Before you can leave the Zora Domain, Rutela, a ghost queen of the Zora, will call you and thank you. Anyway, with the river moving again, jump into it and let it guide you all the way back down to Lake Hylia. With that done, walk into the cave in front of you and speak to the spirit within.
Scattered Tears of Light, take my Vessel of Light, blah blah blah. Time for another treasure hunt. The insect will be a short distance up the walkway. Third : Head south from where you fought the shadow beings and look for a bunch of stones with gaps between them. Jump from stone to stone until you reach a small clearing, where the insect is burrowing. If you manage to imitate the call with your howling, you can summon a bird of your own and repeat your trip up river.
Four of the insects are flying along in the chasm now. You can lock onto them with the Z button and dash into them to grab them, but doing so can be difficult.
Ninth : When you reach the end of your flight, speak to the riverboat proprietor to trigger the appearance of this bug. Tip: The second Howling Shrine is nearby. Look for it on an outcropping above the lake. Look for him when you next enter Castle Town from the east!
Speak to the spirits near the entrance to this zone to learn of a waterway that connects to Hyrule Castle. Lock onto the insects and leap attack them when they get close. Dig up the 12th insect and eat it. Head down that ramp to find the insect. The path here will lead you to the throne room. The spirit standing in front of the throne will tell you to "Sniff my queen," to which you should only throw your nose in the air in disdain. Dirty minds. The insect is on a wall near a reclining Zora.
That problem will be solved when you kill the shadow beings that ambush you outside of town. Destroy the boxes nearby to roust it, then kill it. Midna will then point you out to the final insect on your map, in the middle of Lake Hylia.
You can warp there, if you like. You have to float out to the wreckage in the middle of Lake Hylia to face off against the beast. Avoid being hit by this as best you can; you can try to dive in the water to do so when the insect sweeps down on your head. If you can dodge getting hit, then quickly dash back onto the solid surface, lock onto the insect, and jump attack and tap A to rip its guts out.
This is harder than it sounds; it can be difficult to get back on solid ground in time to attack. Try to stand near the edge of one of the planks, so that you have plenty of wood to back up on when the monster sweeps down; if you position yourself properly, you can avoid having to dive into the water to avoid the attack. After a few go-rounds of this nature, the creature pops up in the water on its back. Climb onto its chest and use your B-button attack to hit all six of its stubby little legs at once.
The proprietor will offer to fly you back up to the top of the lake for a mere ten rupees. Take him up on the offer! If you wish, you can climb down the ladder and head out the door; no harm, no fowl. If you want to pick up a new Piece of Heart, though, you might do well to play the game he offers.
Read below for more details on doing so. You can follow the Rupee trails down to the platforms that are floating in Lake Hylia, if you wish, or you can just try to head straight for the platform itself.
The platform has a number of tiers, with the topmost tier the one that rotates holding a chest with rupees inside. It can be frustrating to hit, but keep in mind that you can greatly slow down your speed by holding down on the analog stick.
Before you reach the entrance to Castle Town, the mailman will come along with a piece of mail for you, indicating the availabity of two new minigames for you to play. Head to the northernmost passage out of this section and bomb the rocks there. Follow the river south back to Upper Zora River, where a woman is standing by the cabin. To defeat them as human link, take one down, then hit the remaining two with three sword strikes each.
Now if I only had a bag hutch After doing that, Iza will request your help. If you make your way back up to the Rapid Ride after this, you can try your hand at the canoeing one more time.
Scoring 25 points or more this requires very few collisions and basically hitting every target will net you the Giant Bomb Bag. You can fish for real, if you want, but the main prize here is the Piece of Heart on the rocks in the middle of the lake. You have to hoof it to Castle Town from the lake. Pick it up. If you hit the Howling Stone while you were in Wolf Form earlier, the skill trainer can be found just north of the entrance to Castle Town.
Playing it, and winning, will net you a larger quiver for your bow, and beating it twice will earn you the largest quiver. So does Telma, by the look of things. The orc here has two shields on either side of his body, though, which prevents you from using your swords to attack him.
To hit him, simply start Epona into a trot, then whip out your bow and arrow and start aiming. The orc will weave back and forth across the road, forcing you to quickly aim at him when he approaches. Repeat this three times to move on. The rest of this trip is hectic, but pretty easy. If it catches alight, hit it with the gale boomerang to douse the flames, and use your bow and arrow to shoot anyone that comes near.
The birds, especially are annoying, so prioritize them. You can sell your existing bombs at the counter on the left end of his little teller stand, if you need to. Buy as many as you can afford, with 30 being a good round number. Getting into the Lakebed Temple is tricky. You have to swim down to the the bottom of Lake Hylia equipping your Iron Boots will make the journey a bit easier , then find the rocky wall in front of the temple.
