cube.  Ride the
floating stepping stone to the broken steps and enter the next area.  Link is
in a large room surrounded by a lava flow.  Ahead is a drawbridge.  To Link�s
right is a cogwheel held by rope.  Use the sword to cut the rope and the
drawbridge will fall part way.  On each side of the drawbridge near the top is
a cogwheel held by rope.  Equip the Hook Beetle to cut the rope.  The
drawbridge will lower to the ground.  Cross the bridge and enter the next
room.  A scene shows a platform in the middle of a lava pool and the tail of a
dragon moving at the surface.  The Fire Dragon rises out of the lava and says
to Link, �Oh! A man of flesh and blood has walked his way to the heart of my
burning hall!  Now this is something.�  He sees the symbol on Links hand and
knows that Link is the one to hear the melody he has guarded for many years.
The Fire Dragon tells Link to listen well as he recites his part of the Song
of the Hero.  The Fire Dragon finishes and bids Link well.

Link is now outside the temple entrance.  Fi appears to say that the sky is
clear.  Before leaving let�s take care of two Goddess Cubes.  Cross the
tower/bridge into the tunnel and go back to Volcano Summit.  Go past the Bird
Statue and cross the stepping stones to go outside.  Turn to the right and
walk to the edge of the balcony.  Look straight ahead and slightly to the
left.  There is a column with a Goddess Cube behind the column Link is looking
at.  Dive off the balcony to land there.  Raise the sword to the sky and
strike the Goddess Cube to send its power to the clouds.  Equip the Clawshots
to reach vine-covered areas on each of the columns to get back to a ledge next
to the waterfall.  Look for Blue Butterflies and strum.  A Gossip Stone will
appear to say, �Rumor has it that drawing an arrow shape on certain walls will
cause an object of similar shape to appear.�

Go back into the cavern and out the entrance.  Link is in the cave where he
blew up lava rock piles to get in.  The tunnel to the left takes Link down the
long slides going all the way down to the lower part of the volcano.  Go in
the tunnel and slide down to the geyser on the left to rise to a plateau.
Behind and below this plateau is a Goddess Cube.  Jump down and strike it with
the charged sword to send its energy to the clouds.  Now head for Skyloft to
replenish and do some side quests or head for Lanayru desert.


))))))))))))))))))))))) EVEN MORE SIDE QUESTS (((((((((((((((((((((((((((((( 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
        

After replenishing Link�s potions and upgrading things like the Bug Net and
the Shield, go outside and ring Beedle�s chimes.  Inside the Airshop go to bed
until night.  Link will be at Beedle�s Island.  Follow the steps on the
Airshop to Beedle�s house and leap across.  Open the treasure chest to receive
the �Rupee Medal�.  Rupees will appear more often.  Drop down to the ground
and walk over to Beedle to talk to him.  He will tell Link that his Horned
Colossus Beetle and cage are missing.  Say � �I�ll find it!�  Go back to
Beedle�s Airshop and sleep until morning.

Back in Skyloft go to the top of the Waterfall Island and look to the
North/East to see a small island below.  Dive onto the island and open the
treasure chest to find a Gold (300) Rupee.  Drop down onto the main Island and
dive into the lake.  Swim into the cave under Kukiel's house and come up in
the well.  Open the treasure chest here to find a Piece of Heart.

Take to the sky and head for Thunderhead.  Drop down on Island #2 and look for
Blue Butterflies.  Equip the Goddess Harp and strum.  A Gossip Stone will
appear and say, �You may get rare and difficult-to-catch bugs if you finish
the Bug Wrangler challenge in Bug Heaven within two minutes.�  From here land
on the grassy area of Island #4 and go to the burrow hole.  Dig down to the
tunnel maze and emerge at the caged area that has a charged treasure chest to
find an �Empty Bottle�.  Go back to the grassy landing and head for Bug
Island.  Land at the top and walk to the balcony.  Straight down is a treasure
chest containing a Piece of Heart.  Now go see Strich.

He tells Link that he has found an insanely rare insect.  Say � �Tell me!�
Strich says, �Well�Let�s just say I managed to land a legendary Horned
Colossus Beetle.�  He says it was a miracle that he found it.  Link tells him
that it is Beedle�s pet bug and Strich is surprised to hear it.  Say � �Give
it back!�  Strich won�t give it back.  He says he found it so it�s his.  But
then he thinks it over and feels bad about keeping someone�s pet bug, but not
so much as to just hand it over.  Strich tells Link to do his bug catching
like a Master would and he will give up the bug.  Say � �You�re on!�  Link is
told to catch �10� bugs, of Strich�s choosing, in less than �3� minutes.  The
Big Bug Net helps, but it is still a tough challenge.   When Link finally
collects all ten insects in just 2:19.09 seconds, Strich agrees to return the
Horned Colossus Beetle.  Strich asks Link to tell Beedle that he feels bad
about causing him so much stress.  Take to the sky and head for Skyloft.

Now in the Plaza, ring Beedle�s chimes.  Go aboard the Airshop and sleep until
night.  Walk down to the campfire and talk to Beedle.  He is very happy that
Link found his pet bug.  Beedle tells Link that on his next visit to his
Airshop, his purchase will be half price.  Link receives five Gratitude
Crystals.  Go back to the Airshop and sleep until morning.  Leave the Airshop
and go see Batreaux.

More Gratitude Crystals can be found in these locations;

On the walkway at the back of the Light Tower.

On the landing between the two boardwalks on the North end of Skyloft.

On the lower landing on the West side of Skyloft.

Behind the tree in the upper Skyloft pumpkin patch.

Near the Bird Statue at the cave exit in Skyloft.

In the small cave where Link�s Loftwing was imprisoned.

In the rafters of the Sparring Hall.

On a shelf in the balcony at the Lumpy pumpkin.

In the storage shed of the Lumpy Pumpkin.

At Beedle's Island on top of his Airshop.

Inside Orielle & Parrow's house near the front corner.

In a bush next to the doors inside the Academy upper entrance.

Batreaux sees the Gratitude Crystals that Link has collected and gives him a
Gold (300) Rupee.  In fact Batreaux is so happy that he gives Link another
Gold (300) Rupee.  He says he needs just a few more to become human.  Batreaux
asks Link to bring 80 crystals on his next visit.    

Go to instructor Owlan�s room and talk to him.  He will tell Link that his
passion is collecting exotic plants but he fears that he has collected
everything.  He asks Link if that in Link�s travels that there might be
somewhere that Link may discover something new for Owlan.  Say, �I�ll try�.
Owlan thanks Link and asks that it be something rare.  Fi will appear and set
Link�s dowsing ability for the plant.

Go to the Faron Woods and find the Kikwi �Oolo� in the secluded meadow only
reachable by tightrope.  He has been hiding for so long that his shoulders
hurt.  Link may ask him �What shoulders?�.  This will upset him.  He tells
Link that he won�t give up hiding �But sometimes I wonder, keep-eep�Isn�t
there somewhere peaceful I can live without fear, without having to hide?�
Say, �There is!�  Oolo says, �Oh!  That�s fantastic news, Koo-karoo!  I want
you to take me there as soon as you can!�  Fi appears to tell Link that this
�person� is a plant.  Fi asks Link if he wants her to call Scrapper.  Say,
�Please.�  Scrapper arrives and asks if Fi wants him to carry �this�.  Take to
the sky and lead Scrapper back to Skyloft.  Head for instructor Owlan�s room
and Scrapper will hand over the Kikwi to Owlan saying, �I have come bearing
the unusual Kikwi, Fzzzzk!�  Scrapper then leaves.  Owlan is stunned and says,
�It�s precisely what I wanted!�  Owlan is so thankful that he gives Link five
Gratitude Crystals. 

