Documente Academic
Documente Profesional
Documente Cultură
------------
ORDON FOREST
------------
Watch the first few minutes worth of cutscenes between Link
and Rusl.
Once you are given free control of Link's movement, talk to Fado to
learn his
request. Next, head straight north from Link's treehouse and into the
next
screen. Going along the forest floor, pick up some rocks to collect a
small
handful of rupees, as you will need them very shortly. Once you make
it to the
middle, take the turnoff right into the spring, and watch another
short scene.
Talk to Ilia, then pick up some grass nearby the gate and blow.
Afterwards, get
onto Epona. Ride back south to Link's treehouse. Head south and into
Ordon
Village this time around.
-------------
ORDON VILLAGE
-------------
In town, do some talking if you wish to, but once done, head
south along
the dirt road, and up the hill to Ordon Ranch at the end.
The man will set up some fences for you to have a training run
with
Epona. It is pretty basic - run around the track, and press A to feed
the carrot
to get Epona to dash and jump over the fences. Practice around a bit
if you
want, as it will be a lot different from Ocarina of Time's controls.
Afterwards,
head south and jump over the gate from whence you came.
In the morning, you will be woken up. Go down the treehouse
and exit
outside. Talk to the crowd of kids, and talk to Colin (whom is tending
Epona) as
well. Head south into the village.
Now, for some reason, a number of people have trouble with the
bobber
fishing, so please allow me to explain this in easy terms. The first
thing that
you need to do is cast the bobber into the water. If it does not go
down into
the water but rather floats, jab a bit with the Remote to move it.
Once the
green part of the bobber goes underwater, tug upwards by moving the
Remote up
from your original position, and horizontally (near your head). If the
FISH ON!
sign appears, hold the Remote in that position, and you should
eventually catch
the fish. Press B to let the fish out behind you, and this will catch
the cat's
attention. Fish a second time and release it, and the cat will make
off with it.
Follow it back to Sera's Sundries.
------------
ORDON FOREST
------------
After talking to Rusl, equip the slingshot and talk to the
three kids in
front. They will force you into a brief slingshot tutorial. If you
have problems
with the TV or Remote, now is a good time to adjust the sensor bar
appropriately
so you have no problems in the future. If the Slingshot is not on the
B-Button
already, hit the part of the D-Pad it is assigned to first, then press
B to
equip it, aim, and fire with B again. For reference, hit the
scarecrow's head to
enable a 'kill'.
Once the tutorial is done, a plot twist will occur. Hop onto
Epona, and
head north. In the next area, continue north, skipping the spring, and
head onto
the bridge and onwards, into Faron Woods.
-----------
FARON WOODS
-----------
At the beginning of this area, skip the first small section,
and dash
straight forward and over the fence. Next, head west and through a
small tunnel.
Once you get back out into fresh light again, disembark and head
northeast,
killing one of the staple Deku Baba enemies of the Zelda series with
your newly-
got sword. If you get caught in it's snare, use the spinning sword
attack to
break free. Head up the tunnel and examine the sword at the end.
Head back down and get on Epona again, and head northwest into
an open
area. Talk to Coro, the man standing near the firepit, to obtain the
Lantern. I
should note now that the Lantern takes up fuel all the time while it
burns, and
even if you switch secondary items, it will still burn. The only way
to stop
this effect is to make it your primary weapon, and put it away with
the A
button. As you cannot do anything anymore in this neck of the woods,
head back
to the interesection, and go up into the cave (where you found Talo's
sword)
again, and continue up past and into a dark tunnel.
Inside, light up the first torch you see with your lantern.
While inside
the cave, what one should do with the lantern is light up a torch when
need be,
then equip the sword without putting away the lantern on your own.
Link will put
it on the back of his tunic, thus giving you a needed extra light.
That said,
continue on the tunnel, taking out first a Keese, and then another
Deku Baba.
Light up the cobweb at the end with your lantern, then continue on
until you
come to a two-way split. Head up the right side, and take out a Deku
Baba and
two Keese. Open the chest for a Yellow Rupee, then head back down to
the split.
Head left this time, light up the cobweb, then head outside into Faron
Woods
again.
Open the chest for a Small Key. Light the two torches in here,
and a
larger chest will appear on the upper ledge. Go and open it for a
Heart Piece,
then exit outside.
Back outside once more, head along the north and clockwise to
the other
exit in the area. About half-way down, you'll run into a cluster of
the three
enemies you've run into so far, so cut your foes down with a nicely
placed Spin
Attack and then cut them down one by one. Continue on, taking down
minimal
resistance from Deku Babas. Once you reach the gate, defeat the two
guardian
Orcs and then open the gate with your recently-acquired key. Kill one
more orc,
then head into the next region.
Here, defeat the two Orc patrols. Head north a bit, killing
another one.
You should see a shop here, guarded by a bird. Take your pick of what
you want,
then go to the box next to Trill and deposit at least one Rupee. Exit,
then head
north again. Go up the hill to the right side, and drop off at the top
on the
other side. Kill the nearby Deku Baba that will emerge, then open the
chest for
a Yellow Rupee. Head north, and watch a scene. Equip your sword, then
run up the
rest of the way and defeat the Orc guards. Once that is done, destroy
the cage
Talo and the monkey are trapped in by cutting at it with your sword.