Lay down a Water Bomb on the little round thingamabob underneath the doorway; this will cause a mass of bubbles to rise up in front of it.
The B1 floor of the Lakebed Temple. The 1F floor of the Lakebed Temple. The 2F floor of the Lakebed Temple. Oh lordy, six floors of action!
Not to worry, a few of these are only one or two rooms. Nothing complicated, just swim forward. Make your way past the group, then surface up into a room at the far end of the tunnel. Whip out your bomb-arrows and start firing at the stalagmites sticking down from the ceiling. Or are those stalactites?
We could never keep those straight. Anyway, knocking them down will create a jumping pathway for you toward the north door. Just try to avoid them. This room is dominated by a staircase that rotates. It seems a lot more complicated than it is; from now on, you only have to leave via the eastern or western exits, and there are only two floors that really matter.
Get used to hanging on these handles. Begin by heading down the stairs in front of you and taking a right turn at the bottom of them. Move all the way around to the south side of the room, then jump out and grab the yellow handle. Drop down and head up to the upper floor, move around to the eastern side of the room, then grab the handle there. Before you do, though, check the chest to the northeast of that door; the Dungeon Map is inside. There are two stalactimites suspended from the ceiling.
Hit them both with bomb-arrows, then walk through the tunnel ramp to your right. The ralling rocks will have made a path for you to reach the central pillar, then wend your way around it to the point where you can see the other stalactigamite head bobbing up and down on a geyser. Leap across to reach the chest there, which holds a Small Key , then return to Room 3. Head up the stairs and move around to the western door on the upper level of Room 3.
You can find Ooccoo in a jar near the door here. Unlock the door to move on to Room 5. Knock down the stalactigamictites near the entrance here, then climb up on one of them to reach the vines. When you hit the top of the barrier, jump out to grab the handle and pull it, then move to the northwest. You can see a weakened wall to your west here, but ignore it and head through the door to the south.
Hop onto the cog, kill the lizardman, then proceed through the southern door and open the chest with the Small Key inside of it. With that in hand, return to the north and bomb the weakened wall to open a passage leading on to Room 6. The little slug in the water bubble here is annoying; his shell protects him from all damage. You can destroy the water with a bomb or a bomb-arrow, if you like, or you can just ignore him and unlock the door that leads onward.
When you reach the sluice control room here, drop down into the hole in the middle of the room and find the vines leading up to the north side. Walk all the way up the ramp here until you reach the top of the room, then climb the ladders to reach the handle. Jump out and pull it to start the flow of water. With the water flowing into the room, jump all the way down into it, then look around for the other handle in the center of the water. If you leave through the southern door here and walk underneath the waterwheel, you can find a fairy in one of the jars there.
When you reach the room with the cog in it, drop down off the side of it to return to Room 4 below. The three platforms here are now rotating along with the cog, so hop onto one of them and get to the northern door here, which leads to Room 7. Return back to Room 4, hop on the rotating platforms again, then jump off to reach the western door, which will take you back to Room 7. Head through, unlock the door, and head down, down, down into the deeps.
There are some offshoot corridors here, which you can explore if you wish with the Iron Boots. The usual assortment of rupees and bombs dwell within.
Plop your Iron Boots on, drop a water bomb at its feet, and head on through. Hit the C button to enter into free-look mode, and glance up at the ceiling here for a disturbing discovery: a giant frog is about to attack you.
Be sure you have bomb-arrows equipped for this fight. The frog will initially launch a barrage of tadpoles at you; keep yourself shielded and abuse your spin attack and normal slashes to finish them off. Afterwards, the frog will probably jump into the air and try to smash you underneath its body. Keep on the run and start rolling when you see its shadow looming large.
After it hits the ground, its tongue will roll out of its mouth. Run over and whack on it with your sword! Quickly target the tongue again with a bomb arrow, which the frog will swallow. A few rounds of this will net you the Clawshot.
You can also fire it at any vines that you see. Try it on the multiple targets that are scattered around this room. The clawshot will make it a little easier for you to return to Room 3, your next goal. Note that it can also rip the shells off of the slug creatures that have been attacking you.
Use the clawshot to make your way up to the chandelier in the center of this room to find a Piece of Heart. Other than that, though, make your way to the upper west end of the room and use the clawshot to hit the target where a handle should be located, right above the staircase. Follow the water down the stairs and leave via the lower eastern doorway. Start chaining your way through the room here.
