The Legend of Zelda: Twilight Princess (GCN)
--------------------------------------------

Copyright 2007 Brian McPhee

Author: Brian McPhee (Kirby021591)
Most Recent Update: February 27, 2007
Originally Created: January 29, 2007
Version 1.0

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------------------------------Table of Contents------------------------------
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Section 1*

Introduction*
Navigation*
Storyline*
GCN Note*

Section 2*

Into the Twilight*
Forest Temple*
Goron Mines*
Lakebed Temple*
Arbiter's Grounds*
Snowpeak Ruins*
Temple of Time*
City in the Sky*
Palace of Twilight*
Hyrule Castle*

Section 3*

Cave of Ordeals*
Pieces of Heart*
Hidden Skills*
Equipment Upgrades*
Mini-Games*
Fishing Mini-Game*
Poe's Souls*
Golden Bugs*
Shops and Items*
FAQ*

Section 4*

Credits and Legal Information*
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=============================================================================
================================Introduction*================================
=============================================================================

It's been a long while, but Kirby021591's back and better than ever (not too 
hard to do when you're at the bottom, eh?).  I return to the FAQ scene with a 
wave, since Twilight Princess is the most anticipated game of the new 
millennium.  And for good reason!  As the graphics intimate, the game is 
meant to be a hit in the vein of Ocarina of Time, which was also super-
anticipated.  And in my humble opinion, it succeeded.  Here's why:

First off, this game is long!  This is no Majora's Mask affair, but quite 
literally could take you 60 hours to play through for the main quest alone 
(be prepared to add more time for the numerous side quests).  There are nine 
dungeons, most of which are fairly extensive (although some of them are a 
little unorthodox...), and the dungeon prizes in this game are awesome.  My 
only disappointment in the item department was that some weapons weren't 
really used to their full potential – you used them in a single dungeon, and 
after that they were practically useless.  This game includes some completely 
original items and others that are recycled, but with twists to them.  A good 
job overall in this category.

Now, there's been a duality to the world of The Legend of Zelda since the 
beginning – the overworld and underworld, adult and child, large and small, 
etc.  This game takes another route – the Light World and the Twilight Realm, 
where Link transforms into a wolf!  Pretty out there, but it flows into the 
storyline seamlessly, and it's pretty cool, too.  As a wolf, Link is assisted 
by a sidekick named Midna, the Navi of the game, although Midna doesn't give 
you advice on enemies so much as she helps you actually do things in the game, 
what with her powers and all.  This makes wolf attacks like the dark energy 
spin possible.  The Twilight Realm figures into the plot extensively (of 
course), and Link will have to make use of both his human and animal skills 
to save the land from a new enemy, Zant.

I should comment on Hyrule itself, too, which is quite literally enormous, 
although I felt like a lot of it was rather wasteful, since many parts are 
just there to walk through and contribute little to the quest, main or side.  
On the other hand, they provide great expanses to ride horseback on!  Epona's 
returned and is far superior to any of her previous appearances, as Link can 
now use projectiles AND his sword from atop her.  This leads to a variety of 
mounted battles, like jousting, and really adds to the game.  But this brings 
up another point: music doesn't work quite like it did in Ocarina of Time.  
There's no musical instrument, and Link can only whistle on grass or howl as 
a wolf (only at particular places).  Therefore, warping across the huge map 
is accomplished by other means.

Zelda fans should be prepared to expand their knowledge of Zelda mythology 
quite a bit, since this game introduces us to two new races (and includes 
many of the classics – the Gorons and Zoras, for instance) with back stories 
to boot.  Furthermore, as I hinted at above, the main enemy is a new one, a 
very menacing king of darkness named Zant who's out to conquer Hyrule and 
enshroud it in twilight.  He's pulling out all the stops, and our quest will 
span all of Hyrule (plus some areas outside of it) to defeat him.

For some last notes, Link is an adult throughout the entire game, which has 
been the more enduring and popular image of him in fans' minds despite the 
fact that he appeared that way in only two games (AoL and OoT).  The side 
quests in this game will take you a good while to complete, and there are so 
many mini-games that I have a section specifically devoted to them.  Fishing 
in particular has been expanded upon, with many improvements over Ocarina of 
Time's engine (even if it's easier than OoT's version).  Twilight Princess 
features a completely orchestrated sound track, even if it is less "catchy" 
than other games (I like video game music I can whistle to when I'm writing a 
guide).  Many classic tunes return in one way or another, though.  And 
finally, the game is just fun in general.  It leaves a good taste in my mouth, 
and is on the level of that other great Zelda, Ocarina of Time, for sure.  
It's Nintendo's crowning achievement in this new decade...

---------------                                               ---------------

As some of you may have anticipated, this is my last planned guide.  I'm 
writing it because I promised some people I would back in my productive 
period.  But after this, I'll be retired forever.  Now, that doesn't 
necessarily mean an end to guide-writing.  No, I might pull a Jay-Z on you 
all and release some post-retirement material.  But don't count on it.  Now, 
this news may come as a shock to you.  Some of are sighing, and most of you 
are crying tears of sweet joy.  One guy out there is probably stroking his 
mustache inquisitively.  Irregardless of how you take the news, let's enjoy 
this final run.  I couldn't have chosen a better game for a grand finale.

And as per the usual, please inform me via e-mail if you see any of my guides 
on a site other than GameFAQs or its affiliates (GameSpot, for instance).  
You can help me to stop plagiarism of this guide, and for that I thank you a 
thousand times.  Now, onto the show...

=============================================================================
=================================Navigation*=================================
=============================================================================

Now take a look at the Introduction.  I've got a paragraph about plagiarism, 
a load about my retirement, and my "critique" of the game.  You don't want to 
read that junk!  No, you want to jump to the section you want, when you want.  
It's easy to do, too – just hit the CTRL key and the F key simultaneously.  
Mac users, substitute the Apple icon for the CTRL.  This brings up a 
Find/Search box.  Type in the name of the section you want – asterisk (*) 
included – and click "Find/Search."  First, you'll go to the Table of 
Contents.  Click "Find/Search" again and you'll go straight to the beginning 
of the section you're seeking.  It's very useful, almost more useful than the 
actual guide...  Um, moving on...

=============================================================================
=================================Storyline*==================================
=============================================================================

Zelda games are known for their "epic" plots (usually), and this game is the 
same, but in an even bigger way.  If I may summarize the storyline in the 
instruction booklet:

                         +-------------------------+
                         |    Storyline Summary    |
                         +-------------------------+

Way down in the Deep South of Hyrule is a scenic village of farmers and 
ranchers called Ordon.  One boy, a certain Link, is the best rider in the 
land, and it's generally understood that he leads his child friends and will 
one day be village chief.  He's a ranch hand by profession, and he also 
passes the time learning swordsmanship from Rusl, the village's lone 
swordsman.  Now, like so many other tragedies, everything starts to go 
downhill when the villagers spot a particularly mischievous monkey.  She's 
been causing trouble everywhere, so the children, sword-wielding Link 
included, go chasing after it.  The chase leads Link into the heart of a 
forest, and he's shocked to find it teeming with monsters!  Link fights 
through them all and rescues the monkey and a child, returning triumphant yet 
intrigued.  The forest has never been dangerous before...

The next day, Link, a real go-getter, sets off to deliver the village tribute 
to Hyrule Castle.  His high spirits are lowered only by a wound on Epona's 
leg, his horse, which his friend Ilia notices.  Ilia takes Epona away after 
expressing her disappointment with Link, who'd promised to take good care of 
her, and if it weren't for Colin, a boy who idolizes Link, Ilia wouldn't have 
given Epona back.  So, just as Link is leaving, a monster riding a huge boar 
bursts out of the forest, kidnaps Ilia and Colin, and knocks Link 
unconscious...

What an opening act!  Actually, it starts out innocently enough.  We'll just 
have to see where this all leads.  Now, onto the important characters.