When Link has 80 Gratitude Crystals go see Batreaux.  He will tell Link, �Oh,
my! You�ve gathered 80 Gratitude Crystals!  If I�m not mistaken, that�s all
the Gratitude crystals in the whole wonderful world!  Thank you!  Thank you
ever so much!  Please accept this final gift with all my gratitude.�  Link
receives the �Tycoon Wallet�.  It holds 9,000 rupees.  Batreaux says, �This is
an embarrassingly small token of my gratitude, but I hope it will be useful to
you.  Oh, dear�with this, I now have all the Gratitude Crystals I require to
become human!  I wonder if I�ll really be able to make the transformation�My
heart is aflutter!�  Batreaux feels a change taking place and pooof he is
transformed.  A rather odd looking human, but a human.  He asks Link, ��Well?
How do I look, my dear friend, Link?�Oh, you needn�t say it.  I can tell from
the look of sheer astonishment on your face my appearance has changed so
dramatically you�ve been struck speechless, haven�t you?  Allow me to tell you
this�There�s simply no word in your language to describe how grateful I am for
your help.  I am deeply touched!  From now on, I plan to live happily with
everyone else.  Not as a monster�But as any other person.�     


))))))))))))))))))))))) THE MOONLIGHT MERCHANT (((((((((((((((((((((((((((((( 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Now that Batreaux is Human, Skylofts nights will return to normal.  Go to
Kukiel�s house and sleep until night.  Take Kukiel�s mother Wryna and she will
say, �Oh hello, Link.  You haven�t seen my husband around, have you?  I know
he�s curious why the night turned silent so suddenly, but it�s no reason to
dash out there.  What if he bumps into a monster?�

Go to the stone bridge where Link will find Batreaux who says, �Good evening,
Link! I thought I�d take a refreshing stroll around town, and to my surprise
there�s not a monster to be seen.  You don�t suppose their disappearance has
something to do with me becoming human, do you?�  Say, �Could be!�  Batreaux
says, �Goodness, I suppose you are right�There�s no denying that when I was a
demon, I must have radiated a fiendish power into my surroundings.  Now that
I�m human, it seems that most unpleasant aura has completely faded from this
place, like an odious aroma in the wind.  And goodness me, I couldn�t be more
elated!  Now everyone can finally live in peace, and it�s all thanks to you.�

Go to the Plaza and talk to Wryna�s husband Jakamar.  He will say, �Hey, Link!
Have you taken a look here recently?  There�s not a Keese to be seen.  No
other angry monsters either�Been a while since I could take a quiet walk out
in the dark��

At the North end of Skyloft is instructor Horwell.  He says to Link,  �Look,
Link! Though night has come, Mia exhibits none of the nocturnal aggressiveness
we�ve come to expect in Remlits!  It�s amazing!�

On the West side of Skyloft Link finds Parrow out walking.  He says to Link,
�Hey, Link!  Nice night for a stroll outside, eh?  I forgot how nice it feels
to be out here at night with no monsters to bother you.�

Go to the Academy and talk to Strich.  He says to Link,  �Link,�Want to hear
something neat?  OK, so�earlier in the night, I went back into the caves
behind the waterfall.  I saw Blessed Butterflies in this empty area.  I wonder
why they were swarming around that spot�Weird, right?  If you want to see them
for yourself, you should go into the caves at night.�

Go to the cave and about half way in Link will see Blue Butterflies.  Equip
the Goddess harp and strum.  A Gossip Stone will appear.  It says, �Hey there,
friend!  What luck you have!  You�ve just stumbled upon me, the infamous
�Moonlight Merchant�!  Don�t ask how I get my wares, �cause I�m not telling!
If there�s a rare bauble or two you�re dying to get your hands on, I might
know a stone who knows a stone who can get them for you�for a price!  But�But!
Before you go whipping out your Rupees, you should know my wares carry a hefty
price tag.  People who come to me usually don�t like collecting treasure on
their own, or simply can�t manage to collect what they need.  You sure this is
for you?�  Say, �Sure!�  The Moonlight Merchant asks, �Excellent! So, tell me,
what kind of treasure are you in the market for?�

Links choices are; �Other�, �Goddess Plume�, �Blue Bird Feather� and �Golden
Skull�.  Say, �Other�.  The Merchant then asks, �Something else, huh?  Well do
any of these pique your interest?�  Links choices are; �Other�, �Monster
Claw�, Dusk Relic� and �Evil Crystal�.  Say, �Other�, and the Merchant will
say, �Sorry, friend, that�s all I�ve got to sell right now.  If none of those
did the trick for you, you�ll just have to find what you�re after on your
own!�


                      <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>
                      #47 Song of the Hero � Thunder Dragon�s Part 
                      <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>


Go to the Lanayru Desert light point and drop into the Lanayru Mine entrance.
Golo, the Goron, will call to Link.  He has something he wants to show Link.
Use the Clawshots to reach the Claw Shield.  He will ask if Link has found the
Sacred Flame.  Link tells Golo that he did.  He tells Link that he believes
there is a hidden area in the desert.  Golo says that he found a narrow
passageway but he couldn�t fit through.  He thinks the Thunder Dragon lives
there.  Go down the pathway a short distance stop and turn right.  Equip the
Clawshots and target the Claw Shield across the way to get on the other
pathway.  Go to the end of this pathway and open a large treasure chest that
contains an Evil Crystal.  Go back to Golo�s location and to the end of the
path.  Equip the Clawshots and use the Claw Shields to maneuver through the
canyon.  Link will end up at the entrance to the Lanayru Caves.  Go inside the
tunnel and Link emerges at the cave intersections.  

There are three crawl spaces that have rocks blocking them.  Roll a bomb into
each one.  Collect the Rupees in the crawl space to the left and right.  Go
into the center crawl space and emerge in a cavern.  To the left are Blue
Butterflies.  Equip the Goddess Harp and strum.  A Gossip Stone appears and
says, �Oddly enough, it seems that drawing a circle on certain strange walls
will produce something round.�  The soft soil spot and two piles of rocks
contain Rupees.  Head for the light at the end of the cavern.

Link emerges in �Lanayru Gorge�.  Fi appears to confirm Link�s location and to
tell him of an old mining operation for Timeshift Stones.  Link is on a large
plateau.  To the right is a Bird Statue and behind it across the void is a
locked door.  To the left are the remnants of an old rail system crossing a
void to a tunnel.  At the end of the plateau is a large skeleton, like that of
a dragon.  The skull shows the sign of a soul.  Directly below the edge of the
plateau is a column that has a �Small Key�.  Equip the Hook beetle to retrieve
it.  Turn around and walk toward the Bird Statue.  Equip the Hook Beetle and
pick a bomb flower from the top of the cactus.  Drop the bomb flower on the
pile of rocks blocking the way to the locked door.  Leap to the column and
then to the ledge.  A Stone Marker to the right of the door reads;
�Entry to the area ahead is
allowed only by permission of
the Thunder Dragon Lanayru.�


Open the door and follow the pathway to the right.  Equip the Clawshots and
use the Peahats to reach a tunnel across the void.  At the end of the tunnel
is an old mining cart with a Timeshift Stone.  Strike it with the sword to
activate a Timeshift Zone.  Talk to the robot and it tells Link that there
are lots of big Timeshift Stones here.  The robot asks Link if he has
permission to be there.  It then tells Link that they were about to transport
Timeshift Stones to the Master Thunder dragon.  Just then the mining cart
begins to move away along with the Timeshift Zone.

Follow the mining cart to the door.  To the left is a switch plate.  Step on
the switch plate to allow the cart through.  In the next area Technoblins and
Deku Babas come to life.  Avoid them if possible.  The cart will stop at
another door.  Step on the switch plate to the right to let the cart through.
The cart will follow a rail and the Timeshift Zone will create a walkway for
Link, along with some Technoblins.  At the next door is a platform with a
switch plate mounted high above the ground.  Jump onto the vine-covered wall
and climb to the platform.  Step on the switch plate, then quickly drop down
to follow the cart.

In the next area the cart travels the rail while a walkway appears along its
path.  Quickly follow the walkway forward and then to the left.  Turn left and
climb the vine-covered wall to the new walkway.  Follow it to a ledge with a
Deku Baba.  Take him out and wait for the cart to stop.  Equip the Clawshots
and target the vines next to another new walkway.  Step on the switch plate
and quickly jump onto the vine-covered wall.  Move across the vines leaping
from one to another while avoiding steam-jets.  Drop down onto a new walkway
and soon the cart will stop.  Equip the Clawshots and target the Claw Shields
to get to the new walkway above Link.

Ahead are a number of Claw Shields mounted on columns and about seven Cursed
Keese.  Equip the Hooked Beetle and with some superb flying, take out the
Cursed Keese.  Step on the switch plate and quickly equip the Clawshots to
maneuver to the Claw Shields.  In the next tunnel are Green Chuchus and
hanging Deku Babas.  Defeat them as the cart stops at an Iron Barred gate.  On
the other side of the gate is a lever mounted on the wall.  Equip the Whip to
strike it and give it a yank down.  The gate will rise and the cart continues
forward.  More Green Chuchus and a Technoblin.  The cart will turn right and
cross two voids.  There are hooks mounted on the wall above each void.  Equip
the Whip to swing across the voids.