The sequence goes: chain to the cog in front of you, drop down to the pillar with the chest on it, chain to the pillar above you with the vines on it, climb around to the flat surface, chain higher up to another pillar, move around to a flat surface, chain to more vines near a door, climb down to the doorway. Room 11 basically circles Room 10, but only on the uppermost level of it. Hang a right here and shoot down the stalactigamicactite on the ceiling into the geyser below it, then hop aboard!
Jump over the wall, then clawshot your way to the door leading east. You know the drill. The chest behind the water, reachable with the clawshot, contains the Compass for the dungeon. Lower yourself on the clawshot to reach the pedestals below you. Head back to Room You have to drop down to Room 10 here.
If you move onto the westernmost cog, you should find the doorway leading west. You should drop down to the stones below you. From here, head east by clawshotting the free targets on the cogs that spin around. Connect to the eastern cog, then let yourself be spun around to the eastern side of the room and head through the door there.
There are kinda-sorta three channels of water in this room, each running north to south. Blow it up, then head through and equip your Iron Boots. If you went the right way, you should be in a little room with another bubble-worm guy. Kill it, smash the jars, then clawshot the target in the center of the ceiling.
Lower yourself down via the analog stick to find the Big Key. With that in tow, return to Room 3. Oh yes. Begin by heading to the lower western door in Room 3 and pulling down the handle. This will cause the water to flow to the western side of the area. Cross it, then stand on the button amongst all the tiles on the ground. Clawshot your way past the gate before it closes to find your Piece of Heart.
Head back to Room 3 and unlock the large door. You can find a fairy in one of the jars above the hole you drop into. When you do drop down, equip your Iron Boots to fall allllllll the way down to the ocean floor. Keep your Iron Boots on for the first section of the fight, and keep your distance from his tentacles. And how gross is that?
When you have a good lock on it, use your clawshot to pluck it out of the tentacle and pull it towards you, then start whacking at it with your sword. After one go-round of this, Morpheel will complicate things a bit by becoming a bit more aggressive with his tentacle attacks which will suck you into his mouth and damage you if you get caught and also releasing a number of smaller bomblets which, when caught up by your clawshot, will be pulled towards you and quickly detonate.
After hitting the eyeball twice, Morpheel will reveal its true form: a huge fish that swims around, daring you to catch it. When you do, and pull yourself in, a few good shakes of the Wiimote will plunge your sword into the eye, Colossus-style.
Repeat this process a few times to finish the beast off and earn the third Fused Shadow. You're going to find plenty of Poe's Souls throughout the game. Return them all for infinite money! Push the wooden box close to the crates underneath the window and try to climb up.
Pieces of the soul are now floating around throughout Hyrule in the form of small lanterns. The waterway should be a familiar return for you; you were here when you first turned into a wolf. Jump to the switch to open the path leading down the waterway, then move upstairs and kill the spiders that await you there.
You need to grab sticks on the ground and bring them to the flames to set them alight; bringing the lit sticks to the spiderwebs will burn them up. When you reach the small room with the suspicious hole in its middle, Sense the dig spot to move on.
A confusing cutscene ensues that ends with you and Midna outside Castle Town. Warp to the N. Faron Woods warp spot and head towards the Forest Temple.
Kill them all, then speak to her. When you do, another path will become available. Stand on it, and Midna will be able to guide you along. Walk along the ropes, avoiding the randomly swinging bags of rocks, then hit the Howling Stone nearby before heading into the Sacred Grove.
You enter into a secluded little area here, with nothing but a Howling Stone to keep you company. Sing along to the stone to trigger the appearance of a skeletal puppetmaster that calls in numerous friends to help deal with you.
What you have to do is follow the skull puppetmaster around this area. Each time you reach him you can find him by listening for his horns that he plays , attack him and hit him to cause him to retreat. Drop down and attack him! Kill all the puppets and hurt the puppetmaster to move on. Now the fight shifts to a more controlled area, where the puppetmaster continually summons in more puppets as it warps around the room. The basic plan of attack here is to wait for him to summon enemies, kill as many of them as possible with your B-button attack, then quickly track down the puppetmaster.
They move in opposite directions, though, so getting them into place is somewhat difficult. That should get you past the sentries, and let you obtain the Master Sword. Before you leave the area, head back to where you fought the puppetmaster.
Smash it, then talk to Midna to switch to wolf mode. You can kill the Poe if you like, but more importantly, you can dig into the hole underneath the rock after using your Senses to work your way into the small chamber there. If you kill every enemy in the room, a chest containing a Piece of Heart will appear. Now that you have the ability to clawshot, as well as warp from human to wolf form at will, some new areas will be available to you.