                       +----------------------------+
                       |    Important Characters    |
                       +----------------------------+

Link: The star of the show, Link is a ranch hand from Ordon Village destined 
for great things.  "Link" also happens to be the name of all the great heroes 
of old.  Coincidence?  I think not.  He was on his way to deliver tribute to 
Hyrule Castle when all this commotion started.

Colin: The son of Rusl the swordsman, he's a little timid but really looks up 
to Link.  He and Ilia both get kidnapped, which begins Link's quest to save 
them.

Ilia: She's a local village girl who loves Epona.  Just as she was returning 
Epona to Link, she was kidnapped by a boar-riding monster.  Tough luck...  
It's hinted at in the game that there's a certain chemistry between Ilia and 
the protagonist...

Zelda: The princess of Hyrule, she's revered by all Hyruleans and even by 
foreigners.  Link has been sent to deliver tribute to the Royal Family, and 
he might just see Zelda... maybe.

Midna: A strange twilight being that follows Link around.  She has some 
magical powers and is fairly knowledgeable of the troubles that have been 
plaguing Hyrule lately.  She doesn't have the best of manners, though...

Zant: A mysterious, often silent figure whose minions may be responsible for 
kidnapping Link's friends.  His plans are hidden from us, but Midna seems to 
know him pretty well...

---------------                                               ---------------

Intruiging, no?  With that sample of the cast to whet your appetite, let's 
make one last pit stop before the walkthrough begins.

=============================================================================
==================================GCN Note*==================================
=============================================================================

Attention all Wii players: there are two versions of Twilight Princess – a 
GameCube and Wii one.  This guide is written for the GameCube version, but is 
compatible with the Wii version as well with one exception.  See, the Wii's 
version is the mirror image of the GCN's, which is to say, it's reversed.  
What's east is west and what's west is east between the consoles.  Understand?  
So, even though you probably should be using a guide written for the Wii 
(since the controls will be different, too), remember to use the opposite of 
my directions when you're reading the guide.  Thank you, that is all.
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=============================================================================
=============================Into the Twilight*==============================
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                         +------------------------+
                         |    Retrieving Epona    |
                         +------------------------+

The game begins with a scenic view of some waterfalls with two characters 
talking as dusk approaches.  They say the hour of twilight is the only time 
when the world of spirits intersects with this world.  But then, the man 
speaking to you requests a favor.  (And you see Link's face for the first 
time).  Two days from now, the mayor asked this fellow to deliver something 
to Hyrule Castle, but he'd like you to go in his stead.  Link has never been, 
so perhaps an explanation is in order.  The kingdom of Hyrule has a great 
castle to its name, and around it is Castle Town, which is far bigger than 
Link's village.  They get up to leave after the discussion, eventually 
reaching the cozy Ordon Village.

Last we see some figure leading Epona away, and a man crying out to Link.  He 
wants your help herding goats.  Before Link comes down, the man notices 
Epona's gone.  In any case, this is your first chance to control Link!  
You'll notice immediately that running and pressing A lets you roll, as in 
many Zelda games.  There's a map to the left (toward the middle of the 
screen), and I'll refer to north, south, etc. according to it.  You have 
three hearts, your health, right now.  Talk to the man in front of you by 
pressing A while standing (that's also how you read signs, like the one by 
your ladder).  He wants us to bring Epona with him.  You saw in the cinema 
that she went west down a path, so run down it into a new screen.

See the rocks here?  Pick them up with A; move and press A again to throw 
them (to smash them, you must throw them against a tree or wall).  Under some 
you may find green gems; these are rupees, the official currency of Hyrule.  
Right now, your wallet can hold up to 300 of them.  A green rupee is the base 
unit; it is worth 1.  Head north and you'll reach a fork in the road.  If you 
would continue forward, you'll reach the bridge you entered the village by, 
but it's gated off.  West and left is a spring, and that's where Epona is.  
Walk into it and a cut scene initiates.

A girl is petting Epona, and then notices you.  She washed Epona for you, and 
the music suggests that you're rather good friends.  Link manages a smile, 
and then you're back in control.  Walk up to Epona and press A to mount her.  
Then press A again to speak to your friend.  She tells you to treat Epona 
nicely (and informs you of her gender), and requests a favor: could we use a 
piece of grass to play the song Epona like for her?  A strange request...  
Nonetheless, dismount Epona (press A at a distance from the girl) and walk 
over to the grass near the entrance.  Pick it up like a rock and you'll put 
it to your lips (I bet you'll try this later...).  Press A to blow and Link 
will whistle a song kind of like Epona's Song from Ocarina of Time.  Epona 
neighs, and the girl is satisfied.  Mount Epona and you can leave the way we 
came.

Before we go, though, I'll explain two more things.  Press A to spur Epona on 
for a burst of speed.  Next, if you'll dismount from Epona and notice an 
opening in the southeast of the pond – this is a crawlspace.  You can press A 
to enter, then crawl forward with the control stick, making turns with it, 
too.  There's no advantage to this particular crawlspace, but now you know 
how to do it.  Get back on Epona and exit this screen.  Go forward to your 
house, and you'll find the man who asked for your assistance got tired of 
waiting.  So, ride south and into a new area.

                           +---------------------+
                           |    Ordon Village    |
                           +---------------------+

When you enter Ordon Village, you'll see an overview.  A swordsman – the one 
you were talking to - is practicing over water, and Cuccos wander about.  
Let's explore a bit before moving on with the plot; dismount Epona.  The 
house immediately to your right is Fado's house (the name sounds familiar 
from Wind Waker, huh?).  You can enter his house by pressing A at the door.  
Or at least you could, if it wasn't locked.  To the left are three villagers.  
They're talking about some troublesome monkeys in the village.  The husband 
doesn't command much respect, either.

Beyond them is Sera's Sundries, a closed shop.  Jump into the water behind it 
to see how swimming is done.  Just move around and press A to do a stroke.  
To the east is a dock you can get out of the water by, and it's next to 
Jaggle & Pergie (and Talo and Malo's house).  It too is locked (pesky 
monkeys!).  There's a pumpkin patch south of there, and they behave like 
rocks.

There's a ladder nearby.  Climb it just by walking up to it.  Now, go left to 
see some crates.  If you simply approach a ledge or crate that's low enough, 
Link will climb onto it.  He'll also jump over the step ahead.  This takes 
you to the roof of a house, with a ladder leading to the peak.  There's a 
yellow rupee here, which is worth 10.  You'll also find some grass.  If you 
pick up the grass and blow on it, Link will play a song that summons a bird. 
You can send it out to knock things down for you.

Jump forward off the roof and roll to avoid damage (just hold the control 
stick forward).  Talk to the mustachioed man here and he tells you Fado's at 
the ranch.  So that guy's Fado!  Now, the building this guy is standing in 
front of is Mayor Bo's house.  Go north to find the swordsman.  His son, 
Colin, is making a fishing rod.  We can pick it up tomorrow.  Now, Epona 
should be north where you left her, so get back to her and cross the bridge 
(to its right is Rusl's house – that's the swordsman – but it's locked).  
Just go north to a new screen, Ordon Ranch.

                          +----------------------+
                          |    Goats & Fences    |
                          +----------------------+

Fado is right ahead.  Ride up to him and talk (you specifically have to be on 
Epona to start the mini-game).  He wants us to herd these goats into the barn, 
and make it snappy.  There are ten, and it's pretty easy to do.  I suggest 
moving slowly on Epona.  You can press A to whoop at them, scaring them 
forward.  Just get behind the goats and whoop/move to drive them in the 
direction of the barn to the west.  The goats don't have to line up exactly 
with the door; they'll go in automatically.  You'll get a "Goat in!" every 
time you succeed.  On a side note, if you whoop too much the goats will turn 
red and ram you, knocking you off Epona.  That's gotta hurt!  When you're all 
done, Fado thanks you and give you the day off tomorrow.