Ahead are more of the spike heads moving across the floor.  Gee didn�t I
mention them before!  The cart soon stops at the door.  On the right is a
pathway of Sinksand leading to a lever.  Dash to the lever and pull it down.
The door opens and the cart moves into a large room with Technoblins,
Sentrobes and tall Beamos.  They are beating the snot out of Link, so use the
cart as protection.  Defeat the Beamos on each side of the door.  Then equip
the Whip and pull down the lever on the left side of the door.  Follow the
cart now because the door closes quickly.  The cart and Link emerge outside.

A pile of rocks on the rail stops the cart. Hidden in the grass on top of a
column to the right of the cart is a bomb flower.  Equip the Hook Beetle and
pick a bomb flower to clear the rocks from the rail.  Link runs into several
Deku Babas and a Quadro Baba before making it to the other side.  When the
cart arrives at its destination the Timeshift Zone shrinks to nothing, then
expands across the plateau.  The dragon is now alive.  Talk to the robot on
the right and it tells Link the Thunder dragon is very ill and may cease to
function.  On the left side of the plateau, near the rail is another robot.
It tells Link that they can�t do anything with the Timeshift Stone without the
Thunder Dragon�s Permission.

Turn around and walk toward the dragon.  The Thunder Dragon is surrounded by
clouds of smoke and a haze.  Link tries to talk to the dragon and it coughs.
The dragon then says, �Oh, hello�I haven�t had a visitor like you here in
�quite a while.  You�re a human, aren�t you?  You must have some reason for
coming this far.  What is it?�  Link tells him his name and the dragon doesn�t
think much of it.  The dragon then suggests adding a model number to his
name.  LD-LINK-16.  The dragon then asks what can he do for Link.  Link tells
the Thunder Dragon that he needs the third part of the Song of the Hero.  The
Thunder Dragon then realizes that Link is the chosen hero.  He then says, �I
must apologize.  You see I can�t really help you.�  The Thunder Dragon
explains to Link that he is quite ill and doesn�t have enough strength to
sing.  He tells Link that his robots planted a seedling tree that bears a
fruit that is able to cure all illnesses.  But, the tree just will not grow.
The Thunder Dragon thinks that this is the end for him.

Turn around and talk to the robot.  The robot will tell Link that they planted
the Tree of Life on the other side of the bridge.  Turn right and cross the
plateau to a short bridge leading to a pathway.  Follow the pathway to the
Sinksand waterfall and dash to the island ahead.  Dash forward to the small
plateau with the tree.  Equip the Gust Bellows and blow away the pile of sand
to reveal a Blue Stone.  Strike the Blue Stone with the sword to activate the
Timeshift Zone.  Drop off the plateau to find a Goddess Cube near a stone
wall.  Raise the charged sword and strike the cube to send its energy to the
clouds.  Climb back onto the plateau and talk to the robot.   The robot tells
Link that the soil here is not suitable for growing trees.  Turn toward the
seedling and dig it up.  This upsets the robot who tells Link the Master
Thunder Dragon needs the fruit from the Tree of Life to recover.  He asks Link
if he means to help their master.  Say � �Of course�.  The robot thanks Link
and asks him to plant it somewhere where it will thrive.

Drop down from the plateau and onto the pathway and follow it to its end.
Equip the Tough Beetle and strike the Blue Stone in the mining cart to
activate the Timeshift Zone so that Link can cross the void on the new bridge.
Go to the Bird Statue and choose �Go to the Sky�.  Head for the Faron Woods
light point and drop down to the Sealed Grounds.  Enter the Sealed Temple and
turn to the left.  Plant the seedling in the soft soil near Groose.  Groose
will tell Link that it will take a very long time for the seedling to grow.
Turn to leave and Fi will appear.  She will tell Link that this is an ideal
location for the seedling to grow, but it will take far too long in �this
time�.   Turn around, dig up the seedling and go into the Gate of Time.

Link will emerge in the Sealed Temple past.  Talk to Impa and she will ask why
he is here.  Say � �What�s up?�  Impa will look to a patch of earth and she
thinks it will be a nice place to plant a tree and how much it would please
Zelda to see a great tree when she awakens.  Impa tells Link that it is a rare
tree that would grow strong for thousands of years on end.  Walk over to the
soft soil spot and plant the seedling.  Turn and enter the Gate of Time.  Link
emerges in the Sealed Temple present day to see a large mature Tree of Life
with one piece of fruit.  Equip the Tough Beetle to knock the �Life Tree
Fruit� from the branch.  Pick up the fruit, head for a Bird Statue and take to
the sky.
 
Head for the Lanayru Desert light point and drop into the Lanayru Gorge.  Run
up to the Thunder Dragon and present the Fruit of Life.  The Thunder Dragon is
overwhelmed at Link�s gift.  The scene shows Link tossing the fruit into the
air and the Thunder Dragon snapping it up.  There is a bright light and the
Thunder Dragon gives a �ZINGA-DINGDING!�  The Thunder Dragon then takes to
flight and does several loop-to-loops and figure-eights.   The Thunder Dragon
tells Link that he has done it and he feels like a proper dragon again.  The
Thunder Dragon then recites his part of the Song of the Hero.   The Thunder
Dragon is very pleased with Link�s help and feels the need to repay him.  He
tells Link to give him some time to prepare and when Link next visits he will
be mightily pleased.

Fi appears to confirm the receipt of this part of the song and suggests that
Link take to the sky and meet with the great sky spirit Levias to complete the
song.  Walk up to the Thunder Dragon to talk to him.  He will tell Link that
he told him to wait a while longer before seeing him.  But, since he is here,
he says, �Let�s put this show on the road�.  The Thunder Dragon says �How
about we make this bit of fun more meaningful�.  He wants to put Link through
some of the challenges he had faced previously.  It�s a game or more like a
challenge!  The Thunder Dragon gives Link a choice of �Battle!�, �Silent
Realm!� or �Neither�.   For the time being, choose �Neither�.  The Thunder
Dragon tells Link to come back anytime.  He�ll be waiting.  Find a Bird Statue
and take to the sky.


                      <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>
                      #48 Song of the Hero � Levias the Final Part 
                      <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>

  
Follow the light beam to Thunderhead to see Levias.  But, before doing that
let�s go to Island #4 and drop down onto the grassy landing.  Walk up to the
burrow hole and dig down to the tunnel maze.  Follow the tunnel avoiding the
centipede to emerge in the caged area with the unopened treasure chest.  Open
the chest to find a �Small Quiver�.  This will allow Link to carry five extra
arrows.  Burrow back down to the tunnel maze and exit to the grassy landing.
Take to the sky to find Levias.  Drop down onto the mantle on his head and
walk forward.  Levias will sense that Link has learned three parts of the song
from the dragons and tells Link that he has done well.  The scene shows Levias
rising and reciting the final part of the song.  As he finishes, Link smiles
and raises his Goddess Harp skyward. He then slides down Levias�s  mantle.
Suddenly, the Goddess Harp is knocked from Link�s grasp.  The next scene shows
Link rising in the air with the Goddess Harp far above.  Fi will appear to
tell him that the Song of the Hero is now complete.  Levias will say to Link,
�Now that you know the song, I trust you know what to do with it. That old
song opens a door to a great trial.�  Levias tells Link that by conquering
this challenge the path to the Triforce will be revealed.  Fi appears to tell
Link that she has determined that there is a Trial Gate among one of the
floating islands in Thunderhead that can be opened by the Song of the Hero.
She then gives Link the ability to dowse for the gate.


                      <<<<<<<<<<<<<<>>>>>>>>>>>>>>
                      #49 Gate to the Final Trial
                      <<<<<<<<<<<<<<>>>>>>>>>>>>>>

In Skyloft use the dowsing ability to locate the point where Link needs to
play the Goddess harp.  Now equip the Goddess Harp and strum. Fi will appear.
She is above a medallion that has a pulsing ring.  Strum to the beat of the
ring.  A nice cut scene takes place.  Fi tells Link to thrust his sword into
the center of the mark.  Do so and the area transforms.  Fi calls to Link and
tells him that she can not follow, as he is only here as a spirit.  She tells
Link, �You have entered the last of the trials, the Goddess�s Silent Realm�.
As before, Link receives a spirit vessel.  He must collect 15.  Fi tells Link
that when the vessel is filled �he will be recognized as the true hero of
legend.�  Only then will Link be shown the door that leads to the Triforce.

The task is not all that difficult.  Link must be aware of several types of
guardians and alarms.  The �Flying Sky Watchers� hover overhead casting a
bright light.  If Link is caught in the light, all the guardians will be
alerted.  The �Earth Watchers� are stationary, but if Link gets too close they
too will set off the alarm.  There is a liquid called �Waking Water�.  If Link
touches the water the guardians will be alerted.