-------------
ORDON VILLAGE
-------------
Three cutscenes later, you will be doing the goat herding
mini-game
again (pick up the nearby bulb and blow to call Epona). This time,
there are
three modifications to the game; the first is that there are twenty
instead of
ten goats. The second is that now a timer is kept, with your starting
'record'
being 3:00 minutes. The last is that when herding the goats, some of
them will
get ticked off and turn a glowing red; they will then run at you and
knock you
off of your horse. Afterwards, you can do some fence jumping again.
Otherwise,
go back into Ordon Village.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
+-+-+-+-+-
b. LINK'S TRANSFORMATION
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
+-+-+-+-+-+
[WLTR]
----------------
MYSTERIOUS TOWER
----------------
There actually is a name to this place, but it would be
pointless
spoilers to reveal it until after you actually know the place. In any
case,
after you wake up, stuff will happen, cutscenes will occur, the usual.
Once
given free control, try to move around for a bit to make more scenes
go around.
Once free of the chain, go to the corner with the box (not the straw)
in it and
shake the Remote or Nunchuk to perform the Wolf's movement analogous
to the
Spinning Attack regular Link could do. Afterwards, dig through the
hole here to
escape the cell. From now on, if you are lost, press Up on the D-Pad
to get help
from Midna (or use this FAQ).
Anywho, from where the ghost is, and then go right, killing a
Keese.
Jump onto the ring to opening of the nearby bars in the wall, then
head down the
newly-opened tunnel and break a chest open to obtain a blue Rupee. Now
head back
to the intersection and go left through the small door in the bars.
Here,
trigger the nearby ring and head into the nearby wall to kill a Keese
and obtain
some more goodies from another chest. Exit, then head to the western-
most end
and trigger another ring if you wish to - be careful though, as a
Keese will
emerge from a hole in the wall right behind you. Finally, at the end
of this
four-way intersection, go south and trigger the ring at the end to
cause the
water level to raise.
Now that that is done, hop into the water and swim north past
the
spikes. At the next intersection, head right and onto the next
platform. Do not
trigger the first ring you see - it contains nothing but two Keese.
Instead,
head to the end and hop north to trigger a different ring that shall
bring the
flow level down. Back at the intersection, head north this time, and
open the
wall on the left side by triggering the ring. After the Keese fly out,
kill
them, then head inside and destroy another box. Go back to the four-
way split,
then head left this time. Hop down at the end, and go through a hole
in the wall
on the southern side.
Out on the other side, with Midna back on your dorsal region,
head off
into the next area, which is a big room. First, eliminate all the
enemies at the
bottom of the staircase. Now head up the staircase, hopping over the
platforms.
You will end up falling off a crumbling platform. Climb back all the
way to the
jump point to that platform, and listen instead to Midna. Z-Target and
jump a
few times, run a few more platforms ahead.
You should notice a rope soon - in case you fall down, you
will have to
climb from the opposite side up to here, so take notice for it if you
do.
Otherwise, continue on the climb to the top. Once at the rope, you do
not need
to tiptoe it; you can just walk normally as usual, and Wolf Link will
not fall
off. Continue to the rooftop. Up here, kill the Keese, then destroy
the boxes
for some spare hearts if you need anything. Otherwise, climb up onto
the pile of
rubble rocks on the right side, then jump up to the top. Exit the
tower.
-----------------
MYSTERIOUS CASTLE
-----------------
Head along the battlement walls at the beginning, climbing up
and
jumping down the walls, until you get to the end and see the spirit.
Talk to the
spirit to learn where this place really is. Head left from here, and
push the
big crate against the wooden wall. Climb up onto the top, then jump
down on the
other side.
Defeat the Roc on the tower roof here, then continue north
through the
rubble. Anytime that you face another Roc, get onto as high of ground
as you
can, as it has a maximum height above the base ground level that it
can get,
allowing you an easier hit with a lunge or spin attack. At the end,
head right
onto the wooden pier, then use Midna to jump down onto the roof of the
house.
Walk along the spine of the house, eliminating any enemies in your
way. If you
fall, try to fall to the left side, and there is more ground area
there to save
you from an untimely demise (yes, you can climb back up). At the end
of the
path, climb up the ledges and head inside.
Once inside the tower, jump down onto the staircase, and run
up the
stairs. Enter through the open door. Multiple cutscenes later, exit
back out
into the staircase, and head downstairs. More cutscenes will occur,
and you will
finally be transported back to Ordon Forest, but still in Wolf Link
form (oh
well; better than being a bunny).
------------
ORDON FOREST
------------
After being given free movement, exit from the forest shrine.
Listen to
Midna's conversation, then head south and back into Ordon Village,
making sure
to take care of any stray Orc guards that may get in your way. Once
you leave
the vicinity of Link's treehouse area, you will hear from a squirrel.
From now
on, you shall be able to talk to animals to gather hints and clues.
-------------
ORDON VILLAGE
-------------
Here, watch the opening scene if you wish, then head to the
western side
of town, where the building with the waterwheel is. Slowly creep in on
the two
villagers to eavesdrop on them and hear about the shield. Once you
pick up it's
location and the two villagers run away on you, head back into the
center of
town. The villager on the pillar will try to attack you with the hawk.
Dash away
to behind Sera's Sundries shop, and talk to the cat to learn what to
do. Coupled
with the knowledge of the shield's location, go onto the rock near
here behind
the store, and use Midna to jump up. Hop a few platforms over to scare
the
villager, then once again use Midna to get to the top of the
waterwheel
building. Enter.
Inside, jump off the ledge, and then onto the dining table
down below.