But don't kick back too fast!  There's fence-jumping practice to be done.  To 
sum this up, all you have to do is run toward a fence and dash (A).  Be sure 
to line yourself up with the fence right, though – you have to charge it 
head-on.  When you're satisfied with all this, exit the pasture by jumping 
the gate.  The day will end and give you the option of saving.  Ordinarily, 
you can save by pressing Start and, on the Collection screen, choosing Save.  
In any case, a new day dawns when you're done.

                    +-----------------------------------+
                    |    The Quest for the Slingshot    |
                    +-----------------------------------+

Some village kids wake you up back at your pad.  Link lives in a multi-level 
house with pictures, books, a small kitchen, a laundry line, a basement you 
can't see a thing in, and an exit.  Use the last one.  Keep in mind that you 
can drop down a ladder by pressing A (it saves time).  Outside, talk to the 
boy by Epona.  That's Colin, your biggest fan.  Stop by his place later to 
pick up the fishing rod.  The other three children are talking about a 
slingshot for sale at the store.  The boy is Talo (medium); his brother's 
named Malo (shortest); the girl is Beth (tallest).  Ditch those dweebs and 
head back to the village.

Talk to the timid husband ahead of you.  He's going to restock his shop today, 
but some Ordon bees made a nest in a tree.  Additionally, their cat's been 
missing.  If you continue talking to him, he'll try knocking it down with a 
rock, but he ends up getting stung and running into water.  Sera's Sundries 
is open to the left of him, but Sera, that man's wife, is depressed.  See, 
she scolded her cat for eating the family's fish, but he hasn't returned...  
It appears she won't sell us anything until we raise her spirits.  Exit the 
shop and walk south of there.  A man will call out.  L-target him by pressing 
L; the camera will now focus on him (L-targeting creates a reference point 
for the camera).  Press A and talk to him.  He'll invite you to climb the 
vines, so use your manners and do it.

Apparently, from his vantage point, he spotted Sera's cat by the creek.  It 
wants to catch a fish, he thinks.  But what he really wanted to tell you 
about was some grass on a nearby rock.  You see, grass growing there is 
pretty rare, so he figured he should let you know.  Now, let me explain 
jumping.  If you're running and you reach an edge, Link will automatically 
jump forward off of it.  Do that to reach that grass.  Now from there you can 
play the falcon song and summon the bird.  Use it to knock the beehive down 
from above Fado's house.  Oh, did you hear that?  The Zelda-secret chime!  
While you're here, jump to the roof of Sera's Sundries and then onto the 
other rocks to find more grass.  Summon the falcon and aim it at a hopping 
figure in the distance.  The falcon will retrieve a cradle from a monkey!  
Well, what'll we do with this?

Return to the main "ground" of the village.  Set the cradle down until we 
know what to do with it (remember where) and go to Fado's house.  You'll 
notice that you can climb up the left side, and by the remains of the beehive 
you'll find some growth you can climb up.  Do so to reach a branch that leads 
to a blue rupee (5) and a yellow one, which you already know are worth 10.  
Now you should have at least 25 rupees.

South of Fado's house you'll find Uli, Rusl's pregnant wife, who's looking 
for a cradle.  Well, you can help, can't you?  Go pick it up and take it to 
her.  That reminds her to take you back to her house to give you something.  
Follow this slowpoke to her house and she'll give you a fishing rod!  You 
know, the one Colin made for you!  Wow, our first item...  To use it, press 
Up on the D-pad (+), bringing out an item selection screen.  You can set the 
Rod to either Y or X, and you'll use it with that button.

Now we've helped out Uli, so let's see what we get from helping Sera.  The 
cat is by the dock behind Jaggle & Pergie's (the waterwheel house), and it's 
deathly afraid of you (Link strikes me as more of a dog person anyways).  As 
a result, we'll have to find a way to trick it into liking us.  Catching a 
fish is the perfect ruse.  Go down to the pier the cat's by and cast your 
line.  There's not much to fishing, really.  If you're dissatisfied with the 
spot your hook lands, use down on the C-stick to re-cast it.  To catch one, 
just wait for a fish to come near your hook.  Then press down on the C-stick; 
if done correctly, you'll see "Fish On!" appear on screen.  From there, just 
hold C-down.  The first time you catch a fish you'll start a Fish Journal to 
record your exploits with the bobber fishing rod.  Catching a fish gives you 
rupees or hearts.

It takes two fish to feed the cat; the cat only eats the second.  It runs off 
with it to Sera's shop, presumably to replace the fish it stole.  Go see Sera 
and she'll give you a bottle of milk!  Bottles can be used to store certain 
items inside, like bee larvae (which can be used as bait).  Once you've drank 
the health-replenishing milk, you can put things in the bottle.  Anyways, 
talk to her again to shop.

For 10 rupees you can buy more milk or bee larvae, but for 30 big ones you 
can have the real prize: Slingshot & 50 Pellets.  You probably have that much 
by now; if not, swim toward where the monkey was and lift the rocks on the 
ledge for a blue rupee.  If you've been following my guide, all that adds up 
to 30.  If not, lift rocks and pumpkins, wander through grass, etc. to stock 
up.  But however you get the money, make sure to buy the Slingshot, your 
first weapon.

We can finally return to those kids by your house.  Rusl is walking off; he 
says he just delivered something to your room.  Talk to the three kids and 
they'll force you into a slingshot target test, your tutorial.  First set 
your Slingshot to Y or X just like the Fishing Rod.  Press and hold its 
button to draw the sling back, and release to fire.  You'll hit whatever's in 
the middle of the two bands.  You can hit a target automatically by L-
targeting it and then firing.  This will work for the scarecrows.  Once you 
busted all the targets, they remind you of Rusl's gift.  Unfortunately, a 
spider enemy (a Skullwalltula, from OoT) is blocking the ladder.  You'll just 
have to shoot it off with the Slingshot (most enemies can be L-targeted, by 
the way).  It will fall down, explode, and leave a heart or a rupee.

                         +------------------------+
                         |    The Wooden Sword    |
                         +------------------------+

Rusl really went all out – there's a treasure chest in your main room now.  
Open it with A to receive... the Wooden Sword!  It's always equipped to B, 
and it'll be your primary weapon.  (Many Zelda games, including the first, 
start you off with a wooden sword)  This place is a bad practicing ground 
since you can't draw weapons in a house, but you can exit and practice with 
it some: talk to the children and they'll ask that you teach them how to use 
it.

In reality, this is your tutorial.  They guide you through the horizontal 
slice (B), vertical slice (L + B), the stab (L + B + forward), spin attack 
(hold B and release), and the jump attack (L + A)...  As long as we're 
discussing fighting technique, I should also point out that L + A + down is a 
backwards flip and L + A + right/left is a side jump.  There's also a version 
of the roll attack in this game: roll and then press B to perform it.  But 
just as you finish practicing one of those evil monkeys shows up!  ATTACK!!!

                         +-------------------------+
                         |    Through the Woods    |
                         +-------------------------+

Ugh, I had such trouble resisting the urge to title this section "Monkey 
Business."  Anyways, go north after the monkey and you'll see Beth, who 
stopped the chase.  Continue north to find Malo, who says they went even 
further north, over the bridge...  Cross it and head into Faron Woods.  You 
can't proceed on your own because of a gate, but if you grab some grass in 
the center of the screen you can summon Epona.  Jump over the gate like we 
practiced with Fado.  In this new screen you must go east (Epona doesn't take 
kindly to water), and that actually takes you north.  The music takes a real 
nasty turn here, indicating a monster at the left fork in the road.  It's a 
Deku Baba.  To defeat it, either slash it twice or sling it once and, while 
its stem is stiff, slash it once.

Dismount from Epona and go down this dark path, the Forest Temple Path 
according to the sign, to find Talo's play sword.  At that point, I advise 
turning back (it's too dark).  Get back on Epona and take the other fork in 
the road; talk to the man sitting on the rock.  He suggests you get a lantern, 
and then he gives you one!  Wow, we're just falling into items!  You use it 
to light dark places or set things on fire.  This man sells lantern oil, 
which we'll need to use it.  What underhanded business practices!  Test it 
out on the pot he's sitting in front of.  The oil gauge is located under your 
hearts.  The only other paths in Faron Woods are blocked by a gate and a 
boulder, so return to the dark path, this time prepared.