If you warp back to the Lake Hylia spring where you first confronted Zant, for instance, you can clawshot to some vines and climb up to a hidden door in the rear of the spring. Light both of the lanterns here to cause a chest with a Piece of Heart to appear. With the Clawshot, you can probably enter and win the STAR game competition, if you wish, to earn the bigger quiver. Before warping to Lake Hylia, leave Castle Town from the southern exit to reach the skill teacher.
Warp to Lake Hylia and head southeast towards the spot marked on your map. If you kill the yellow Chu jellies here, you can scoop up their remains into a jar and use that as lantern oil. There are also a few Poe Souls inside. Near the entrance to this cave, you can find a Howling Stone. Moving this bridge back to Eldin is good for you in a lot of ways. Travel to the east across the desert here.
If you defeated the shadow beings there, you can warp the bridge right back there; if not, you may have to return to the bridge by warping to Castle Town and moving to the northwest. When you have the portal available to you, you can return to the bridge in the desert and warp it back into place.
Doing so will reveal the Cave of Ordeals underneath where the bridge was located. The Piece of Heart is in a chest, and you can light the nearby torches to reveal a Rupee piece. Head to the northeastern edge of the desert and alert the orcs there to your presence. When they come out on boarback, slice them to pieces, then mount one of the boars and use its dashing attack to smash through the gates on the northern end of the area.
If you activated the howling stone in Lake Hylia, then the weaponsmaster will be here to teach you a new skill, the Mortal Draw. Masses of orcs dwell within the camp north of the desert. The archers in the towers will spot you as you come they have a much-reduced field of vision at night and warn their friends, so be ready for company. Proceed through the camp to a spot where a large boar is being roasted for food; one of the orcs nearby will have a Small Key on his body.
You can also attack the boar until it explodes to set free a Piece of Heart. The key will open the lock on the door in the center of camp, near the fences leading north. Head inside to attack an orc with a really, really big axe. Now you get to play around in the sand temple. Well, not quite as deadly as lava.
The first floor of the Arbiter's Grounds. Room 1 Clawshot your way up to the first platform to your right, then start hopping from platform to platform until you reach the north side of the room. Head to the platform surrounded by fences and use your clawshot to grab the chain in the sand, then pull it back a bit to open the gate nearby. When you head up the steps, take a left to find some lantern oil, then go right for a Small Key. Scarabs will attack you after you pick it up.
You can shrug them off by rolling, or you can kill them all with a spin attack. Use the key to open the door nearby. Room 2 Nothing too special here, just a bunch of mini-skeletons to keep you company in the dark. Keep your lamp lit and use it on the two torches near the northern door to proceed on.
Room 3 Another torch-locked door up in front of you here. To start tracking down the Poes, change into wolf form and sniff the corpse in the middle of the room to grab their scent. Using Senses will lead you to a small pit on the western side of the room. Dig down it to find a chain; pull it to lower a set of steps in the floor nearby. This will lead you to the lower segment of Room 4.
Room 4 The basement of Room 4 features a pillar with a large paddle set into the base. That will reveal a chest to the north with a Small Key inside of it.
Before reversing the turn and leaving, look up toward the ceiling to find a hole there. If you stand on the north side of the hole and look towards the pillar, you should be able to see a clawshot target in it. Fire the clawshot up through the hole to reach the upper portion of the room, then head out through the door to the north.
The second floor of the Arbiter's Grounds. Drop down the hole you clawshotted your way up through, then reverse the turn on the pillar and return to Room 3. If you head through the door leading to the upper half of Room 4, you can find a locked door leading west.
Unlock it with the Small Key and move on. Room 6 Roll across the sand near the door here to reach the platform on the far side of the room. When you reach solid ground again, grab onto the black block in front of you and pull it back just until it falls to the ground level here, then move around to its side and shove it into the gap in the wall. Move up the steps and jump over the barrier to your right, near the spike log that lies harmless against the wall.
You have to grab the chain here and pull it as far as you can, which entails pulling it across the block you pushed into the gap behind you. When you hear it lock into place, drop the chain and run underneath it; you only have a few seconds before it falls again. Head up the stairs to reach the 2F part of Room 6. Grab it, then push the stone bit of the pillar in the middle of the room to rotate it. After doing so, a Small Key will be found to the west.
Temple of Courage 7. Ghost Ship. Ocean King Part IV 9. Goron Temple Temple of Ice Ocean King Part V Mutoh's Temple Ocean King Part VI. Spirit Tracks. The Beginning 2. The Forest Realm 3. Tower of Spirits 2 4. The Snow Realm 5. Tower of Spirits 3 6. The Ocean Realm. Video Walkthrough 7. Tower of Spirits 4 8. The Fire Realm 9. Tower of Spirits 5 The Sand Realm Tower of Spirits 6 The Dark Realm. Skyward Sword. Skyloft 2.