Use Midna to get up onto the opposite ledge. Ram into the wall by
attacking it a
few times or dashing into it to knock the shield free, pick it up to
obtain the
Ordon Shield, then exit out by facing the direction of the ledge with
the window
while on the dining table. Outside, eavesdrop on the conversation,
then swim out
of the water and head to Rusl's house in the southeast.
Here, head to the right side of the house, and behind the
stack of wood,
use your Senses to find a digging spot. Dig there to get into the
house. Claim
the Ordon Sword from the sofa, then use your senses again to dig a way
back out.
Once outside, head into the forest.
------------
ORDON FOREST
------------
In the woods, head along as you normally would to the bridge.
Once you
get near the forest shrine, however, an automatic scene will occur.
Afterwards,
you will be engaged in a battle. The enemy you fight will not be a
difficult
one, however; just lunge at it a few times and bite it multiple times,
or else
perform a few spinning attacks to take it down quickly. Watch another
scene to
learn some more storyline information. Once it is done, head out of
the shrine,
go across the ravine bridge, and then head into the gate and back to
the
Twilight Realm.
-----------
FARON WOODS
-----------
When another cutscene finishes, head down the road. It sure as
hell
is not Kansas, but it ain't Faron Woods as we know it anymore either.
At the
bottom of the road, you'll face off against three more Twilight
monsters. Take
them out one at a time until Midna finally gives you a hint as to how
to defeat
them, then wait until all three of your foes are within the energy
circle before
unleashing it. After the battle, collect the hearts that are dropped,
then
continue on north.
Here, head to the left side of the open area, and climb up
onto the
ledge. Head over a bit, and use Midna to jump onto the house. Enter.
Inside,
drop to the bottom floor and equip your senses, and talk to the ghost.
He will
trigger the two Tears inside here to come out. Slay them (#3, #4),
then climb
back up and exit outside again. Out here, go around to the back side
of the
house. Turn on your senses, and you should see another Tear on the
wall. Dash at
the wall to knock it off, then finish it off (#5).
Lastly, head into the mine shaft, after digging behind the
sign for a
yellow rupee. Inside, you will have a battle with three more shadow
creatures,
so charge up your energy radius and let it loose on them to quickly
end the
battle. After you have wieped the floor with them, head up north and
go up the
path to where you first rescued Talo and the monkey. Dispose of two
more Tears
(#15, #16), and after the monkey finishes talking, collect both blue
lights. You
will automatically be returned to the small pond.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
+-+-+-+-+-
C. FOREST TEMPLE
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
+-+-+-+-+-+
[WFTM]
------------
ORDON FOREST
------------
Watch the scenes. With that said, it is time to head to the
Forest
Temple.
Out here, head up to the dock pier with your lantern equipped
and out in
your hand. Cue a cutscene, and the monkey will carry it across the fog
to repel
it, allowing you to follow. Not much to say here, as it's pretty
straightforward
follow the leader, except to kill the few monsters that come out of
the miasma.
Once you get to the other side, reclaim your lantern, and fill it up.
Head into
the next area. Here, pick up some more oil at Trill's shop, and pay
him.
Continue on, and you'll face a white wolf blocking the temple's path.
-------------
FOREST TEMPLE
-------------
Immediately draw your sword once you enter, then kill the
Keese that
will try to mob you. Go into the main area after they die, and look up
to your
west to see some vines with two spiders crawling the wall. Shoot your
slingshot
at them both, and when they fall to the ground, climb up the vines and
then
north. Drop onto the branch and open the chest here for a yellow
Rupee. Drop
down to the main floor. If you are truly desperate for Rupees, you can
roll into
the southeast of the four totem poles to knock down a pot that
contains a blue
Rupee. Otherwise, continue down the corridor to the end of the room.
Kill all
the enemies that get in your way, and finish it off by using the Spin
attack to
destroy the cage the monkey is in. Once it climbs up, use your
slingshot to kill
the spiders, and climb up the vines. Up at the top, go inside to a
larger room.
Jump into the water here, then swim west through the small
lake, and
then south at the western end of the room. You should see a tunnel
here.
Continue down south and onto dry land, and open the chest for a yellow
Rupee. To
get back onto dry land, swim back out and to the center-east wall and
south onto
a staircase. Now Head over the piers to the opposite side until the
monkey
begins to cower. Ignore that for now, and instead head through the
nearby
doorcase. In this large room, gusts of wind will cause the bridges to
turn
around. Go across the bridge in this area of the room and go straight
across to
the opposite side, and head in. Open the chest to your immediate right
to obtain
a Small Key, and then backtrack two rooms to the room where the monkey
was
cowering.
Back here, go to the pier the monkey is on. Use your Slingshot
to target
the spider that is above you hanging from the ceiling, then jump
across to the
opposite pier. Head up the staircase, unlock the door, and enter.
Inside, watch
the cutscene, and walk down the staircase, observing another cutscene.
Once you
get to the bottom, roll into the pillar thrice to make the cage fall
off and
break. When the Orc guards come down, kill them. Afterwards, head
underneath
the northeast section of the broken bridge (under the platform), and
you should
find a chest containing a yellow Rupee. Climb back up the ramp and
staircase,
and use the monkeys to swing over the broken bridge. Exit.