You'll have to fight the Deku Baba again.  As long as you do, note that 
killing it will leave behind a large nut.  Break it to get seeds you can fill 
your Slingshot with.  Now continue down the path and enter a new screen...  
Get out the Lantern and use it to light the torch.  That way, you can put the 
Lantern away and conserve oil.  Continue down the path and you'll hear enemy 
music.  It's a flying bat enemy called a Keese.  Either sling it or slash it 
when it comes near.

At this point, get the Lantern back out.  There's a torch nearby.  Run 
forward (you'll meet a Deku Baba) until you reach a spider web.  Burn it down 
and continue to reach a fork in the road.  Take the western one to meet a few 
Keese and Deku Babas; at the end is a torch and a treasure chest containing a 
yellow rupee.  Now go back to the fork.  Take the northern route this time 
and burn down a spider web.  Go just a bit further and you'll exit this dark 
tunnel.

You're in a huge open space that appears to have once been a lake.  Hop off a 
short dock and an enemy that looks like a Bokoblin will come out.  It takes 
four hits and is pretty easy.  There's also a Deku Baba.  Once you've killed 
them both, head west to an area partially enclosed by debris and tree bark.  
Kill the Bokoblin and Deku Baba inside and then exit, moving further west.  
Walk up the slope here and you'll see two Bokoblins guarding a gate.

Go north from there to find some more enemies.  Explore around until you find 
a path leading to a red area on the map.  Fight off the Keese along the way 
and you'll find yourself in a dim area, but not so dark as to require a 
lantern.  Nevertheless, light the torches once you've killed the enemies 
inside.  This creates a large treasure chest on a ledge above.  Open the 
smaller chest first for a Small Key.  They open generic locks.  Then open the 
larger chest for a Piece of Heart.  If you get five of these, you can add a 
heart to your life meter.

Go back to the previous screen and go to the gate you couldn't open.  Now you 
need to – you guessed it – open the door.  Surprise a Bokoblin and pass his 
corpse to reach a new screen.  Defeat two Bokoblins and then continue north 
to fight another.  A bird named Trill will admire your skill if you do.  I 
don't know what this bird wants with rupees, but it'll sell you a lantern oil 
refill (you probably don't need it) for 20 rupees or a Red Potion refill 
(which restores your life) for 30 rupees.  Put your money in the box or just 
run away if you're comfortable with a bird calling you "thief" from then on.

Now, if you do want to refill your lantern, set the oil and the Lantern to X 
and Y and then use the oil.  Anyways, continue north.  At the end of a 
strange path you'll see Talo and the monkey locked in a cage.  Run up to them 
and fight off two Bokoblins guarding their hostages.  To break the cage, 
deliver two jump attacks to it.  Link will return Talo to the village, and 
he'll run off.  Just as he leaves, Rusl steps in to bravely rescue him.  
You're a little late there, Rusl!  In any case, tomorrow Link will leave for 
Hyrule Castle.  If we're lucky we may even get to meet Princess Zelda!  Well, 
we'll see.

                       +----------------------------+
                       |    A Serious Plot Twist    |
                       +----------------------------+

Fado wants us to herd the goats again before we leave.  Call Epona with the 
grass and get it done.  This time, there are 20 goats and it's timed.  Now 
that we're done with that, he advises us to go to the mayor's.  Jump over the 
fence and you'll already be almost there.  That girl who took Epona earlier 
will walk up to you.  Apparently, the Royal Family requested a specific gift 
from Ordona Province, so it's pretty important you make a timely delivery.  
But just then the girl (her name is Ilia) notices Epona's been injured.  
Apparently, she's also the mayor's daughter.  Mayor Bo and Link get a firm 
reprimand before Ilia heads off to the forest spring with Epona yet again.  
Therefore, Link will have to catch up with her and get Epona.

Go north to your house screen.  Colin stops you and asks to accompany you.  
Talo and Malo are guarding the entrance to the dangerous forest, and they 
also give Colin a hard time for telling his dad (Rusl) about the incident.  
Next Talo will ask to borrow your wooden sword.  Let them have it and they'll 
get distracted.  So, Colin goes ahead to Ilia.  Follow him to find the spring 
is closed off.  Remember that crawlspace we found earlier?  It's left and up 
a bit from this screen's entrance.  Now you can use it to your advantage.  
Take it to find Colin telling Ilia about the monkey business from earlier.  
Ilia forgives you and asks you to not "do anything out of your league."  Ilia, 
everything is in Link's league!

After that heartwarming scene, a monster riding a huge boar appears, shoots 
Ilia, knocks out Link with a club, and blows a horn opening some type of hole 
in the sky!  I did NOT see that one coming!  Link wakes up afterward to find 
Ilia and Colin gone.  It's just about dusk...  Link walks into the path to 
see a strange wall of darkness – a hand grabs him, pulls in him, and things 
start going crazy.

A triangular symbol (the Triforce!) on Link's hand wards off the monster, but 
Link transforms into a... a wolf?!  The monster drags Link away, but a 
strange creature is watching over you.  You now get the option to save.  I 
advise doing so.

=============================================================================
===============================Forest Temple*================================
=============================================================================

                      +------------------------------+
                      |    Escape and Exploration    |
                      +------------------------------+

You're in some type of stone building, locked up in a cell.  Press B to 
attack, and as you struggle with the chain, a really weird creature steps in.  
It found us?  You growl a bit, but it taunts you.  It uses some magic or 
something to break the chain on your paw.  It reappears outside the cell and 
says that if we can get to where it is, maybe it'll help us.  Now, controls 
as a wolf are surprisingly similar to human form.  B is the attack button, 
and all the old combos for the sword work (B, hold B, L + B, L + B + forward, 
and L + A).  To break out, attack the crate in the corner to find some dirt.  
Now dig through that and you're out.  The thing that mocks you gets on top of 
you and grabs your ear.  To get out you must do exactly as it says.

Go into the next cell and you'll see a chain.  There's a strange hand coming 
out of that thing's head, so L-target the chain and press A to grab it and 
pull it down.  That makes an opening you can pass through.  Take it to a new 
room.  Walk forward and jump down to find a flame.  If you press X, you can 
use your senses to see what you normally couldn't.  It appears to be a human 
figure.  Press Z and the creature will tell it's a soldier's spirit.  I guess 
this is a spiritual world or something.  Talk to it and you'll see that he's 
pretty creeped out.  I kinda feel for him.  Turn the X off and go north.  At 
the fork, go left (staying on the stone walkways) and you'll reach a chain.  
Do as you did before to open a gate.  There's a box with a rupee in it if you 
break it.

Go back to the fork and take the other direction.  You'll come up to another 
chain.  Bring it down to find an enemy and a skull (pick it up with A and 
break it for a heart).  When you reach the fork to the right, go south; there 
you can pull another chain.  This opens a floodgate and raises the water 
level.  You swim just like you would as a human.  Now, go back to the fork 
and go east.  Pull another chain to fight an enemy; inside this passage are 
two areas you can dig (use X to see sparkly spots).

Now the northern path, which was previously covered in spikes, is crossable – 
just swim over it!  At a four-way fork you'll see another spirit.  It's a 
soldier, and it's shaking in fear of those black creatures that have been 
attacking us.  Take the western route.  Pull the first chain and a monster 
jumps out.  Use your senses to see a sparkly area; dig there for a rupee.  
Now pull the other chain to lower the water level.  (Also, there's another 
cowering soldier in the corner.)