Faron Woods 3. Skyview Temple 4. Eldin Volcano 5. Earth Temple 6. Lanayru Desert 7. Lanayru Mining Facility 8. Isle of Songs 9. Lake Floria. Ancient Cistern Lanayru Sand Sea Sandship Volcano Summit Fire Sanctuary Thunderhead Song of the Hero Sky Keep Final Showdown. A Link Between Worlds. Eastern Palace 2. House of Gales 3. Tower of Hera 4. Hyrule Castle 5. Thieves' Hideout 6. Desert Palace.
Dark Palace 8. Swamp Palace 9. Skull Woods Ice Ruins Lorule Castle. Breath of the Wild. Great Plateau 2. Dueling Peaks 3. Hateno Village 4.
Zora's Domain 5. Vah Ruta Dungeon 6. Goron City 7. Vah Rudania Dungeon 8. Gerudo Town. Vah Naboris Dungeon Rito Village Vah Medoh Dungeon Captured Memories The Master Sword Champions' Ballad.
Age of Calamity. From Zelda Dungeon Wiki. Want an adless experience? Log in or Create an account. This guide is primarily written for the following versions of the game: Twilight Princess HD Normal Mode Twilight Princess GameCube Version If you are playing either of the following versions of the game, you can still use this guide, but the directions will be reversed e.
If you fail to get it your first time through, you'll have to use the Lantern to get through the fog and make your way to the cave. Inside, light the two torches to make a large chest appear on the platform containing your first heart piece. Location : Forest Temple Conditions : Acquire the Gale Boomerang Heart Piece 3 : In the room with the Tile Worms , blow out all the torches using the Gale Boomerang to reveal a hidden alcove with a large chest, open it to obtain the third heart piece.
After defeating them, look at the tree to the north before the bridge and you'll find a Piece of Heart in its branches. Use the Gale Boomerang to bring it over. There's a Piece of Heart atop the larger one, so use the Gale Boomerang to bring it over.
If you can manage to herd all 20 goats in under three minutes, he'll gift you with this Piece of Heart. Location : Goron Mines Conditions : Acquire the Iron Boots Heart Piece 7 : In the room where you walk around on the ceiling due to the large magnetic field, you can walk to the far northeast corner and find a hidden platform with a large chest containing the Piece of Heart.
On the north side of the room there are two Beamos in the center, while along the west wall there is a magnetic field. Walk up it using the Iron Boots and turn south to find a platform with a large chest containing the heart piece. You'll appear down near the Sanctuary along with Malo.
After shooting two relatively easy targets, Talo will yell at you to shoot a pole at the corner of the high building. Just aim carefully at the corner of the building itself, pull the bowstring all the way back, raise your cross arrow a bit and release. Malo will gift you with a Piece of Heart if you can hit it. Blast the boulders to reveal a Piece of Heart.
Use the Gale Boomerang to bring it down. Put on the Iron Boots to sink down where you can find a large chest containing the heart piece. Follow this higher path to the north and you'll find an alcove off to the left.
Enter and drop down to find a large chest containing a Piece of Heart. At the forks, go: right, right, left, right to find a dead end with a Skulltula. Defeat it, then light the torches to make a large chest appear containing a Piece of Heart.
You'll find some boulders in this rocky area. Blow them up with Bombs and follow the path to some vines and more boulders. Use Bomb Arrows to blow up the boulders on the ledge, then jump across the gap to grab the vines. Pull yourself up and continue on to find a large chest on a ledge containing the heart piece. Sometimes I use a short form x that means number of times to do something.
For example, 2x means "2 times". This is especially used when referring to Midna jumps, which often require several jumps in a row. Good luck trying to fill in the major blanks of this vagueness. This list does not include bosses, mini-bosses or enemies--see their separate sections for these. Fyer The shorter of the two clowns no, really!
If you roll into an object, you will kick it. If you roll into a wall, you will bang into it possibly knocking off something on the wall. A weak wall will fall. Hanging: Gently press Control Stick while standing on the edge of a cliff to dangle on it. To drop off, press A. To climb over, hold Control Stick up. Move the Control Stick left-right to sidle across while dangling.
Climbing: Press Control Stick up against ladder and hold to climb up. Press stick down to climb down. Use Control Stick to move while carrying it. Press A while moving to throw. Press A while still to place down gently. Push Control Stick forward to push and back to pull. Swimming: While in the water, use Control Stick to swim. Press A to dash.