Coming in, watch the short scene. Afterwards, jump down from
the front,
and headbutt the left pillar to knock down the chest. Open it for a
chest to
obtain a Small Key. Now, head east either by running across the bridge
and
dodging the tile creatures (or else you can run alongside the right
column of
tiles), or swimming most of the way on the southern side and getting
up on the
bridge at the end. Head up, and then climb the vines to the north next
to the
wooden barricade. On the cliff, open the chest for a red Rupee, then
jump down.
In the center of the floor here, you should see four torches, with two
of them
unlit. Run around and light up the remaining two, making sure not to
stay over
the tiles too long. Climb up the stairs and defeat the large spider by
hitting
it from behind, then unlock the cage, backtrack, and leave the room.
Outside, turn to your left (right on the map), and head over
and shoot
the two spiders hanging off the wall. Jump over onto the vines, and
climb up.
Enter the door, watch another cutscene. No worries though, as it's not
really
hard. Get up close enough to the plant so that you can Z-Target it,
and keep the
lock on. Move around in a circle, doing sideway jumps if you feel like
it. The
plant will lunge and overstretch it's range; while it's recovering and
trying to
withdraw, stop pressing on the control stick, and hit A to lunge at
it, then
backflip away. Repeat this twice more to defeat the plant. Once it
opens up, go
kill one of the spider-bomb enemies in the room and take the bomb and
throw it
in the plant to finish it off. Grab the Small Key, then go and free
the monkey.
!!!HEART PIECE ALERT!!!
----------------
MINIBOSS: BABOON
----------------
The Baboon will circle around multiple pillars throughout the
duration
of the battle. Z-Target onto him and jump around, making sure to keep
with him,
and keep your sword drawn. At random times, he may do a little dance,
or stop,
and every so often, he will throw his boomerang at you. When he does
this latter
action, roll into the pillar he stands on multiple times to knock him
off
balance until the boomerang hits him off. Draw your sword, then whack
him
multiple times. Once he jumps back on, continue the previous pattern.
From this room, go right and across the open pit, then onto
the ledge.
Enter the water room, where you had previously rescued a monkey. Your
goal is a
little bit different this time around: head over to the opposite side,
and use
the Gale Boomerang to snuff out the two torches, thus lowering two of
the wooden
stands. Open the chest for a Heart Piece.
T----T
\
\
\
\
T----T
_
/|\
|
Starting Tower
Afterwards, the gate will open. Open the chest for the Big Key. Head
back across
the room, and jump down the single pillar. Head through the northern
door.
Cross the first bridge in here, and then follow the monkey
north into
another room up the hill. Inside, use the boomerang to rotate the
first bridge,
get on, then trigger it again to point the way it originally was.
Fight off the
two semi-elite Orcs, then head down the right side and enter. Inside
here, first
repel off the two giant spiders, then go on the hole to the left
(northern-most
on the map) with a cobweb. Equip the lantern, and swing it to burn the
cobweb.
Once you have fallen down, destroy the cage to free the monkey. Jump
off the
stump and climb the vines to your right and to the top.
Head out into the larger room, go onto the bridge, rotate the
bridge,
and head through the northern door. Watch the scene here, then head
right and
onto the first bridge. Rotate the bridge, get onto the second bridge,
rotate the
second bridge. Head right and slay the Orc, then climb up the vines to
a ledge
extending out of the wall, and then onto the top of the room (make
sure to kill
the spiders first). Enter the nearby door.
Climbing into the newfound room, slay all the regular enemies
first (use
the Boomerang to cut the Deku Babas off the ceiling). Next, retrieve
another
bomb, then throw it at the stone bulging from the wall to free the
monkey. Head
back into the previous room now. Here, head to the southern portion,
then exit
into the last room. Go down to the bridge, trigger it, get on, trigger
it again,
then head to the left side. Unlock the door and enter inside.
Watch the scene as the monkeys make a line for you, then swing
off over
to the other side. Unlock the Boss Door, then head in. One scene
later, you
shall face off against the boss of the Forest Temple.
---------------
TWILIT PARASITE
DIABABA
---------------
The first part of this battle should be reasonably easy. Stay
against
the wall near you, and try to target one of the bomb-spiders with your
Gale
Boomerang. Experiment as to the maximum distance you can stay away
from the
bomb-spider while still being able to capture the bomb with your
Boomerang. When
you have the bomb, you can do one of two things; you can either bring
it back to
you and throw it in one of the giant Baba's mouths when they lunge at
you, or
else connect a Baba's head with the bomb during Boomerang flight.
Either way,
get the bomb into their head, and then repeat it for the other head.
Afterwards, the real boss will emerge from the realms of the
deep water,
assisted by two more Baba heads. Get back again, and wait for a short
while. The
baboon from earlier will then come out, and swing between the rope to
each side
while carrying a bomb. Use the Gaia Boomerang to first Z-Target him,
then send
it at a side Baba head if you want to. Repeat for the other head,
leaving the
central head open. Now, do basically the same tactic with the central
head; if
they are up still, the side heads will fall down along with the
central head. Go
up to the head and slash at it's exposed eye, then once it recovers,
run all the
way to the entrance wall, as Diababa will spew some venom at you. Aim
another
bomb at it, and repeat the tactic until you win.
------------
HYRULE FIELD
------------
!!!HEART PIECE ALERT!!!
Head off the dirt road until you get the Hyrule Field sign
flashing up,
then continue north along the path throughout the vast scope of the
region until
you hit a bridge crossing a stream of water. Stop here, and there
should be a
tree next to the southern side of the bridge. You may or may not see a
Heart
Piece lying in the branches (it is much easier to see at night, when
it is
glowing). Equip your Gale Boomerang and Z-Target the Heart Piece to
bring it
back towards yourself.