One of the spirits is above the Academy roof and another in front of the
Academy doors.  Link needs to move a crate to get to it.  There is a spirit on
top of the light tower and another in the upper pumpkin patch.  It is
surrounded by Sky Watchers.  The rest are out in the open.  Once all the
spirits are collected, Link receives the �Stone of Trials�.  It will lead Link
to the hidden location of the Triforce.

Fi appears to congratulate Link on passing all the trials.  She tells him that
the Stone of Trials is one of a pair.  She says that the other stone like this
one is somewhere in Skyloft.  Link needs to go to the North edge of Skyloft,
the area near the cave entrance.  While Link is here he may as well go up to
the Waterfall Island and open the treasure chest to receive a Piece of Heart.
Drop down and walk up to the old one-eyed bird statue.  The one that has only
one red stone in its right eye.

The Stone of Trials will activate the statue and it will spin around to line
up with the Island of the Goddess.  The statue head will then open to expose a
cannon that fires a ball at the island.  A few moments later the lower portion
of the island begins to break away, eventually exposing a large lower temple.
The cannon then fires out a number of satellites with Claw Shields.  Fi
appears to tell Link that the structure does likely hold the Triforce.  She
also tells him that the moment for Zelda to fulfill her destiny is close at
hand.  


                      <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>
                      #50 Sky Keep � Guardian of the Triforce
                      <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>
Equip the Clawshots and use the Claw Shields to reach the temple entrance.
The door slams shut as Link enters.  Link is in �Sky Keep�.  Before link is a
large chamber.  On his left is a Bird Statue and ahead is an archway leading
to a large treasure chest surrounded by torches.  Open the chest to find the
Dungeon Map.  To the right and past the archway, an Iron Barred gate opens.
Fi appears to confirm the presence of the Triforce and has marked three
sources on Link's map.  In the next room is a door blocked by an Iron Grate.
To the left is a console with nine positions and eight tiles leaving one open.
These match the rooms shown on Link�s map.  The map also shows the locations
of the Triforce pieces and the red �X� shows where the other consoles are.

It is like the old key-chain puzzles of years ago where the user would move
the tiles around to form an image with one space always open.  This one works
in a similar manner except that the room Link is in is locked in position and
will not move while he remains there.  As Link clears other rooms that have
consoles he will be able to move the previous room he was in.  For ease of
understanding and sequence of play, each of the tiles should be numbered one
through eight and the spaces numbered one through nine.  It might help to draw
the tiles on paper and cut them out.  This way the tiles will always be in the
position of play.

To keep track of the movements a simple numeric system can be used.  Make a
note of the tile being moved and to where.  An example would be:  Moving tile
two to space five when tile two is on space four (2-4-5).  The number two is
for the tile, the number four is for its current location and the number five
is showing where it is being moved to.

Example:
             [1]  [4]  [3]
                        
tile 2 ----->[2]-> X   [8]
space 4-------^    ^--------space 5
             [7]  [5]  [6]


To enter the first room go to the console and move tile six from space six to
position nine (6-6-9).  As Link completes the movement of the tile the
building will rumble and Fi will appear to tell Link that the building has
restructured itself.  The Iron Grate lifts and Link now has access.

                            (room #6)

In this cavern there are many mushrooms.  To the left is an Iron Barred Gate.
To the right are several Deku Babas and a Quadro Baba.  Clear them from the
area and walk to the edge of the cliff.  In front of and to the right of Link
is a hook mounted on the wall.  Further down the narrow chasm is a branch with
a rope tied to it and anchored to a plant on the ledge at the end of the
chasm.  Equip the Tough Beetle to cut the rope from the plant.  Now equip the
Whip and target the hook to swing to the rope and then to the plateau ahead.
Dispose of the Skulltula and turn left.

Before Link is a long twisted chasm with two vine-covered cylinders rotating
slowly.  Between the cylinders is a Furnix and past the second cylinder are
three Pyrups in the wall.  Equip the Tough Beetle and pick a bomb flower from
the base of the second cylinder to take out the Pyrups.  Do the same with the
Furnix.  Out of sight to the left of the second cylinder is a Claw Shield
above a ledge.  Equip the Clawshots to reach each cylinder and then to the
Claw Shield.

Drop down and look to the left to see a rope.  Use the rope to swing to a
wooden swing platform.  Equip the Gust Bellows and use the air to make the
platform swing to the next wooden platform.  Turn left and do the same to
reach the hallway ahead.  At the end of the hall are Blue Butterflies.  Equip
the Goddess harp and strum.  The Goddess Symbol will appear on the wall.

To the left is an Iron Barred Gate.  To the left of the gate is a wall mounted
lever.  Dash up the wall and pull it down.  The Iron Bars will open.

Go back to the console in room #8 and move the tile #5 to space 6 (5-5-6).
The building rumbles and restructures.

                           (room #5)

Go back through room #6 and open the door to room #5.  Link enters a long
narrow hall running left and right.  To the left is a Timeshift Orb.  To the
right is a doorway blocked by barbed wire.  Turn left and pick up the Orb.
Turn around to see an Iron Barred gate to Link�s left.  As Link moves forward
several Technoblins will be activated.  Defeat them and go through the doorway
ahead carrying the Orb.  Walk down two flights of steps and set the Orb down
in front of an Iron Barred Gate.  A Sentrobe will be activated.  Use the sword
to throw its fire balls back at it.  Go up the ladder, turn left and dash up
the wall to pull down a lever.  The Iron Bars will open.

Drop down and pick up the Orb.  Walk into the small room and step on the
switch plate on the floor to open a panel.  Toss the Orb onto the conveyer
belt and leave.  Go back up the ladder and to the end of this area.  Turn left
and step on the switch plate on the floor.  A panel will open and the Orb will
drop out.  To the left of this area is a doorway blocked by barbed wire.  Pick
up the Orb and approach the doorway.  The barbed wire will disappear.  

In this next area is a walkway to the left with a switch plate on the floor
and an Iron Barred gate leading to a wall mounted lever.  To the right is
another Iron Barred Gate blocking an Iron Grated door.  To its left, and
ahead, is another Iron Barred Gate leading to a room with a console.  To the
left center are steps going down to a basement area.  Overhead is a rail with
a platform blocked by yet another Iron Barred Gate.  Set the Orb down on the
platform and equip the Gust Bellows to spin the paddles to move the platform
forward to the gate.  Jump down and dash up the steps to the hallway and step
on the switch plate, the gate will lift.  Avoid any Technoblins that might get
in the way.  Equip the Gust Bellows and spin the paddles again to make the
platform continue on, but short of the walkway.  Now equip the Iron Bow and
target the button switch mounted on the wall on the other side of the moving
platform.  The Iron Bars will open.  Go past the platform leaving the Orb
behind.

On the left of the next area is the Iron Barred Gate leading to the first
hallway Link entered.  On the right of the doorway is a wall mounted lever.
Dash up the wall to pull it down.  The gate will open.  Turn around to see
another conveyer belt mechanism.  Go pick up the Orb, step on the switch plate
and toss the Orb onto the conveyer belt.  Dash to the other end and wait.  As
the Orb moves along two tall Beamos are activated.  Dispose of them quickly.

High above the conveyer belt mechanism, mounted on the wall, are five button
switches that are covered with barbed wire.  Next to the conveyer belt
mechanism is a lever.  Equip the Whip to pull the lever making the conveyer
belt reverse direction.  Quickly equip the Iron Bow and shoot each button
switch as it is exposed.  The Iron Bars at the console and the adjacent room
will open.

At the console, move tile #2 to space 5, then tile #1 to space 2, then tile #4
to space 1, then tile #7 to space 4, then tile #8 to space 7, then tile #2 to
space 8 and then tile #7 to space 5. (2-2-5, 1-1-2, 4-4-1, 7-7-4, 8-8-7, 2-5-8
and 7-4-5) 

                              (room #2)

Leave the console in room #5 and go to the new room #2.  In this area the
pathway leads to an Iron Barred Gate on the right.  To the left is an archway
in the shape of a dragon.  Beyond the archway is a wooden gate leading to a
cavern with a Lizalfos.  On the left wall just past the archway is a crawl
space.  Enter the crawl space and follow it to the left.  In this small cave
is a bomb flower.  Roll a bomb into the crawl space to blow up the rocks
blocking it.  Follow the crawl space to another small cave.  Take out the
giant Red Chuchu and look to the right to find a burrow hole.  Dig down to the
tunnel maze and hit the red plunger switch to make the wooden gate open.
Leave the tunnel maze and go back through the crawl space to visit the
Lizalfos.