Try the north route this time.  Pull the chain to find an enemy and a sparkly 
spot.  Now take the eastern route.  The stupid thing riding your back passes 
through some bars and instructs you to follow.  This would be impossible if 
the water were higher.  See, at the right edge of the gate is a crawlspace.  
Enter and you'll find a cave with a spirit and two digging spots.  Then take 
the tunnel out to return to our "guide."  Move left to a huge spiral 
staircase.  It descends into water, and we'll just have to see where it 
ascends to...  As you climb up, you'll notice part of the stairs are missing, 
and jumping forward only breaks more steps.

Return to that spot and press Z to ask your parasite for help.  She teaches 
us an amazing jumping technique.  Her icon appears, we press Z, she moves, we 
press L and then A, and we jump straight to where she is.  Jump twice this 
way and then continue up.  At two vertical areas you'll have to jump as well, 
and there will be an enemy on the way.  Eventually you'll find a rope to 
cross; just walk across it.  Make three more jumps and you'll reach the top.  
Three Keese-like enemies attack you.  Afterwards, go to the west side and hop 
up some steps.  You'll have to jump to the top quickly, reaching a door.  Our 
tag-along says we'll figure out where we are now...  Go through the door.

We're in a castle!  But everything seems so surreal...  Our friend calls the 
sky "the black cloud of twilight."  She wants us to meet someone at a tower 
in the distance.  Walk forward and you'll see another spirit flame.  
Apparently they can see the monsters but not us.  Talk to the soldier with X 
to see he's lamenting – Hyrule Castle!  This is Hyrule Castle?  Wow, the 
king's really let the place go...  In any case, that's not who we were 
supposed to meet.

Turn here onto the wood and push the crate with R.  Then get onto it with A 
and climb to the next step.  Jump down from here and a bird may attack you.  
If so, just L-target it and use B.  Now, head north to find one such bird 
enemy.  Climb onto a ledge, jump forward, and you'll soon reach a dead-end.  
But step onto a wooden platform to the left and use the jump technique we 
learned to get onto the roof.  Walk across the flat part to two ledges you 
need to climb up and into a new building.

It's a spiral staircase, and the door is locked at the bottom.  Go up to find 
a door you can push open.  There's a figure by the window.  Approach and a 
cut scene ensues.  It seems evil, judging by the music.  The figure calls our 
rider "Midna," which honors her.  They've been searching for you.  They 
apologize for your imprisonment and begin to explain the current events to us.  
And Midna calls the figure "Twilight Princess."  Hmm, that phrase appears in 
the title of the game!  The TP tells us that this is the land where the power 
of the gods once slumbered – that is, this was once the kingdom of Hyrule.  
That kingdom is no more, however, all thanks to the king that rules the 
twilight.  It is now a world of shadows...

See, a darkness entered into the castle, unleashed monsters, and wreaked 
havoc on them.  Then a certain kingpin figure gave the princess the option of 
surrendering or dying.  But this question extended to all the kingdom in 
actuality.  The princess dropped her sword, signifying surrender.  Twilight 
covered Hyrule, and the people became as spirits.  Although Hyrule is 
ensnared in twilight, its princess remains – Zelda.  Well, I guess Rusl was 
right about meeting her!  There seems to be a guard that keeps an eye on 
Zelda, though, so we'll have to make record time getting out of here.  I'm 
for that!

                        +---------------------------+
                        |    Back to the Twilight   |
                        +---------------------------+

Go back down to the spiral staircase.  A guard is coming, right on time, and 
quick-thinking Midna gets us out through a window.  Midna says she'll take us 
back to where we first "tumbled into the twilight," but he points out that 
maybe we should be rescuing Ilia and Colin.  Yeah, I'd forgotten about that.  
But to rescue them, we have to be Midna's servant.  Midna uses some magic on 
us to take us back to the forest spring.  Midna's not with us, but we can 
still hear her voice.  She says though we've left the darkened realm, we're 
still a wolf.  And now she bids us farewell.

Actually, we don't get away from her for that long.  Exit the spring and 
she'll reappear, but as a shadow.  She says that beyond the bridge to Faron 
Woods, the land is covered in twilight.  Furthermore, we need the cooperation 
of a twilight resident to get back there (like that shadow beast, or like 
Midna...).  Right now, she wants a suitable sword and shield.  Head in the 
direction of Ordon Village to find a new breed of enemy – it looks like a 
Bokoblin, and it also takes four hits.  Kill it and go south to your home.  
Two more Bokoblins are here.  Kill them and head south.  Before you do, a 
squirrel cries to you.  He thanks you for your heroics.

Apparently those monsters kidnapped the village children (Rusl sure is a 
weakling...).  Apparently you can talk to animals, too.  Enter Ordon Village 
and you'll see the timid husband in grief.  He couldn't catch the monkey or 
fight the villains, it seems.  Mayor Bo is talking to the grass enthusiast, 
but they run off when they see you.  Talk to the dog, who's amazed you 
understand human language.  He says we can eavesdrop by sneaking up and 
pressing A.

So, run around the house to the dock and return.  The duo is back; press A to 
listen to them like the pooch told us.  You'll probably have to get closer.  
Bo says he'll get the sword Rusl was going to present in Hyrule; the other 
man will bring the shield he was making (how convenient!).  At that point 
they notice you and run.  While you're over here, notice that the ground by 
the pier you got the cat at has some rupees in it.

Midna sees that Jaggle's house has a window open at the top.  If we could 
reach it, we could get inside.  But how?  Well, Midna, I have an idea.  Cross 
the bridge so you're on the other side of the creek and press Z to begin a 
Midna jump.  You'll fall afterwards, and the timid man will notice you.  He 
summons the falcon and starts firing it at you.  Well, we won't stand for 
that!  Run past him and in front of Sera's Sundries.  The cat's there, and he 
advises we scare Sera's husband from behind.  Get in front of the shop and 
use Midna to jump to the roof.  Jump once more and, from the roof, jump onto 
the husband's ledge.  He'll leap off in terror.

Use Midna to jump to the waterwheel and then to Jaggle's roof.  From there, 
step through the window.  See that high loft with no ladder to it?  Get on 
the table and use Midna to reach it.  There's a shield hanging on the wall!  
Charge it twice to bring it down; pick it up, too.  You got the Ordon Shield!  
Just keep it away from fire; like the Deku Shield or other wooden shields in 
the Zelda series, it can burn away.  Next we need a sword, and we know that 
Bo was getting that from Rusl.  Exit the house by the window on this loft.  
Outside you'll see Rusl and his wife Uli, telling her the shield in on the 
couch.  Rusl is pretty badly injured by the looks of it...

Head over to their house.  Rusl has a flaming club and a sword, and when he 
finds you he will attack.  He isn't exactly mobile, though, so just walk 
around him.  Ah, thank goodness for that leg injury!  Uli will be pretty 
scared, and somehow will instantly appear in front of her.  When you leave 
his sight, he'll limp back to his former spot.  So, I guess it's all a matter 
of not scaring his wife...  While you're hear, notice several digging spots 
on the left side of their house.  One of them actually leads into it.  Well, 
problem solved!  Sure enough, the Ordon Sword is on the couch.  Congrats!  If 
it was good enough for the Royal Family, it's good enough for a loser like 
Midna, huh?  Dig back out of here and return to the forest spring; a voice 
calls you in - and it's not Midna's, either!

Some strange pillars pop up and a shadow beast drops from the sky.  It takes 
a mere five hits, and then the shattered pieces of its body are returned to 
the twilight.  The spring changes its design quite a bit next, and a gold 
light appears.  It appears to be a spiritual goat...  He claims to be one of 
the four light spirits that protects Hyrule at the command of the gods.  This 
particular one is Ordona.

That shadow being we just totally owned came to seize Ordona's power of light.  
The three other beasts have already lost their light power to these beasts – 
the entire kingdom (and soon the world) is in twilight.  To save the land, we 
must recover the light.  (At this point, Great Fairy music starts playing)  
Link just happens to be the only guy in all Hyrule who can do the job, even 
if we haven't discovered our true power yet.  And we can regain our human 
body if we can rescue the light spirit of Faron Woods...