There is no time limit on swimming unless you are sinking with the Iron Boots and not wearing the Zora Armour. If targeting an enemy, hold the L button to defeat one enemy, then automatically target the next one. Camera Angles: Press C-Stick forward to zoom in and back to zoom out. Press L to return camera behind Link default.
Skipping Cinemas: During a major cinema, if you wish to skip over it to regain control of Link, press Start twice. Only works on longer, major cinemas. Select with the Control Stick and press X or Y to add it to the two item command buttons. Using the Map: Press the Control Pad right to view to the map in full screen. Select with the Control Stick and zoom in and out of the area with A. Zoom out continually to exit. Fishing: Take out the rod with X or Y depending on where you assigned the item.
Cast the line with C-stick down. When the bobber sinks under the water for about 2 seconds, press and hold C-stick down until the fish is yours! Press A while still to replace. Horizontal Slice: Press B without L-targeting. Vertical Slice: Press B while L-targeting. Stab: Hold Control Stick forward and press B repeatedly. Spin Attack: Press and hold B to gain power. Release B to perform attack. Alternatively, you can press B and rotate the Control Stick for a weaker spin attack.
Jump Attack: Press A while L-targeting. Defend: The shield is aimed automatically while L-targeting. The gentler the control, the slower he moves Climbing: Hold Control Stick up to climb up. Press A to drop down. Attacking: Press A to lunge. When attached to an enemy, press A continously to deal more damage. Biting: Press B to bite.
While L-targeting a lever, press B to pull it. Senses: Press X to engage senses and see spirits, enemies, and scents. Press X to disengage. Dig: Press Y to dig. With Senses on, dig at sparkly holes for small prizes, at yellow-arrow marked spots for Dark Insects, or to burrow underground to secret hideouts or under barriers. When you can switch between human and wolf independently, press Z to warp to portals, and to change back to human.
Press item button to take out and throw the line. Press and hold C-down when the bobber sinks in the water to reel in a catch. Lantern: Given to you by Coro in Faron Woods. Used to light up dark areas. Uses Lantern Oil, purchased from Coro or acquired by scooping up discarded yellow Chu enemies. Used to activate pinwheel switches, bring items, enemies or Golden Bugs towards you, snuff out fire, or knock down items or enemies from walls.
Iron Boots: Given to you by Bo the mayor in Ordon after winning two rounds of sumo wrestling. Used to sink down in watery depths, navigate magnetic walls and ceilings, or simply to slow down your walk across blustery paths. Used with the Hero's Bow to locate distant objects and enemies to shoot down from a safe yardage. Especially useful against distant Moblin Archers. Holds 30 bombs and can be used with arrows as Bomb Arrows. Water bombs are acquired at Barnes' shop.
Wallets: You begin with the general wallet that holds rupees max. Used to breathe and swim underwater with ease. Used to propel yourself to distant targets and to bring in distant items or enemies towards you.
Used to navigate open spaces by riding along a spinner track along walls. Can also be used in special slots as an "egg beater" to reveal new things. Used to attract the Reekfish.
Used to control Guardian and Owl statues to follow your exact movements and activate switches or break down barriers. Magic Armour: Purchased at Malo Mart's second location in Castle Town for rupees after donating or the reduced price of to finance the second store in the southeast corner of the central square. Used to call Epona from anywhere, replacing the dispersed Horse Grass. Paired with your first Clawshot, used to reach distant targets and enemies, but also to move from target to target.
Empty Bottles: Four are found throughout the lands. Used to hold fairies, fishing bait, or hot spring water. Uses seeds to fling at enemies, especially on spiders covering ivy walls. Wooden Sword: Given to you by Rusl in Ordon. Used to navigate and save Talo in Faron Woods. Given to Talo later on to continue. Ordon Shield: Stolen! Used as your central defense weapon until acquiring the Hylian Shield.
Made of wood, so burns easily if touched by fire or fiery enemies. Ordon Sword: Stolen! Used as your central weapon until acquiring the Master Sword.
Used to replace the Ordon Shield, this one is hard as steel, will never burn, and is imperative for future battles. Hero's Bow: Found in Goron Mines. Holds 30 arrows at the outset. Used as a weapon, and to shoot targets and activate switches. Master Sword: Found at the Temple of Time in its original pedestal. Replaces your Ordon Sword, doubling its attack power. Used as a weapon and to shatter icy walls or enemies like Freezards. The strongest sword of them all that can break the barrier of twilight.