Just past the wooden gate is another archway.  To its left is an Iron Barred
Gate.  To the right of the gate is a Stone Marker that reads:

�Seek the gemstones that sleep
behind each statue.  If you strike
them in order from lowest to
highest, the door will open.�

Just beyond the Stone Marker is the Lizalfos and a slab statue with a
receptacle on the left.  Defeat the Lizalfos and toss a bomb into the
receptacle.  The slab will fall revealing a gemstone.  Turn around and step
onto a round stone.  In front of Link and below is another slab statue.  The
contour of the left wall is a curved slope.  Roll a bomb along the slope so
that it rolls onto another wall and into the slab receptacle.  The slab falls
revealing another gemstone.

Now slide down the slope to the fallen slab and go inside the alcove that has
the gemstone.  Turn right and climb the vines on the wall to a large ledge.
Walk out to the overhang and use the horizontal charged sword slice to cut
down the trees at the left and at the right of Link.  Equip the Tough Beetle
and pick a bomb flower from across the way.  Drop it into the slab statue
receptacle to bring it down.  With the Tough Beetle still equipped, strike the
second gemstone revealed, then the first and then the last.  The Iron Bars
will open.  Go out on the extended pathway and leap down.

Go into the small cave and look to the left to see a burrow hole.  Dig down to
the tunnel maze.  Look for a pile of rocks blocking the tunnel.  Come up to
the bomb flower from the right and hit it to make it roll.  Now quickly crawl
down and to the left, then up to the bomb to hit it again.  The rocks will be
cleared.  Follow the tunnel up and around to strike the Blue plunger switch to
close the wooden gate.  Exit the tunnel maze and go back to the gate to find
another cave.  To the left is a burrow hole.  Dig down to the tunnel maze.

Defeat two centipedes to escape the maze.  Link will emerge in the console
room.  Dash up to the wall mounted lever to release the Iron Bars.  Now go
into room #7.

                           (room #7)

Link is on an elevated walkway with the robot LD-003D �Dread Fuse� attacking.
Use the forward thrust and diagonal slices to defeat him.  Link�s first wave
of attacks takes off his left arm.  The second wave takes his right arm and he
falls into the depths below.  Equip the Tough Beetle to collect a few hearts
from the ledges above.  Now equip the Clawshots to reach the Claw Shield on
the other side of the damaged walkway.  To the right is a large treasure chest
containing a �small key�.  Go back into room #2 and to the console.  Move tile
#7 to space 4 and move tile #1 to space 5. (7-5-4 and 1-2-5) Now enter the new
room.

                           (room #1)

Link enters a small cavern.  Turn right and follow the walkway a short
distance and then to the left.  Fi will appear to tell Link to look at a
design carved in the floor.  It is the mark of Farore.  She detects the sacred
power of the Triforce.  To the left is an Iron Barred Gate leading to the
carved design.  To the right is a walkway leading to a door blocked by an Iron
Grate.  In front of Link is a locked door.  Go to the door and use the small
key.

Link enters a chasm with only a narrow walkway.  The door behind him closes
and an Iron Grate falls shut.  Ahead are two Metal Shield Moblins.  Defeat
them and the Iron Grate on the door ahead opens.  As Link enters the new area
the door again closes behind him and an Iron Grate falls shut.  Scattered
around the room are about a dozen Blue Bokoblins and Green Bokoblin archers.
An added feature are two Stalfos.  Defeat the Stalfos with the sword and then
the Bokoblins with arrows.  The Iron Grate lifts from the exit door.  As Link
enters the next room the door closes behind him and an Iron Grate falls shut.

In the center of the room is a Stalmaster assembling itself.  Joining the
party are about five Cursed Bokoblins.  Defeat the Cursed Bokoblins before
attacking the Stalmaster.  Once the Stalmaster is defeated the Iron Grate will
lift from the exit door.  In the next room is the symbol of Farore and an Iron
Barred Gate.  To the left of the gate is a wall mounted lever.  Dash up the
wall and pull it down to open the gate.  Walk up to the symbol and thrust the
sword downward.

Link is transported and is now in a large chamber with a portion of the
Triforce at its center.  Walk up to it and receive the �Triforce of Courage�.
Link is returned to the room with the symbol.  Go back to room #2 and to the
console.
                          (Aligning the rooms)

At this point Link can have some fun solving the puzzle, which is not
required, or doing an easy tile alignment to finish this quest.

To solve the puzzle, skip the following and go to the part �Puzzle�.

To go the easy route, do the following sequence:

From console #2, move the tiles in this sequence.  1-5-2, 7-4-5, 4-1-4, 1-2-1,
3-3-2, 5-6-3, 7-5-6 and 3-2-5.

Now go to room #3. Link enters a long narrow room, running left and right.  To
the left is lava spewing from the wall into a lava flow that runs under a
small iron grate platform.  To the right and ahead is a vine-covered wall that
leads to a balcony that has an Iron Barred Gate.  Below the balcony is another
Iron Barred Gate.  Walk to the platform to the left and equip the Tough
Beetle.  Down this corridor are six or seven Flaming Keese.  With the Tough
Beetles added speed they go down quickly.  Adjacent to this corridor is
another corridor of lava with a dragon�s head on the wall of each end.  Above
each dragon head is a gemstone.  The furthest dragon�s head is inactive.  The
closest to Link is spewing lava.  Between the two corridors is an opening.
Next to the opening, and above, is a water pod.

Equip the Tough beetle and strike each gemstone to turn off one dragon�s head
spewing lava and to open the other.  Look up to see a water pod.  Equip the
Tough Beetle and strike it to create a floating lava stone.  Jump on the stone
and equip the Tough Beetle.  Just as the stone that Link is riding on
approaches the opening in the wall, send the Tough Beetle off to hit the water
pod.  As the two lava stones line up jump across and ride the new stone to an
iron grate platform on the left.

Down the next corridor are six Cursed Keese.  Use the Tough Beetle to dispose
of them.  To the right is a dragon�s head spewing lava.  On the opposite side
of the wall is another dragon�s head that has a gemstone above its head and
is inactive.  Equip the Tough Beetle to strike the gemstone so as to
deactivate the nearest dragon�s head and activate the furthest.  Look up to
see a water pod.  Strike it with the Tough Beetle to create a lava stone and
jump on.  Near the end of the corridor is an opening and another water pod
hanging above the other side.  Do the same as before and jump on the new lava
stone.

At the end of the next corridor is a rising/falling lava stone and just beyond
it, hanging above, is a water pod.  Jump on the rising lava stone and equip
the Tough Beetle to strike the gemstone once again.  This will make the lava
on the other side of the fence begin to flow.  Equip the Iron Bow and strike
the water pod to create a new lava stone.  Quickly hop over the fence and onto
the stone.  Coming up on the left is an iron grate platform.  Jump onto it and
equip the Iron Bow to dispose of the two Cursed Spume.  Now equip the Tough
Beetle to strike the water pod again to make a new lava stone.  Ride it to the
end of this corridor.  Equip the Clawshots to target a Claw Shield on the edge
of the walkway to the left.

Dash up to the wall mounted lever and pull down.  The Iron Bars will open.
Step over the symbol on the floor and use the downward thrust.  Link is
transported to a large chamber with a portion of the Triforce at its center.
Walk up to it to receive the �Triforce of Power�.  Link is returned to the
medallion in room #3.  Look to one side to see a vine-covered wall.  At the
top is a walkway leading to the Iron Barred Gate at the balcony where Link
first entered.  Dash up the wall and pull down on the lever to the left to
open the gate.  Drop from the balcony and go into room #7.

From console #7, move the tiles in this sequence.  1-1-2, 4-4-1 and 8-7-4.  Go
to console #8 and move the tiles in this sequence.  2-8-7, 6-9-8, 7-6-9 and
3-5-6.  Go to console #2 and move the tiles in this sequence.  8-4-5, 4-1-4,
1-2-1, 8-5-2, 4-4-5 and 1-1-4.  Go to room #4 for the last part of the
Triforce.

In room #4 Fi appears to tell Link to look at a symbol on the floor.  It is
that of �Nayru�.  This chamber is large and is mostly Sinksand.  To the far
right is a small plateau with a Timeshift Orb mounted on a pedestal.  In the
center is an island with the remnants of a Sentrobe.  On the far wall is a
small opening with a fan, and to the center right are two rooms above the
floor.  The room on the right has a Claw Shield and is blocked by an Iron
Barred Gate.  The room on the left has the symbol on its floor and it is
blocked by an Iron Grate.