Ordona disappears, and he heals all your health.  Go north across the bridge 
and Midna will take you into the twilight (quite violently, too).

                     +---------------------------------+
                     |    The Light Spirit of Faron    |
                     +---------------------------------+

Midna's experiencing culture shock seeing light world weapons for the first 
time.  Midna refuses to use them, but she'll hang onto them.  And once again, 
to get her help we need to gather some stuff for her.  Meanwhile, you hear 
some cries from the light spirit.  When Midna stops yapping continue north 
into another "twilight arena."  Three shadow beasts fall in once you step 
into the center, and Midna runs off scared (but without showing it, very well 
done).  You can really go hardcore on these beasts – jump attack them to bite 
onto their chests, and then press A repeatedly to just rip it into them.  
After you're done with two the third will let out a shriek and they'll get a 
second wind, thus beginning round two.  It really did make enough noise to 
wake the dead...  If we want to destroy one, we need to destroy them all at 
once.

Midna explains that if we hold B she'll create an expanding energy field; get 
all three beasts in it and release to systematically destroy them before they 
can shriek.  When you've won continue north to see a light.  Go forward and 
check it out.  It says that this drape of shadows is called twilight.  It is 
home to the dark ones and evil creatures.  We're speaking to a spirit of 
light.  It gives us a Vessel of Light and asks us to collect Tears of Light, 
which we can use to cut through the twilight and return this place to normal.  
We can use our map to see where these Tears are.  They are carried by dark 
insects, which are invisible except to your wolf senses.

Go north to find a Deku Baba (twilight version) and two dark insects (use X).  
Kill both and you'll end up with two Tears of Light (01)(02)!  There are 14 
more to find.  Go forward to find a fork in the road, and the same sign we 
saw in the light world.  Take the route north to the house of the man who 
gave us the lantern.  There's a dark insect just north of it (03).  To the 
south is a ledge; get onto it and Midna jump to a window.  Inside is the 
spirit of that oil salesman; talk to him and two dark insects appear.  Kill 
them both (the man is freaked out, since he can't see you but since he just 
saw the bugs die).  This earns you Tears (04) and (05).  Exit the house the 
way you came in.

We're done here, other than digging for treasure, since there's a boulder 
blocking one way and Midna won't let us go through the other (even though the 
gate's now down).  Return to the fork in the road where there's a locked gate.  
Fortunately you can dig through and immediately kill two dark insects 
(06)(07).  Now up ahead we have that dark tunnel we found Talo's wooden sword 
in.  Walk into the darkness to find that the torches we lit before are still 
afire.  Right next to the first one you'll find a hole; dig through it to 
reach the end of this tunnel (that was a shortcut).  Exit to the north to 
find the huge, open-space screen filled with a purple fog.  While you're here, 
make sure to kill two dark insects (that can fly!) for (08)(09).

Go to the far right and Midna will notice something pointing out of the fog.  
Do a series of Midna jumps along the edge to reach an elevated point above 
the fog.  Walk up the slope to a place that may've frustrated you as a human.  
Hop through to a central hollow tree with three dark insects in it (one of 
which can fly); take their Tears of Light (10)(11)(12).  Afterwards you 
should Midna jump a bunch more times, including past three Deku Babas (so be 
quick about it), and also past a pendulum.  You'll end up at the gate, and 
you'll see two creatures burrow underground.  Use X to see them and dig them 
out, revealing their identities as dark insects.  Kill them and take their 
light (13)(14).  Now go north.

You have to fight another trio of shadow beasts; use the spin attack like 
last time to make short work of them.  Continue north to Trill's Shop (you 
know, that annoying sales-bird), and there's a chest on the ground behind a 
Deku Baba containing a yellow rupee (west side).  Follow the path to where 
Talo and the monkey were to find two more underground dark insects.  Dig them 
up and slay them real quick like (15)(16).  Now you've filled the Vessel of 
Light!  You'll also have helped the monkey spirit.  She says that ever since 
the boss went crazy, monsters have surrounded Faron Woods.  In any case, 
you'll reappear at a spring in Faron Woods with a full vessel.

Midna leaves and the light spirit appears.  It's a giant monkey with an 
absolutely unreal tail!  His name is Faron, and he protects the forest at the 
gods' order.  Behold, while all other light-dwellers turned into spirits in 
the twilight, Link turned into a wolf.  That is a sign that he is the chosen 
one, and his powers are awakening.  In awakened form, he wears a green tunic, 
the "garb once [belonging] to the ancient hero chosen by the gods..."  I 
wonder which Link they're referring to.  In any event, his power is now yours, 
and you're the one chosen by the gods now.  A dark power, a forbidden power, 
rests within the temple in these woods.  Ages ago the light spirits locked it 
away there.  We must match the power of the king of shadows with that power.  
We now head off to the Forest Temple!

                   +-------------------------------------+
                   |    The Road to the Forest Temple    |
                   +-------------------------------------+

Midna pops up like she was there.  The thing she's looking for is in that 
temple, and maybe (doubtfully) Ilia and Colin are there, too.  You have 
nothing better to do, so let's go!

You'll notice the Wooden Sword you gave to Talo has been replaced by the 
Ordon Sword (twice as strong as the wooden sword), and now you have a shield.  
Press L to use it as well as L-target.  Go back north to the fork in the road.  
The locked gate is still there, only now we can't dig our way past it.  Go 
over to the lantern oil salesman and he'll reveal that he locked off the path 
to the temple due to the monster invasions.  He gives us the Small Key for it, 
so it was really no big hassle.  He also offers you a bottle of lantern oil 
for 100 rupees.  That sounds overpriced, but take it.  See, you're not really 
paying for the oil (20 rupees) as much as you are for the bottle it comes in.  
Now return to the locked gate and open it.

The tunnel will be lit for the opening stretch since you lit the torches last, 
but you may need the Lantern for the rest of it.  In any case, at the end 
you'll be back in the big open space, and this time the purple fog is here in 
the light world.  When you light your lantern, though, that monkey we saved 
steals it and directs you to follow her.  Follow the monkey, staying very 
close to her side, and fight off any Keese that come your way.  You'll also 
fight a Deku Baba.  The monkey drops your lantern and runs off when you're 
through; pick it up (it is automatically out of oil) and take the gate the 
monkey took.

Fight off the two Bokoblins and go north.  You're back at Trill's, and if you 
stole from him before he'll still want to fight you.  Go forward and you'll 
see a golden wolf spirit; it will jump into you, and you'll appear in what 
seems to be the twilight.  The wolf transforms into a warrior.  Attack him 
and he'll instantly knock you down with a heavy swing.  He calls us a 
disgrace.  He then says a Yoda phrase ("find it you must") and begins 
teaching you a hidden sword technique.  Let me set this up for you:

Basically, strong enemies recover quickly after being stunned.  Using the 
ending blow, however, will keep them down permanently.  When an enemy 
collapses onto the ground, stunned, L-target them and press A to deliver the 
final blow.  You'll see "Finish A" appear before you when it's a good 
opportunity to do this.  After his explanation you get to try it on him.  
Just knock him down, target him with L, and deliver the final blow with A.  
This is called "the ending blow."  There are seven hidden skills for you to 
learn.  Consider this the first.  Now follow the path to where Talo and the 
monkey were captured (our third time here, but third time's the charm).  
Fight off two Bokoblins and use your lantern to burn down the spider web here.  
Enter the first dungeon...

                           +---------------------+
                           |    Forest Temple    |
                           +---------------------+

You know, this is not the first Forest Temple in the Zelda series.  The first 
dungeon of the game is forest-themed in Ocarina of Time, Majora's Mask, and 
Minish Cap.  Additionally, OoT had a temple with this exact same name, and it 
was the first adult dungeon.  So, you can tell this is quite a tradition in 
the series.  I'm quite pleased with it.