!!!BUG ALERT!!!
(Male Beetle)
From the tree that had the Heart Piece, jump off the cliff
going down
east, then get onto the dirt road. Go to the part where the original
path coming
from the south splits into two with trees in the middle. On the first
tree, you
should find a bug wandering on the bark. Pick it up to claim the male
specimen *
(if you cannot see it, it is MUCH easier to spot a bug at night, when
they will
glow in the dark).
Now make your way west, towards the cliffs and mountains. On
your way
there, you will get stopped by a mailman, whom will explain the
proponents of
mailing to you, along with giving you a letter. Read your letter on
the + menu,
then continue on west despite the postman's warning. Go north instead
of west
when you get onto the dirt road to the western end of this region.
!!!BUG ALERT!!!
(Female Beetle)
A quick checkstop to make sure that you are where you are: you
must be
on the western extreme of the Faron province, and must be heading
north down a
dirt road. To your right will be a large pond of water. To the north
will be an
open field. Here, look to the west side to see a number of trees on an
unscalable cliff. The last tree on the cliff (on the north corner)
should have
the female specimen crawling around. Use your Gale Boomerang to
capture it.
Now head back south. Continue climbing up the hill going west
near the
end, until you approach the gate to the Twilight Realm. If you have
nothing else
to do, then continue forward and answer yes.
On the other side, dash up the hill, and you will be stopped
short by a
sword partially buried in the ground. Head forward and sniff it to
learn the
Youth's Scent. Now activate your senses, and you will see a scent
trail. Follow
it forward, and do not bother to stop and encounter any enemies. You
will
quickly be forced into a battle with three of the twilight monsters
again. I
recommend you take one down (as it will not be called back until only
one
remains), then knock off the other two with one blow from your energy
field.
Once the battle is done, Midna will get into a speech about
portals, and
you should listen up. Once she is done talking, choose to head off to
North
Faron Woods.
-----------
FARON WOODS
-----------
Head right from your destination. Conveniently, there will be
a large
bridge leaning against the side of the cliff here, and even more
conveniently,
it can be warped with you. Head back to Kakariko Gorge in the Eldin
Province.
------------
HYRULE FIELD
------------
As the bridge fits in perfectly, head straight across it.
Activate your
senses again once on the other side, and follow the Youth Scent,
dashing up the
hill until you get to the stop and encounter a gate. Dig underneath,
then defeat
the two guards on the other side. Continue along the dirt road, and
you will
make your way into Kakariko Village.
----------------
KAKARIKO VILLAGE
----------------
Inside, you will quickly face off against three more of the
twilight
monsters. Kill one of the foes off to the side, then lure the other
two into the
energy circle to finish them off. Listen to the spirit, then run over
to the
pond and listen to it some more, and to obtain a Vessel of Light. You
will now
have to kill and collect another sixteen Tears, much like the earlier
collect-a-
thon in Ordon and Faron Woods.
Head north from here. Looking at the map, go to the house that
has the
first Tear in it. Walk around to the right side of it, and go to stand
in one of
the grass patches near it to catch Midna's attention. Jump up to the
top using
her, then go on top of the patchwork in the roof to fall down into the
building.
Downstairs, activate your senses to watch a particularly touching
scene. After
it is over, pick up the wooden stick that was dropped on the floor
near the
front door. Ignite both ends of it on the nearby flame, then climb up
the
staircase and jump over all the platforms, making sure to stay against
the walls
to light up the candles, and thus activate the statue to move aside.
Drop into
the cellar.
Down below, continue north up the tunnel, then kill the three
Tear
insects after activating your senses. Collect the Tears (#1, #2, #3),
then
continue on north through the other doorway. At the end, jump up the
framework
and outside into the graveyard. Up here, head into the center-left
part of the
graveyard, activate your senses, and dig up the buried insect. Kill it
to
collect another Tear (#4). Once that is done, head east and back out
into the
main portion of the village.
Drop down to the ground here, and then head straight west, and
then a
bit south until the row of buildings ends. Here, you should see a
small stable.
Climb onto it, then get onto the roof of the house next to it. Jump
over to the
next house, and drop down the patchwork here into the house. In here,
push the
box right next to the bed to reveal the insect (#8). Use Midna to
climb back up
outside via the cabinet, and go outside.
Jump down onto the ground again, and then head north a bit to
the
northwestern-most building. Head around to the northern side of this
house, and
climb up the smaller buildings. Turn around to face the house, and you
should
see a bright window. Dash-Jump into it (cannot simply jump into it,
you must
dash into it) to get inside. Inside, go up the staircase, and on the
second
floor, dash into the cabinet next to the second set of signs to knock
it know.
Kill the insect, collect your Tear (#9), then climb up onto the
knocked down
cabinet, and head up and outside.
From the house, turn around, and go up the next hill leading
up. Once
you make it to the house at the top, go to the left side, turn your
senses on,
and dig a hole through into the house. Break the jars inside and kill
the beetle
(#13), then head back outside again. Now, for a jump of somewhat epic
proportions that won't harm you at all, jump straight down into the
village.
Head straight north until you are out of the village itself, and when
you get to
an intersection with a sign, head up left to Death Mountain.