On the lower left wall is an Iron Barred Gate and to its right and above is an
opening covered in barbed wire.  Equip the Iron Bow to dispose of the Electro
Spume in front of and to Link�s right.  Walk out a short distance and look to
the far left to see a panel.  Now turn around and dash across the Sinksand and
up the pathway to retrieve the Timeshift Orb.  Take the Orb to the far wall
and set it down between the upper alcove and the lower doorway.  The alcove
that had the barbed wire is now open.  Dash across the Sinksand to the plateau
and equip the Iron Bow to shoot the button switch inside the alcove.  The Iron
Bars will open.

Dash back across the Sinksand and pick-up the Orb.  Go through the doorway and
turn right.  As Link moves through the tunnel two hanging Deku Babas, a ground
Deku Baba and a rock column will be activated.  After defeating the Deku Babas
pick-up the Timeshift Orb and walk away from the rock column and stop just as
it disappears.  Set the Orb down and dash to the back of the tunnel.  Step on
the switch plate and equip the Iron Bow.  A panel will open exposing a button
switch.  Shoot it with the bow and the Iron Bars at the room with the Claw
Shield will open.  Pick-up the Orb and go to an area between the two upper
rooms so that the rock columns rise.  Equip the Clawshots to reach the Claw
Shield.  The position of the Timeshift Orb should be such that the barbed wire
covering the doorway to the next room is gone.

Go to the symbol on the floor and use the downward thrust.  Link is
transported to a large chamber holding the last part of the Triforce.  Walk up
to it to receive the �Triforce of Wisdom�.  The room glows bright and Link is
transported to the open hands of the Goddess Statue.  The three pieces of the
Triforce are brought together to unite their power.  Fi appears to say that
the ultimate goal is within reach.  She tells Link to focus and wish for the
destruction of Demise.

Skip the puzzle text. 

      )))))))))))))))))) Puzzle (((((((((((((((((((

To solve the puzzle, do the following sequence:
     
Link can arrange all the tiles from three consoles.  Using the numeric system
given earlier do the following.  At console #2 move the tiles in this
sequence.  1-5-2, 7-4-5, 4-1-4, 1-2-1, 3-3-2, 5-6-3 and 7-5-6.  Now go to the
console in room #7 and move the tiles in this sequence.  2-8-5, 8-7-8, 4-4-7,
1-1-4, 3-2-1, 2-5-2, 8-8-5.  Now go to the console in room #8 and move the
tiles in this sequences, 4-7-8, 1-4-7, 3-1-4, 2-2-1, 5-3-2, 7-6-3 and 6-9-6.
Return to the console in room #7 and finish the sequence. 4-8-9, 1-7-8, 3-4-7,
8-5-4, 1-8-5, 3-7-8, 8-4-7, 1-5-4, 5-2-5, 2-1-2, 1-4-1, 8-7-4, 3-8-7, 5-5-8,
8-4-5, 3-7-4, 5-8-7, 4-9-8, 6-6-9, 8-5-6, 4-8-5, 5-7-8, 3-4-7, 1-1-4, 2-2-1,
4-5-2, 5-8-5, 3-7-8, 1-4-7, 5-5-4, 8-6-5, 6-9-6, 3-8-9, 1-7-8, 5-4-7, 8-5-4,
1-8-5, 5-7-8, 8-4-7, 1-5-4, 4-2-5, 2-1-2, 1-4-1, 8-7-4, 5-8-7, 4-5-8, 6-6-5,
3-9-6, 4-8-9, 5-7-8, 8-4-7, 6-5-4, 3-6-5, 4-9-6, 5-8-9, 3-5-8, 4-6-5, 5-9-6,
3-8-9, 4-5-8, 2-2-5, 1-1-2, 6-4-1, 2-5-4, 5-6-5, 3-9-6, 4-8-9, 5-5-8, 3-6-5,
4-9-6, 5-8-9, 8-7-8, 2-4-7, 3-5-4, 1-2-5, 6-1-2, 3-4-1, 1-5-4, 6-2-5, 3-1-2,
1-4-1, 2-7-4, 8-8-7, 6-5-8, 4-6-5, 5-9-6, 6-8-9 and 8-7-8.

From console #7 go into room #3 and follow the text above for room #3.  Then
pass through rooms #1 and #2 to reach room #4.  Follow the above text for room
#4.
       )))))))))))))))))) End Puzzle (((((((((((((((((((

As the Triforce is united, the Great Goddess Statue Isle breaks away from
Skyloft.  It descends below the clouds in a slow turning motion with all the
earthen material falling away revealing its spiral shape.  The deep pit at the
Sacred Grounds shows the Beast breaking free and climbing out.  At that moment
the Goddess Statue sets down in the deep pit destroying the Beast.  Fi appears
to confirm the arrival of the Goddess Statue at the Sealed Grounds and to say
that she detected the successful eradication of Demise.  Fi goes on to say
that Zelda should be waking soon and that Link should go to the Sealed Temple.

The scene shows that the Sealed Temple is now complete in all its glory, then
Link entering through the temple doors.  The Priestess and Groose are there to
welcome him.  As Link moves forward the Great Doors open to the encased Zelda.
Its seal is broken and Zelda emerges.  As she cautiously moves down the steps
Link runs to catch Zelda as she collapses.  The next scene shows Link and
Zelda walking hand in hand.  Groose greets them with tears in his eyes.  Link
and Zelda begin to laugh.  Groose grabs Link by the shoulders and shakes him
in a friendly way.  Groose then runs up to the Priestess and wraps his arms
her in thanks that it is all over.  Suddenly they are knocked to the ground.
From behind a pillar Ghirahim appears.  He says, �This is all very touching,
really, but I�m afraid I have to cut this emotional moment short�.  Ghirahim
transports to the area where Link and Zelda lay.  Zelda is out cold and Link
is getting to his knees when Ghirahim says, �It�s best for everyone if you
forget about your friend.  The little goddess is mine now�.  He levitates
Zelda and tells Link that he is taking her back in time where his master still
lives.  Zelda calls to Link and he readies for an attack.  Ghirahim leaps to
the platform in front of the Gate of Time and knocks Groose aside.  He then
opens the gate and tells Link that he intends to resurrect Demise using the
devine soul of Zelda.  He then enters the gate.

The Priestess tells Link that he must do whatever it takes to prevent the
resurrection of Demise in the past.  Groose too tells Link that he must chase
after the creep.  Walk to the platform to open the Gate of Time.


                      <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
                      #51 Ghirahim Resurrects Demise in the Past
                      <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>

As Link emerges in the Hylia Temple he sees Impa on the floor.  She tells Link
that Ghirahim surprised her and went through the great doors at the front of
the temple.  Turn and open the great doors.  

As Link exits the temple, Ghirahim creates a barrier surrounding the deep pit.
Zelda is lying on the ground and Ghirahim is moving about chanting.  He casts
a spell on her body so that it levitates.  He then says, �Hear me, my hordes!
The spell is nearly complete!  The Demon King returns!  Until then, you WILL
keep that little whelp from interfering with my ritual.�  Ghirahim releases an
army of Red Bokoblins on Link.

Take down those around Link and dash down the pathway.  More Red Bokoblins
will appear.  Clear a path and continue down the pathway.  Ghirahim will throw
up a barrier and will create more Bokoblins.  Defeat them and the barrier will
fall.  Dash down the pathway and Ghirahim will send Bokoblins carrying bombs.
Get past them and another barrier is formed.  Ghirahim then creates two Wooden
Shield Moblins to help out.  Defeat them and the barrier will fall.  Again
dash down the pathway.  Ghirahim will now send in Bokoblin Archers and Bomb
Carriers along with the regulars.  Take them down as Link moves forward.
Another barrier goes up along with a Cursed Bokoblin.  Defeat them to lower
the barrier.  Continue on and more Bokoblins attack.  Soon another barrier,
this time two Stalfos enter the game.  Defeat them to drop the barrier.  Down
the pathway two more Wooden Shield Moblins come in to play, along with a mess
of Red Bokoblin Archers.  Dispose of them and Link is finally at the bottom of
the pit.  