Oh, and back to helping you...  A Keese will come at you immediately through 
the darkness, and there's a second Keese in there as well.  In any case, at 
the end of this hallway you'll reach a lit room and the ominous "Forest 
Temple" will come up.  This place appears to have been inhabited by monkeys; 
notice the totem poles.  Right of the first set is a vine wall; shoot the 
Skullwalltulas down and climb it for a yellow rupee in a chest; drop back 
down afterwards.

Ahead are some enemies: Deku Babas and a Bokoblin, but afterwards you'll find 
your monkey pal in a cage.  Before breaking it out, shoot down the 
Skullwalltulas.  The monkey will climb up the vines and beckon you.  Follow 
it to a door that you'll both pass through.  This is the "hub room" of the 
dungeon.  Remember that.  Anyways, go down the steps and up the new ones.  A 
giant spider enemy will attack you; just slash it repeatedly until it dies.  
At the top, you'll see four torches; light the altar and steps appear leading 
to an exit.  Before you take it, open a chest to the right.  It's a Dungeon 
Map, which shows you the layout of this place.  Access the map with the right 
arrow on the D-pad.  Now then, take the door into the next room north.

In this sunlit room you'll see a bridge.  Your monkey begins to cross it, but 
an evil monkey cuts the ropes, making it impossible to reach his position.  
He also moons us, which was completely unnecessary.  The monkey takes us back 
to the previous room and hops onto a rope leading east.  She stops midway and 
motions for you to jump to her.  Do so and she'll grab your hands.  Press A 
as you swing to jump across the gap and to the door.  Now you guys can take 
it.

Lantern alert!  Get it lit!  There's an explosive spider enemy to the left; 
hit it and it will blow up, thus destroying two rocks in your way.  Break one 
of the pots here to find a really creepy... being.  She's a chicken-like 
thing named Ooccoo, and you can call her in a dungeon to let you out and warp 
back to where you left.  She's used like any other item.

Go right now to burn a spider web to reach a new room.  Kill the Deku Baba 
and jump across the platforms to reach a bridge.  Kill a spider here and 
cross to find a chest guarded by gates.  Ah, but do you see the opening in 
the water to the left?  Swim through it to a southeastern corner with a chest 
in it, and a yellow rupee in that.  Get out of the water near the door you 
came by and use the same path you took before.  This time, however, take the 
first door you come to.  Here, cross another bridge to go north.  The chest 
to the left contains a small key.  For now, we can do nothing in this room, 
so return to the room we left our monkey friend in.  You can now unlock that 
door before the bridge.  Do so to reach a room with an imprisoned monkey in 
it.

Go left and you'll cross a bridge; afterwards it promptly breaks (they were 
designed for monkeys, you know).  Continue down the path to the lower level 
of the room.  There you'll find your monkey friend trying to roll into a 
pillar to knock the cage down.  Now here's a place where our weight will come 
in handy!  Roll into the pillar three times and the monkey will be freed.  
Also, note a chest containing a yellow rupee on the ground, left of beneath 
the bridge.

But don't celebrate yet – two Bokoblins pop in to lay down a beat-down!  Well, 
slice 'em up and your monkey friends will help you cross the bridge via 
monkey swings.  We can now exit this room the way we came.  In this room, use 
the door that leads to the dark tunnel, and take that back to the hub room 
(the one we first monkey swung in).  Monkey swing back to the central 
platform and then use your other monkey friend to swing to the west side.  
Burn the web on this door and use the door.

Here, walk forward to fight a red Deku Baba.  It's like a normal one, but now 
its head can survive free of its body, so watch out.  After you defeat it 
walk up the steps and turn right where you can.  Now walk forward to a dead-
end and turn around.  Ahead of you is a bomb spider and a path.  But, a plant 
that eats you if you jump over it blocks that path.  So, hit the spider, and 
while it's a bomb pick it up and rush toward the hole.  Throw the bomb in and 
the plant will eat it and die.  Now you can jump over the hole it guarded.  
Now go back to the spider (it will have regenerated) and hit it again.  Just 
so you know, this next part needs to be done quickly.  Pick up the bomb, rush 
it down the path, jump over the hole, and as soon as you land throw it 
forward to blow up a rock.  Now you have a door accessible; open it.

This room is home to another imprisoned monkey, but this one requires a key.  
In any case, take either staircase down and hit the totem poles here.  One 
has a pot on it (5 rupees inside) and one has a chest on it that holds the 
small key.  Now ahead is a bridge of panels.  The trick is some panels have 
spring enemies under them that will launch you off the bridge!  Fortunately, 
the entire left side has no spring enemies, so just walk right down it.

In the new area you arrive at, though, these springs are actually beneficial.  
The tile in front of the right torch has a spring you need to use under it; 
approach the tile from north and it will launch you north onto a higher 
platform.  You'll find a chest here containing a red rupee, which is worth 20.  
Hot dog!  That in hand, hop down and light the other two torches in this area.  
This completes the staircase to the monkey.  Ascend the steps and open its 
cage.  Excellent!  Exit this room and look right to a wall of vines.

Follow the path down to it and shoot down the Skullwalltulas on it.  Jump 
onto it, climbing to the top, and notice the door.  But before that, there's 
also a bomb spider to the left.  Hit it and throw it into the hole in the 
path ahead.  That kills another gap-guarding plant, and opens the way to a 
chest.  Drop down and open it for a Piece of Heart.  Now return to the vine 
wall you climbed up and take the door in front of it.

Inside's another imprisoned monkey, but its small key is transferred from out 
in the open to one of those plants by a Deku Baba, and quite a large one.  
You'll have to attack its head a few time to kill it, which opens the plant 
to, oh, say, a bomb.  There are actually a few spider bombs in here, so hit 
one and throw its bomb form into the plant (making the shot is the hardest 
part, really).  This frees up the Small Key, which you'll want to use on the 
monkey's cage.  Voila!  We've added two new friends to our entourage.

Now we should return to the hub room where our other two monkeys are waiting.  
When you've done so they all start directing you north, where we met the evil 
monkey.  Take that path.  With four monkeys we can now swing straight across 
the gap!  Do so and climb some steps to reach a door.  Slash the plants to 
replenish your health and then take the door.

                           ----------------------
                           Mini-Boss: Monkey Boss
                           ----------------------

You're immediately locked in and we see the evil monkey, with his powerful 
boomerang, knock down some Deku Baba heads at us.  As the battle initiates, 
the boss will jump from totem to totem, throwing its boomerang at you.  When 
it does, roll into the pole to knock him off-balance.  He'll be hit by his 
boomerang and knocked to the ground.  Jump attack his butt (quite literally) 
until he gets back up.  It takes seven jump attacks to knock him out.  
Afterwards a spider falls from his body – I assume it was controlling him, 
making him act funny – and he runs off, leaving the boomerang behind.

                           ----------------------

You got the Gale Boomerang!  The Fairy of Winds, who resides in it, give it 
to you now, and explains that charging up power before throwing it can 
unleash the power of wind.  If you don't count Ooccoo, this is your first 
dungeon item.  Kinda brings a tear to your eye, huh?  Like the boomerang from 
Wind Waker, you can lock onto up to five targets at once (press R to lock on).  
It will retrieve items for you, too.  To exit this room, go back to the door 
you came from and hit the switch above it three times with the Gale Boomerang.

Outside you'll see two bridges that change direction as a wind blows through 
the area.  Or you could target the switch with your Gale Boomerang to change 
the directions yourself.  Do so and cross the gap to reach a Bokoblin and a 
locked-up monkey.  You can set it free by boomeranging the rope suspending 
the cage.  Midna advises we save all the monkeys – maybe they'll reward us – 
and I agree.

You'll see another set of bridges you can take like the others to the south, 
and when you cross them you'll end up in an old room.  Drop to the bottom and 
take the door to the hub room.  Swing on a monkey to the central platform and 
look up.  See that chest hanging there?  Now you can boomerang its rope to 
get it down.  Inside is the Compass.  It shows you where some objects are 
hidden in the dungeon – treasure chests, the boss, hidden monkeys, you name 
it!