--------------
DEATH MOUNTAIN
--------------
From the start of the area, head up the ramp to the left side,
and use
Midna to jump all the way to the top. Continue onwards up the trail,
leaving a
blaze of destruction in your path, and when you get to the next wall,
climb up
the crates to the right to make your way up. Once you get to the
geysers, turn
your wolf senses on, and look for the insect by way of the map. Chase
it around
and bury it up, then slay it for another Tear (#14).
Now, go and examine the stone in the middle of this area. Fool
around
with it for a moment if you need to; basically, press A to start
howling, and
choose your tone by pressing Up to use the top tone, leave the analog
stick
alone for the middle tone, and press Down to use the bottom tone. You
do not
need to be perfect, but just reasonably close. Afterwards, you will be
transported elsewhere. Repeat the Howl, and you will be invited back
once human
again. IF YOU MISS THIS, it IS possible to come back here later to
howl at the
stone, so do not fret.
Once back in Death Mountain, climb up the ledge, and then head
along the
left side of the trail to continue up, and eventually down on a side
path.
Quickly, you will come to a battle with not three, but four Twilight
monsters.
Drop down, and eliminate the two to the right side of the field in
quick
succession (kill the first before trying to go around and look for the
entrance
to the second one, which is protected by force fields). Next, go to
the two foes
that are together to the left, and lock them in an energy field to
kill them.
----------------
KAKARIKO VILLAGE
----------------
Watch the scene that occurs, and listen to Eldin and then the
Shaman.
After the speeches are over, head up to the Death Mountain range.
Here, climb up
the rusted bars on the first wall to the top, only to get knocked back
down by
the Goron. There is no point in staying here, so head back out to
Kakariko
Village, and you will get greeted again by the shaman Renado, whom
will tell you
to go back to Ordon Village to meet Mayer Bo. You cannot go through
the gate to
the west of the Death Mountain range, so instead head straight back
south for a
cutscene.
Keep up with the controls that are shown on the bottom of the
screen and
do so quickly; otherwise, you will be thrown off Epona. After awhile,
however,
she will lose her feral status and you can ride her again. Head off
onto Hyrule
Field through the southeast entrance.
!!!BUG ALERT!!!
(Male Ant)
!!!BUG ALERT!!!
(Female Ant)
------------
HYRULE FIELD
------------
Back out here, go and dash-jump over the gate, then start
heading back
east again, only to get caught by the postman, whom delivers you a
letter from
Ooccoo (if you picked him up in the Forest Temple).
!!!BUG ALERT!!!
!!!BUG ALERT!!!
Once you go over the bridge leading south, stop. After you
have
dispatched the enemies, search at this end of the bridge (cut the
grass if you
cannot find it at first), and there should be a bug wandering around.
Scoop it
up.
After obtaining the bug, turn around and head west up the
hilly area.
Up here, face north to see a giant chasm with some rocky pillars
extending out
of the bottomless pit. At the very top of the tallest column, you
should see a
Heart Piece sitting. Take out your Gale Boomerang and throw it at the
pillar to
obtain the Heart Piece.
After, continue on east and then south, back into Ordon Woods.
-----------
ORDON WOODS
-----------
-------------
ORDON VILLAGE
-------------
Head over to the Mayor's house, and talk to Mayor Bo. Respond
yes to his
question, and he will then teach you the art of sumo wrestling. Sumo
wrestling.
Anyways, some basics;
------------
HYRULE FIELD
------------
As soon as the head Goblin blows the horn and you can move,
chase after
him, ignoring the five henchmen he summons. Use up your carrots
wisely, and
don't go below one (afterwards, wait for the whole thing to
regenerate). As soon
as you strike him, retreat for a split-second to evade his
counterattack, then
follow him around.
If the Goblin's henchmen catch up, stop, and use a spin attack
on them
to knock them off their horses and tie time up. Do not worry about the
lead
goblin getting away on you; he will instead stop, and wait, taunting
you.
Finally, after dealing a certain number of blows to him, he will go
onto a
nearby bridge, burning off both exits.
This is now a classic joust. You and the goblin rush your
respective
steeds down the steed, to try and knock each other off. What you have
to do is
first draw your sword before running, and then run straight off
against the
goblin. About two seconds before impact, you need to dodge his attack
by moving
Epona to either the left or right, and then slashing at the goblin -
going
straight will result in you getting knocked off the bridge, and losing
a heart.
After you knock him off twice, you will win, and then return to
Kakariko
Village.
----------------
KAKARIKO VILLAGE
----------------
Watch the next few scenes that result here. Afterwards, go
into the
general store, which is to the right of where Talo is standing.
Inside, Malo has
a few new items you can buy - including a Hyrule Shield for 200
Rupees, which
you should pick up if you can (Malo's shop is only open during the
day). After
you are done in the new shop, head up to the Death Mountain path.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
+-+-+-+-+-
E. GORON MINES
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
+-+-+-+-+-+
[WGRM]
--------------
DEATH MOUNTAIN
--------------
Head up and climb up the first wall. Let the Goron have his
rant, and
then equip the Iron Boots. Once he gets close to you, press and hold A
to grab
him and push him to the side, much like you did with the goats.
Deequip your
Iron Boots, then continue on the trail. Gorons will start rolling at
you every
while - when they do, re-equip the Iron Boots, stop them, de-equip the
boots,
then continue.
Be wary once you get to the area with the steam geysers.
Enemies above
will start firing fire arrows at you. If you have the Hyrule Shield,
just stick
it up to defend yourself and walk through to the path going up to the
left.