Find the Big Key to open it for the final fight in a dungeon. Big Key: Found in a fancy black chest within the dungeon, leading to the boss door. Small crates can be used to weigh down switches or thrown for small prizes. Bridges: Platforms held up by ropes that can be cut to release. Some also have a pinwheel switch, activated with the Gale Boomerang.
In real life, the Golden Gate Bridge :o Chests: Small chests contain minor rewards like rupees and collectable items. Bigger, fancier chests contain Heart Pieces or bigger rupee prizes. Black chests contain Big Keys. Compass: Found in chest within dungeon. Used to show direction on map. Also shows treasure chests and boss door. Dungeon Map: Found in chest within dungeon. Used to show floor plans of dungeon. Heart Container: A reward after defeating the dungeon's boss.
Adds a full heart to your Life Gauge. Locked Doors: Collect Small Keys to open these doors. Pinwheel Switches: Found mainly in the Forest Temple, but also sporadically throughout. Use Gale Boomerang to activate them, in turn moving small bridges. Pots: Break with sword or simply throw them, often for rupees or collectable items. Sealed Doors: A wooden beam or bars often block doors in dungeons. Defeat enemies or activate switches to release it. Or just bash the wooden beamed ones with your trusty sword, or if feeling dangerous , head :o Small Key: Found in chests within dungeon.
Used to unlock doors. Switches: Three kinds. Pressure switches only require one jump on it from you. Constant pressure switches need a weightier object crate, pot, Armos statue to hold presssure. Torches: Used to illuminate dark rooms. Use Lantern to light up. Bomb: When you get your own batch, used to destroy blockage, attack enemies or activate switches.
Used to refill 8 hearts of Life Gauge. Collect in Empty Bottles to summon when Life Gauge is empty. Hearts: Found in pots or left by enemies. Used to refill Life Gauge. Rupees: Found in pots, grass or chests, left by enemies, or received by generous people. Keep in wallet to purchase goods. Different colours represent different amounts.
Simple enough, right? Uh, sure, if you want to think of it that way. Your neighbour Fado calls for you to help herd his goats using your ever-ready companion Epona. But where is she? Go northwest to a back area of the village. Head forward then left to a grove with a pond where you'll meet up with the mayor's daughter, Ilia, and Epona.
After a short cinema, talk to her, then pick up the nearby horse grass to play that old-time song from Ocarina of Time to tame Epona. Mount Epona, then head east through the gate, then south back to the village. Head south again to reach the main area of Ordon.
There are several houses along here, but none too important at the moment. Head south past the mayor's house to the ranch.
Agree to help Fado to start a mini-game of sorts, though it's mainly practice for now. Drive the goats into the barn by herding them on Epona.
Just press A to group them together and then race them into the barn. The key is to drive several goats at once to avoid re-herding. Anyhoo, finish that up and Fado will set up jumping fences to use at your leisure. Practice jumping if you want, then exit by jumping the north fence to return to the village. Save to advance to the next day. Three kids, Talo, Malo, and Beth will call for you now.
Head outside and talk with them to learn about a new item available for sale at Sera's Sundries: a slingshot. Head south to the village and talk to the guy at right about the bee's nest, then go inside the pink shop to meet Sera, who's too sad to serve you because her cat ran away.
Talk to the guy at the bee's nest again for a super-funny cinema! Head south to the mayor's house just before the ranch. Talk to him and suddenly a goat will charge out of the ranch. This is a good opportunity to start your strength training.
Press A when prompted to lift and gently settle the goat down. Now you can pet it. Now to continue our cat hunt I mean rescue. Near the pink shop, just to the south is a small cliff where a man will prompt you to L-Target him. Do so to "learn" their method of communication. Climb up to him and he will show you where Sera's puddy-tat is hiding out. Jump to the next cliff and use the Hawk Grass to summon a hawk.
Target the beehive that the guy threw rocks at before high on a tree left of the shop , then release the hawk to safely knock down the hive and spill Bee Larva, used as fishing bait though not yet. From your cliff spot, jump to the shop's roof, then across two new cliffs to find more funky Hawk Grass.
Use it to summon another bird and aim across the river to a monkey jumping up and down on a rock. Aim right at the monkey and release to nab a baby's cradle. Carry it to the house by the bridge where a pregnant lady named Uli is standing. Follow her or jump ahead of her as she's rather slow to her house to earn the Fishing Rod. Now, what do cats like more than Kibble? Stand at the dock on the east side of the river by the waterwheel house.
Set your Fishing Rod to an item button, then press it to take it out. Use that button to fish with the C-Stick. When the bobber sinks into the water, press and hold the C- Stick down until you bring up a fishie.