As Link enters the encircled pit the barrier closes behind him.  Ghirahim then
puts a barrier around Zelda and himself.  He then creates a horde of Red
Bokoblins.  They are easily taken down.  The scene shows Link running toward
Ghirahim when Ghirahim says, � You�re far too quick, boy!�  Link raises his
sword to Ghirahim and walks toward him.  Ghirahim says to Link, �I realize a
simple child like you knows nothing of magic, but spells like this take time
and a steady hand!  Can�t you wait quietly like a good boy?  Hmm?�  Ghirahim
thrusts Zelda high into the air and tells Link that he was foolish enough to
let Link walk away before, but he won�t make that mistake again.  Ghirahim
creates a platform under Link and raises it high above the ground.  His body
changes appearance and he tells Link that he has prepared a most humiliating
death for Link.  It is called the �Endless Plunge�. 

Ghirahim is in the middle of the platform moving slowly toward Link.  Use the
sword to push Ghirahim back and over the edge of the platform where he will
fall to a lower platform.  Again, push him toward the edge.  Ghirahim will
stop and conjure up daggers.  At this point, use the horizontal slice to drive
him over the edge.  Ghirahim falls again to another platform.  Drop down and
use the fatal blow.  This will cause some damage to Ghirahim.  Repeat this
attack several times falling to a new platform each time.  Finally on the
ground, Ghirahim lays motionless, but then rises to look at a hole in his
chest.  He then conjures up a long sword with a sickle shaped blade.      

 Link needs to stay at arm�s length from the sword that Ghirahim is wielding.
As he raises his sword to make an attack is when Link attacks with vertical
and horizontal slices.  After taking numerous hits Ghirahim will conjure up a
broad blade sword.  This sword too will cause much damage to Link.  So again
he stays at arm�s length.  Ghirahim will use the broad blade sword as a
shield.  At this moment Link attacks directly with vertical slices.
Ghirahim�s sword will then disintegrate exposing the injury to his chest.  At
that moment, Link uses a forward thrust to finish the job.  Ghirahim will fall
to his knees saying, �This�This is preposterous.  Driven to my knees by a
simple child of man.  Laughable!  No matter how many times we clash, I can�t
prevail!  You think I can�t defeat you?  You think I can�t win??  Boy�what are
you?  Ah�But never mind that.  Victory is still mine to savor.  While we
fought, the ritual I started continued�At last, it�s complete!  The demon king
shall devour the soul of the goddess and resurrect in his full glory!�

The scene shows Zelda awake and suspended in air.  The bottom of the pit opens
and the Beast rises to devour Zelda.  The Beast inhales a long ribbon of fire,
followed by a bright aura.  Ghirahim stands and says, �Don�t you see?  It�s
all over!  You and your kind have lost!  This world and everything in it
belong to darkness!  They belong to my master!�  Demise is fully transformed
into a human shape but with the body of an animal covered in scales.  The tips
of his fingers have long menacing claws.  Streaming from his head are bright
red and gold flames.  Ghirahim says, �Welcome back to us, Master�.

Demise throws a wall of energy at Ghirahim, knocking him to the ground.  He
then begins to glow and is raised above the ground.  Demise uses his magic to
draw Ghirahim�s energy from his chest in the form of a large broad sword.
Demise says to Link, �So you are the chosen knight of the goddess�.  With the
flick of his wrist, Demise sends a surge of energy to throw Zelda high in the
air.  Suddenly, Groose appears and tells Link, ��not to worry�I�ve got this�.
He then dashes down the pathway and saves Zelda from certain death. Demise is
surprised that Link and Groose would come to the aid of the goddess.  He
thought he would never see a human attempt to stand against him in battle.
Demise tells Link that he will prepare for battle in another place and to seek
him there.

Groose tells Link to �Listen up!  Grannie had some info for you!�  Groose
tells Link that the Priestess said that it will take time for Demise to absorb
the soul of the goddess and if he can take Demise down before this happens
Link may still have a chance.  Demise raises his sword as the darkness
surrounding him reaches to the sky.  Demise offers Link the choice of staying
behind and dying with his friends or to raise his sword and come for him.
Demise and the darkness surrounding him disappear into a dark pool in the
center of the pit.

The scene shows Groose holding Zelda in his arms saying to Link �It�s up to
you now, Link�.  

Link needs to go back to the Gate of Time and return to Skyloft to replenish
his hearts and potions before attempting any further battle.  If Link feels
that he needs the Hylian Shield then he must do the "Thunder Dragons"
challenge now.  For more information see the section listed as THUNDER DRAGONS
CHALLENGE.  The Hylian Shield is not necessary to do battle with Demise or to
defeat him.  


                      <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
                      #52 Link�s Ultimate Goal - Destroy Demise
                      <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>


Returning to the Sealed Grounds Link approaches the dark pool and Fi appears
to tell him that he has a zero chance of returning unless he is able to
vanquish Demise.  Link is transported to a realm of water and fog.  Demise
seems to be happy that Link has chosen to do battle with him.  Demise tells
Link to take note of his surroundings for it will be his tomb for eternity as
he intends to destroy Link and take the Triforce for his own.

Link�s sword will not have the power of the skyward strike as he might expect.
Somehow it is lost in this place.  To defeat the Demon king Demise, direct
attacks work best.  Demise will protect himself by placing his sword in front
of and across his chest.  As Demise moves the sword and raises it up, target
his head and strike with a vertical slice.  When Link has done this at least
six times, Demise will be knocked backward and onto his back.  He will leap to
his feet and raise his sword.  Lightning is striking all around.  Demise will
charge his sword from the lightning and fire off bolts of energy at Link.  If
Link tries to attack in close quarters he will be electrified.

Demise will also lurch forward to strike at Link.  Raise Link�s sword to let
it charge from the lightning and send it to Demise.  When he is struck he
will be stunned.  Run up to him and slice away.  When he falls, use the fatal
blow to finish him off.  With this done he stands hunched over, and with no
energy left he thrusts his sword to the ground where it shatters.  Demise
tells Link that he never expected to be brought down by a lowly human and that
this is not over.  His energy leaves his body and he disintegrates.

Link looks at the Master Sword as it is aglow.  He then raises it to the sky
as the dark fog left by Demise is drawn into it.  Fi calls to Link to confirm
the eradication of the Demon King.  She also tells Link that his consciousness
was absorbed into the Master Sword.

The scene shows Link standing before Impa.  She tells Link that he has done
well.  Link turns to see Zelda and Groose smiling at him.  Zelda thanks Link
and says, �I think it�s over�Finally�it�s all over�.  She then begins to cry.
Groose laughs as he walks away and says, �Nice going, you two.  You guys were
totally amazing in this little adventure I like to call the �legend of Groose�
that�s a little joke�.

Impa walks up to Groose and thanks him as well.  He tells Impa that he is glad
that he could help.  Groose turns to Link and Zelda to ask if they are ready
to return to their time.  Fi appears and tells the Goddess Hylia, or Zelda,
that she is glad that she is safe.  Fi then tells Link that she must talk with
him.

Fi tells Link that he has successfully fulfilled his role as the Hero of
Legend and that her purpose is complete.  Fi asks Link to dissolve their
arrangement.  She tells Link to return the Master Sword to the pedestal where
she will return to the sword to enter a sleep without end.  Link is reluctant
to do it and Fi asks him several more times to return the sword to the
pedestal.  She then transforms herself to energy and hits him at the back of
the head.  Link looks at Zelda before returning the sword to the pedestal.

As Link turns to walk away Fi calls out, �Link.�  To console Link she explains
to him what her purpose was.  She tells him that in the beginning she viewed
her function as merely a servant.  But now she feels that the time they have
shared is the most precious data she has on record.  Fi then appears, to tell
Link that she is not fully capable of understanding the human spirit.  But now
she is experiencing a feeling that she does not understand.  She thinks it may
be happiness.  Fi then says, �Thank you, Master Link.  May we meet again in
another life��  Fi is gone.

Impa is asked to come with them to their time.  She tells Zelda that she has
memories of the goddess and it is not possible.  Impa is a being of this time
and must remain.  Impa tells Zelda to move on and she will take care of the
gate once they have gone through.  Zelda pleads with Impa but Impa must stay
to watch over the sword.  Zelda gives Impa her goddess bracelet.  Impa tells
Zelda not to despair and that they will meet again someday.

The scene is Zelda, Link and Groose arriving in the Sealed Temple and the Gate
of Time disappearing.  Link and Groose run to the Priestess who is wearing the
Goddess bracelet.  Zelda smiles and walks to her.  The Priestess says, ��See?
I told you we�d meet again�.  Zelda nods her head with understanding.  The
Priestess then transforms into a glittering golden cloud and then is gone.
Impa's spirit thanks Fi for everything and then a bright light shines at the
great doors.  The great doors then open to the outside.