However, if still using the Ordon Shield, just roll your way to, and
then
continue. ALTERNATIVELY, just before the valley of geysers, there is a
small
reed growing straight next to the ledge. If you want, you can blow it
to call
the hawk and point it at an archer to take it out (using the Slingshot
is also
an idea, but the archers might be a bit far away for some of you to
shoot at).
At the same time, remember that eruptions are still occuring, with
fireballs
striking.
Continue down the path until you get to the open area. Watch
the scene
(it may not activate immediately, so if that occurs, wander around a
bit), then
drop down to the end. For the next little bit, you have to go up to
Gorons
standing next to the walls, and either attack them (after backflipping
away from
them, they will lunge forward in a one-two jab; right after that, they
will
throw themselves off balance temporarily and expose their weak
points), and that
is when you should strike), Shield Bash them, or equip the Iron Boots
and roll
into the Goron. Any of these actions will cause him to curl up into a
ball. When
he does, climb up onto his back, and aim yourself to the next floor.
He will
then spring you up there. Repeat this twice more 'til you get to the
top.
Inside, Gor Coron, the Goron Elder, shall greet you and
challenge you to
a sumo wrestling match to be allowed access to the Goron mines. You
will lose
the first one if you do not have the Iron Boots already on. Equip
them, then
talk to Gor Coron again to have another bout. It is pretty much the
same as
wrestling the Mayor back in back in Ordon, so if you did not have any
trouble
then, you should not have any trouble now. After you win, you will be
allowed to
go to the Goron Mines, so head up onto the wooden platform and go
inside.
-----------
GORON MINES
-----------
Once in the mines, head down, and then jump across the stone
plateaus to
the other side, making sure that you wait for the fire geysers to calm
down
before jumping over. When you finally make it over, head through the
cage to the
left, and use your sword to cut open the wooden barricade. Break open
the next
fence, but do not continue. Instead, equip your Iron Boots and step on
the
nearby switch in the floor to stop the lava from coming out of the
wall. De-
equip and run past it, then continue on and do the same thing for the
second
switch and lava mechanism. Immediately turn around and jump across the
platform
to your right. If you are not fast enough, climb the nearby ladder up
to the
ledge above, walk a ways back, drop down, and try again.
When you DO make it, however, climb the ladder up to the top
of the
cage. Up at the top here, head south across the gap and open the chest
for a red
Rupee. Head back north, then go right and across a stone pillar
sitting in the
sea of lava. From here, head north first, and kill the Lava Slug that
drops down
from the ceiling. Next, go south across all the platforms until at the
very end,
you find another floor-switch. Step on it with the Iron Boots to
deactivate the
flame at the northern side, then run all the way north, and get out of
harm's
way. Continue along the path now, until you get to the end of the
slope, where
you have no other direction than down or to the ledge extending out of
the wall.
Jump onto the ledge, and equip the Iron Boots to bring it down. Head
through the
newly opened gate.
Go down the long stone bridge until you drop onto solid
ground, and then
fight the Mini-Dodongo. To battle it, hold your Hyrule Shield up by Z-
Targeting
it to block the fire, and while it is breathing fire, go around it and
Z-Target
it's tail, and slash at it. Z-Target again once it turns around, and
repeat
until dead. With that done, go and jump across the stone pillars to
the other
side, making sure not to jump while a fire geyser is going. Ignore the
hallway
with the sigil on the dead end wall for now, and kill another Mini-
Dodongo.
Coming in, go straight forward and jump into the water. Equip
your Iron
Boots to drop down into the water, then walk through the hole in the
underground
fence. Step on the switch. A magnetic force will pull you upwards, so
walk up to
the top of the ledge, de-equip your Iron Boots, and go through the
next door
(ignore the Lava Slugs you see hanging off to either side, as they are
largely
indestructible right now).
In here, head down the walkway, and defeat the guards at the
bottom. Hit
the switch while equipped with the Iron Boots to cause the crane to
rotate from
side to side. Go and get under the crane, then once it hovers over the
northern
side of the room, drop down. Defeat some more foes, then activate the
floor
switch. Once it brings you back to the northern side of the room, drop
down and
slay some more monsters. Enter the next room afterwards.
Ward off some spider enemies inside the next room, then get
into the
water. Equip the Iron Boots to drop to the bottom, then head over to
the
northwestern corner of the lake. Open the chest here for a Small Key,
then
emerge, head over to the southeastern part, and resubmerge. Push the
blue block
in towards the caged fence, then de-equip the Boots and swim towards
the block,
and emerge in the cage area. Get onto the ledges and step on the
switch. Head
over to the newly magnetized area to head up to the ceiling, then walk
over to
directly above the switch and drop down onto a ledge on the second
floor.
Up here, head up onto the metal grating and activate the next
switch.
With your Iron Boots still on, walk forward onto the metal grating and
walk off.
You will fall straight into the magnetic stream and be taken to the
western side
of the room. Head north along the wall, then drop down. Open the
nearby chest
for a red Rupee, then hit the nearby diamond. Quickly drop down to
your right
and head through the gate before it closes. Stay close to the
entrance, however,
killing the two foes that come after you; you do NOT want to get in
the Beamos
Statues' way right now.
With that done, drop back down, and climb up the eastern wall
again,
this time heading north instead of south. Once on solid ground,
however, cut the
rope nearby. This will cause the bridge to lower. Head north along the
ledge and
drop down straight onto the bridge, so as to dodge the Beamos'
attacks. Head up
to the door and unlock it to enter and go outside.