Now that you have the cat's attention, fish again and the cat will nab it and bring it on home for dinner. Collect 30 rupees in your wallet by exploring the village. To earn dough, smash pots and pumpkins, climb up ledges, bang into trees until you rack up enough cash.
Visit the shop to be rewarded with a Bottle filled with milk. Buy the awesome new Slingshot for 30 rupees. Once you have it, head north back to your house. Rusl, Uli's husband and carpenter extraordinaire, passes you by, mentioning a gift at your house. Speak with the kids to enter a practice round. Nab the spider clinging to the ladder, then climb up to your house. Open the chest once inside to get the Wooden Sword, then head back outside. Talk to the kids again to enter another practice round.
Here they will teach you indirectly to fight using the classic swordplay moves from previous Zelda games. Suddenly, a monkey appears and they all chase after it. Mount Epona and head northwest to the back road. Over the bridge, keep going north into Faron Woods part of Faron Province.
Head forward, jumping the fence, and into a clearing with a waterfall. Talk to him to get the Lantern. Use it to light his campfire. Be sure to press A immediately after use to salvage as much Oil as you can. Purchase Oil if you want though you'll have to drain your bottle of milk and have some cash on hand. Backtrack to the fork and head right towards the entrance to the Forest Temple. Dismount Epona as it's too dark for her to pass and defeat the Deku Baba to continue through the tunnel, collecting its Deku Nuts.
You'll come across Talo's little wooden sword as you head through. Use your Lantern sporadically to navigate the tunnel.
Light any torches you come across to avoid constantly using the Lantern. Head northwest, fighting the Keese and Deku Baba on the way. When you reach a spider-webbed dead end, use the Lantern to burn the webs and continue to do so along the path. Head into the light at the end to the outside. Be wary of the Deku Babas and Moblins that guard this area.
Your map shows two red dots. Head northeast to the first, a small tunnel. Nab the Keese with your slingshot and enter it. Defeat all the baddies here and open the small chest for a Small Key. Light the two torches by the chest to make another one appear. Head back outside and go west to the second area marked on the map. In the southwest part is a locked gate. Defeat the two Moblins in front, unlock the gate with your key, and then nab the third one.
Take the tunnel there to the next area. Head north through the area and defeat the Moblins here to attract the attention of Trill, a parrot manning a little shop. If you want cheap Lantern Oil and Red Potion, dip your bottle into one of the cauldrons and pay what you want at the till.
If you don't pay, you'll get away with it, however Trill won't let you come back. Best to pay what you can afford. Continue onwards to the Forest Temple entrance. Follow the winding path to reach Talo and a monkey trapped in a cage by two Moblins.
Defeat them, then slam the cage with your sword to free the captives. You'll then return to Ordon Village ranch. Summon Epona with the Horse Grass and talk to Fado to begin. He gives you three minutes to bring in 20 goats. Herd them in as best you can and forget about the ticking clock as this is still just for fun. After that, skedaddle north over the fence to the village where a cinema will play with the mayor and Ilia. Don't feel bad, just make up for it. Head north to your house.
Now that you have your Lantern, head inside your house and down the ladder to the dark basement. Use your Lantern to light the way to a chest and open it for a Purple Rupee worth Outside, Talo and Malo will block your path unless you give up your Wooden Sword.
Do so, then follow the path northwest to the back road. Head left to the spring where the gate locks you out. Retreat to the west side of the gate, south on the map to find a small tunnel. Follow it along to the spring where a long cinema ensues and the main conflict of the story begins. Ilia and Colin are nabbed by ugly freaks of nature and Link is knocked unconscious. Oh yeah, and Epona is frightened off. And then the true metamorphosis Link becomes a wolf.
You're trapped in a prison cell. Try wandering around until you are introduced to Midna, a Twilight being who becomes your constant companion throughout the game. She is similar to other Zelda game companions, but this one is no fairy! She will break your leg shackle, allowing you to move. Beat up the boxes in the corner of the cell, then dig through the hole left behind to escape. Midna will now ride you as long as you are a wolf which will be until the end of this section of my walkthrough.
Head into the next cell on the right and approach the lever hanging from the ceiling. L-Target it and "attack" it to pull it down and open the door out.
Head into the sewers all the way until Midna points out the misty balls of light that you will find throughout the game in Wolf form. Practice using your Senses to listen to the ghosts' thoughts. Remember to turn your Senses off when not in use.
Head north, then west at the fork. Capcom 3 X Trials Evolution. Continue to ». Learn how to disable this ad ». Developer: Nintendo EAD. Publisher: Nintendo. View All 22 Videos.
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