-The Credits Run-

The scene is now at the Goddess Statue grounds.  Zelda�s father, Cawlin and
others rejoin Zelda, Link and Groose at the base of the Goddess Statue.
Several Loftwings land to greet them as well.  The scene shifts to Groose
riding his Loftwing and waving to Zelda and Link who are standing in the hands
of the Goddess Statue.  Zelda turns to Link to tell him that she had always
dreamed of the world below the clouds and of being on the surface.  Zelda
tells Link that she wants to live here to look at the clouds above her and to
watch over the Triforce.  She asks Link what he will do now.  Link smiles for
a moment and then looks to the sky to see two Loftwings rising to the clouds.

-THE END-


At this point you, the player, will be asked if you want to save the game in
the �Hero Mode�.  If you choose to do so all the saved data you have will be
lost.  This means that Link will not be able to go back and play the "Thunder
Dragon's" challenge or play any of the mini-games.  Link will be able to start
the game over in the "Hero Mode" or start a completely new adventure.  If you
choose not to, then you will be able to play from the last save point
accessing the mini-games and challenge.  


)))))))))))))))))))))) THUNDER DRAGONS CHALLENGE ((((((((((((((((((((((((((( 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 


As mentioned before, Link will be given three options, Battle, Silent Realm or
Neither.  If Battle is chosen the Thunder Dragon will feel that Link has
moxie.  For that reason he will only choose the toughest opponents Link has
ever faced.  Link is given three choices of where his battle will take place, 
the Beginning of his travels, the Middle or Later On.  Link can also say Never
Mind and quit.  Choose the Beginning and Link is given the choice of, The
Imprisoned, Moldarach, Ghirahim or Scaldera.  If the Middle is chosen Link
will be given the choice of, The Imprisoned, Ghirahim, Koloktos or Tentalus.  
If Later On is chosin Link is given the choice of Ghirahim, The Imprisioned or
Horde Battle.

When a choice is made, the Thunder Dragon will tell Link that he is limited to
only the weapons Link carried during the original battle with the items in the 
Adventure Pouch being prohibited.  That means no Potions or Fairies. Then the
Thunder Dragon feels that he is being a bit to harsh so he allows Link to use
the shield he is currently carrying.  He will also give Link a chance to leave
and come back with a different shield.  The battles are timed.
   
If Silent Realm is chosen the Thunder Dragon feels that Link has guts.  Link
is told that the trial will be held here at this point but just finishing
won't be enough.  The trial will be timed and if Link is fast enough he will
receive a reward.  However, if Link is hit even once by a Guardian the trial
will end and Link will lose all but one of his hearts.  Link is then given
four options, Lanayru Desert, Faron Woods, Eldin Volcano or Other.  If Other
is chosen Link is then given the option of Skyloft, Previous or Neither.

Which ever is chosen Link must finish within a target time to receive the
greatest reward, otherwise he receives only five Rupees, except when
completing the trial for the first time for which Link then receives an extra 
fifty Rupees.  The target times are;

Faron Woods:	3:00
Lanayru desert:	4:15
Eldin Volcano:	6:00
Skyloft:		4:00

Believe me it is very difficult especially because Link is under the
additional stress of being timed.  My times on the first try were; 5:31, 9:47,
10:20 and 7:01 respectively.


============================================================================
============================== HERO MODE ===================================
============================================================================


The introduction is the same but the player is given the option to "SKIP" to
the next scene if they wish.  This also applies to many other scenes later in
the game.  Link will find that he has all the Insects and Treasures he had at
the end of the original game but nothing else, not even a sword.  Link will
also find that there aren't any Heart Flowers to be found.  Hearts usually
found in vases or in soft soil spots can no longer be had.  To replenish
Hearts Link will have to rest at a bench or on a stool.  The other way is to
carry a Fairy in a bottle or to carry Heart potions.  Link's first sword
is the Academy training sword and the second sword is the Goddess sword just
as in the original setting.  Link must be careful not to take any damage
because he takes twice the damage each time.

When the Sheikah Stone appears, it will know that Link is playing in the Hero
Mode and will open all the hints so that Link can use them for reference.
Some dialog in the Hero Mode will be slightly different but nothing will be
changed in regard to what Link must do.  The play itself remains the same.

After completing the Lanayru Mining Facility and striking all the Goddess
Cubes encountered, Link will find, in one of the silver treasure chests on
island #7, the Heart Medal.  While carried in his pouch Link will find that
Heart Flowers will pop-up around him and that Keese may yield a heart when
destroyed.  Hearts may also be found when cutting grass.  Later in the game
Link may also find a heart or two in a soft soil spot or in a barrel.
Interestingly enough Link will receive another Heart Medal when he opens the
silver treasure chest at island #2.

The side quests and mini-games remain the same and the rewards are also the
same.  For all intents and purposes, the Hero Mode is the same game in a
higher difficulty, at least in the first third of the game.  Once Link has the
Heart Medal and is able to replenish his hearts easily the game seems to be
less difficult and much closer to the normal difficulty.  All in all it is a
challenge.  Have fun.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>>>>>>>>>>>>>>>>>>>>>>>>>>>-- Credits --<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Credit to Ninna W for her help in transcribing my notes, grammar check and
proof reading.


============================================================================
============================= Copy Rights ==================================
============================================================================

Under the copy right laws of the United States and most other countries, the
foregoing text, in the manner it is written, is solely owned by the writer
whose name or user name is noted in the beginning of this guide/walkthrough.
Except for the personal use of an individual player, none of the guide or
walkthrough, in part or in whole, may be copied for any purpose.  All of the
text herein may be posted on the Internet, by the owner, for the personal use
of individual players on one or more hosting sites with their permission.


============================================================================
=========================== Questions and Answers ==========================
============================================================================

Q:   Where are the locations of the pieces of heart?

A:   A list of locations of the pieces of heart is not provided.  The
     locations are given in the walkthrough.

Q:   Where are the locations of the Goddess Cubes?

A:   A list of locations of the Goddess Cubes is not provided.  The locations
     are given in the walkthrough.

Q:   Where are the locations of the treasure chests?

A:   A list of locations of the treasure chests is not provided.  The
     locations are given in the walkthrough.

Q:   Where are the locations of the medals?

A:   A list of locations of the medals is not provided.  The
     locations are given in the walkthrough.

Q:   Where are the side quests?

A:   The side quests are described throughout the walkthrough.

Q:   What does Link get from collecting Gratitude crystals?

A:   I could answer that, but then it would spoil the game.

Q:   Why do the side quests?

A:   For the fun of it!  Also because some of the items Link might need are
     found in the side quests.

Q:   Why waste time with a side quest that just opens up a game?

A:   Again, for the fun of it!  Isn�t that the point of playing a video game?

Q:   Where is the Moonlight Merchant?

A:   Link must find 80 Gratitude Crystals for Batreaux so that he can become
     human.  Once this happens Skyloft will be clear of monsters during the
     night and the Moonlight Merchant can then be found in the cave near the
     waterfall.

Q:   In Skyview Temple I can't reach the vines on the wall from the log?

A:   The water level in this temple must be raised twice to be able to reach
     the vines.

Q:   In Skyview Temple I can't jump onto the steps from the log?

A:   The water level must be raised twice and Link will have to find a small 
     key to open the door before leaving this area.

Q:   In Skyview Temple I can't get past the door with the eyeball above it.

A:   Equip the sword, point it toward the eyeball and move it in a circular
     motion.  The eyeball will get dizzy and drop to the ground giving Link
     access.

Q:   I can't get to one Tadtone hidden in the poisonous part of a lilly pad?

A:   Link must use the Clawshots to reach a Peahat and the ledge above.  Then
     jump down on the lilly pad to flip it over.



                        ++++++++++++++++++++++++++++
                        ~~~~~~~~ Epilogue ~~~~~~~~~~
                        ============================


Now that I have played the Skyward Sword to its completion I must say that it
eclipses the Ocarina of Time by far.  That is not to say that the Ocarina of
Time was an average game because it was far beyond average.  It too was packed
with dungeons and puzzles, as well as bad guys.  It is to say that the Skyward
Sword is at the top of the gaming world.

I have been playing the Zelda series from the beginning and enjoying each
progression.  Although all the Zelda games, and I am only talking about the
standard platform not the hand held device, are very good, it seems that they
reached their pinnacle with the Ocarina of Time.  The Twilight Princess was to
take the Zelda series to a new plateau but seemed to fall short of its goal.

The team that brought us this fantastic game, the Skyward Sword, gave it their
all.  My only hope is that any future Zelda adventures will be, at the very
least, equal to the Skyward Sword and playable on the Wii console.