Outside once more, break the wooden fence, then head up the
first few
stairways. Eventually, you will get to a split between left and right.
Since the
left side will take you to a door that is locked, go right instead,
and into a
small sanctuary, and duck out of the archer's fire. Nevertheless, keep
your
Shield up to deflect the Beamos' laser eye fire. Open the chest to the
right of
the entrance arch for a Small Key. Head back onto the main section,
then run all
the way left, making sure you stay steady-footed on the run, and
unlock the
door. Enter.
---------------
MINIBOSS: GORON
---------------
If this were a boss of the likes of Volvagia, it would be an
epic
showdown; a pit currently floating on lava, with the weight of your
opponent
causing it to lean down in the direction he is currently standing in.
While the
former is untrue, the latter is. During this stage, he will waltz
around slowly,
with his giant girth slowing him down. Move up to him and keep your
Shield up to
keep from getting harmed, and wait until he extends his one arm out as
if he's
going to slap you. When he does this, use your spinning attack to
shock him into
curling up into a ball.
The Goron will hop around in the lava a bit before getting
back onto the
platform. De-equip the Iron Boots and go to face him again, repeating
the same
pattern. Once the Goron guardian has been thrown into the lava thrice,
the
battle will be over.
In here, head along, and kill the Lava Keese that interrupt.
Once done
duelling them, roll into the fence to knock it down, then hop left
onto the next
platform. Kill some Lava Slugs that quickly drop down from the
ceiling, then
kill the Mini-Dodongos a platform away from them by shooting at their
tails. If
you cannot get them to expose their tails, a good strategy is to wait
for them
to breath the fire while staying a safe ways away, then aiming at
their raised
tails. Afterwards, jump across onto the platform they were on, then
face the
next platform. Equip your Bow again and aim at the ceiling above the
next pillar
to see some Lava Slugs. Kill them, then jump over to the next pillar.
Repeat
this once more, then head over to relative safety.
Once all the Lava Slugs are dead, run up the hill and past the
door, and
get onto the switch with your Boots equipped. You will be transported
up to the
ceiling again. Up here, head north, and, while still keeping your Iron
Boots
equipped, take out your bow and shoot at the Mini-Dodongo's tail.
Continue on,
and you should see a hole in the wall to the right. Do not drop down
whatsoever;
instead, take out your bow and shoot the diamond that is in there to
open the
gates to the locked door below. Drop down, and enter.
Outside again, head right and jump across the gap to open a
chest for
another purple Rupee. Head back, then go north. Look to your left to
see a
bridge being held up by a rope; shoot the rope to bring down the
bridge, and
then walk across it. Activate another floor switch, then wait for the
crane to
transport you to the other side of the valley before de-equipping your
Iron
Boots and dropping down. Once on solid ground, head north a bit and
left into
the next water room.
You should recognize this room somewhat; you HAVE been here
before, but
the enemies have changed a bit. Kill the two fishes swimming around in
the water
using your Bow instead of trying to kill them from the platforms, then
cross the
stone platforms to the opposite side. Instead of going through all the
magnets
again to hit the crystal on the upper ledge in the northwest and open
the gate,
just shoot it with an arrow. This time, after you defeat both guards,
destroy
the Beamos Statues by shooting them in the eyes. Head along the bridge
into the
next room.
Back here, head up the ramparts to near the top, but out of
harm's way
enough so that the archers cannot hit you. Shoot them down, then head
right
along the battlement into the small room with the chest that contained
a small
key and the Beamos. Destroy the Beamos statue, then pull it back to
reveal a
secret passage. Head up the slope, but once you get to the top, make
sure that
you defend yourself, as some of the barrels are explosive, and there
are two
more archers. When aiming at them, shoot at the barrel behind them to
blow it
up.
Now head north, and then left near the end, to find another
magnetic
switch. You know the drill. Once the crane has activated, leap over
from the
high pillar down to the platform where the crane can pick you up from.
Activate
the Iron Boots, and while you are still right there, face around to
face north.
Once it drags you over to the other extreme of it's operation, shoot
down the
ropes to bring down the bridge, then drop onto the bridge. Continue on
to the
next room.
--------------
TWILIT IGNITER
FYRUS
--------------
The environment for this battle is pretty plain, yet pretty
neat; a
circular colosseum surrounded by eight different pillars makes up the
battlefield, with Fyrus basically trapped in the middle. The basic
tactic in
taking down Fyrus is reasonably easy to comprehend, albeit a bit more
difficult
to execute using the Remote: you must first aim and fire an arrow at
the pink
eye on his forehead. This will stun him enough to make him go down on
his knees
for a short while. When he does this, get behind him, and grab one of
the chains
extending from his legs. Equip the Iron Boots, and then pull in the
direction
away from where Fyrus is walking.
This will then trip the beast over, and knock him out for a
few moments.
De-equip the Iron Boots, and run over to where Fyrus' forehead is.
Take out your
sword, and slash at his forehead. Once he gets up, get to a spot
outside of the
pillars where you can get a clear shot at his forehead, then keep your
aim
steady until the eye turns from yellow to pink. Repeat the tactic.
The only other things of note are that if he gets too close
and you
cannot just back off, do what you could always do to the final boss of
Ocarina
of Time; roll in between his legs, and that if you need any extra
arrows or
hearts, you can just break the pots around the outside wall for 'em.
Eventually,
he should fall after three or four sets of attacks to the forehead.