Use the Gale Boomerang to put out one of the torches here.  This lowers the 
staircase to the north door, but grants you access to a rock wall.  To the 
right is a bomb spider, and you can use it to blow up the stone.  The chest 
inside contains a red rupee.  At this point you can also return to the room 
full of spring enemies and put out the torches at the end using the Gale 
Boomerang.  This will lower the steps and earn you a Piece of Heart from a 
chest (you can also kill those springs now; uproot them with a gust).

Furthermore you can go to the watery room with the gated-off chest we 
couldn't open (east of the hub room).  Use the vine wall near the entrance to 
reach the treasure chest, or use the bridge if you haven't cut it down, and 
you'll come to some poles connected by a Z-shaped path.  Hit them all with 
the Gale Boomerang in order to open the gate.  Inside the chest is the Big 
Key!  This key lets us access the boss room.

As long as we're here, exit this watery room to the north.  Use a bridge to 
continue north and into the room we once got a small key in.  We have one 
monkey following us right now, by the way.  Use the Gale Boomerang to hit the 
switch in the center, thus switching the bridge.  Get on the bridge and hit 
it again.  The two Bokoblins will rush you, but they shouldn't pose a threat.  
Go west when you're done with them.  Here a spider attacks; defeat it and use 
your Lantern fire on a spider web on the right side of the room (that is, the 
north).  You'll fall down to a monkey cage, which you should hack to bits.  
This frees the monkey, so take the vine wall up and go back to the rotating 
bridge room.

Switch the bridge and now go north.  The monkeys are assembled on platforms – 
six are full, two are empty.  In any case, step onto the bridge to the left 
and hit the switch.  Board the new bridge and hit its switch.  Slay a 
Bokoblin and two Skullwalltulas to start climbing up the vines.  Go left on 
them and you'll soon reach a dead-end.  Drop down here and start up the vines 
to the left.  Kill a Bokoblin at the top and head right to pass through a 
door into a new room.  Here, walk forward, killing two Deku Babas, and look 
to the right.  There's a bomb spider.  Gale Boomerang it to you and throw it 
into the plant's mouth to the northeast.  With it dead, hop across the water 
and open the chest for a Small Key.

Next go back to where you killed the second Deku Baba and target the bomb 
spider with R.  For your second target, choose the space by the boulder above 
the vines.  The bomb will explode as it passes the rock and open the way to a 
new compartment.  In there, let the Bokoblin come to you and kill it.  Then 
use the Gale Boomerang to drag the Deku Babas' heads down, then kill them.  
Then, to blow up the boulder the Bokoblin stood in front of, boomerang the 
bomb spider into your hands and chuck it at the stone.  One down, one to go!

With our newfound Small Key, let's go back to the monkey assembly room and 
then south to the bridge room.  Manipulate the bridge to go east, and use 
your Small Key at the door.  In here you'll find more spring enemies.  Use 
one of the northern ones to be jettisoned to a chest on a ledge.  Open it to 
gain 20 rupees.

After that drop down and use the Gale Boomerang to uproot a spring enemy in 
the corner.  When it's out you can walk past it to a tunnel; go through and 
drop into a pit with a spider in it.  Kill it and two Skullwalltulas on a 
vine, and then climb it.  At the top, turn east and use the Gale Boomerang to 
hit two switches in a row.  This opens the gate and frees the money.  And 
then there were none!  Head back west (remember to boomerang and then kill 
upside-down Deku Babas) into the bridge room, hit the switch and go north.

The eight monkeys hang from a branch above and start forming a chain.  Yes, 
all of them hang down and start swinging!  Jump on as they come near and jump 
off as they reach the other end.  Walk forward and you'll see the Boss Door.  
Don't open it just yet, though.  First hit the pots for hearts.  You'll also 
get a fairy; if you bottle one (just get an empty bottle out and use it like 
an item) it will restore your health when you die.  It restores a maximum of 
eight hearts, but to a three-heart beginner like you it makes little 
difference.  When you're prepared, mentally and physically, open the Boss 
Door with the Big Key...

                     +---------------------------------+
                     |    Twilit Parasite – Diababa    |
                     +---------------------------------+

You're in a huge room filled with waterfalls that run into a huge pool of 
purple water, and there are spider bombs all around.  Suddenly two giant Deku 
Baba heads emerge!  Great galloping gazelle!  They're enormous!  Well, I 
think the Gale Boomerang and those spider bombs will help up us out here.  
For now, the heads just launch at you, and running from them isn't too hard 
to do.  Target the spider bomb between their heads first and then lock onto 
one of the heads.  The bomb will be blown right into its mouth, causing the 
head to sink beneath the water.  Do this to the other as well and it'll look 
as though you've won...  But not so fast there, quick-draw.  A third head 
rises – the central one – and it's some sort of dragon with an eye in its 
mouth.  Oh, and the Babas are back, too.  Get ready for some pain, Link.

After a round of attacks, look!  It's the monkey mini-boss!  He's our friend 
now, and he swings around the open air with a bomb between his feet.  Wow, 
these monkeys are infinitely helpful.  See, you have to target the bomb and 
Diababa's central head; the bomb will explode and bring the head down, 
leaving its mouth open and eye exposed.  Slash it a few times and Diababa 
will recover.  It has two attacks of its own, though: it can launch a head at 
you, as before, or it will spit some purple poison at you.  The former must 
be dodged (if you stand far back enough it won't even reach you), and the 
latter can be either dodged or blocked with the shield.  It can also close 
its mouth and deflect the bomb back at you.  If you're low on health try 
getting hearts from grass or pots to the left and right of the entrance.

After a few rounds of whaling on Diababa's eye, the beast will writhe in 
agony, drop its eye, become petrified, and explode.  The darkness gathers up 
into a Fused Shadow, or Dark Power.  It's what Midna was looking for.  There 
are three Fused Shadows in all.  Midna won't tell us what they are, but they 
have something to do with matching the king of the twilight's power.  Midna 
creates a warp portal for us to leave.  Before exiting, pick up the Heart 
Container Diababa's eye left behind.  It adds another heart to your meter and 
fully replenishes your health.  Now leave with Midna, and I would save if I 
were you.

Faron speaks to us now.  We must now travel east to the land protected by the 
light spirit called Eldin.  It says that those we seek are there – does he 
mean Ilia and Colin?  But keep in mind that the land we're headed to is 
covered in twilight.  In there, we return to our wolf form.  So, to the east 
with a dose of cautious optimism!

=============================================================================
================================Goron Mines*=================================
=============================================================================

                           +--------------------+
                           |    Hyrule Field    |
                           +--------------------+

There aren't a whole lot of things to do back in Ordona Province.  If you use 
your Lantern in your basement you'll find a purple rupee (50) tucked away in 
a chest.  It seems Link forgot he had it.  Otherwise all the Ordonians are in 
a tizzy since the village children were kidnapped.  Rusl's wife Uli will 
officially give you the Ordon Sword when you see her, assuming you got it 
back from a monster.  So, that leads me to the conclusion that we should set 
out!

Head over to Faron Woods, to the screen with the human oil salesman (Coro).  
He gave you the Lantern, remember?  On the map of Faron Province it's the 
part furthest east.  If you look past him, to the north, there's a gate that 
Midna didn't let us use earlier.  Now that we've saved the forest and the 
various woodland creatures, though, it's wide open.  Head through to arrive 
in the expansive Hyrule Field.

Just like in Ocarina of Time, Hyrule Field is pretty big (this is actually 
all of it; it's made of multiple screens).  It starts off pretty narrow here 
– two Bokoblins in the distance will rush you.  But continue down the path to 
initiate a cut scene that shows you its true girth.  Head north until you see 
a bridge, and skirt the water's edge as you head east along a rough path.

Eventually a man will stop you with a "Hey!"  He's wearing unbearably short 
shorts and a tank top, but other than that he looks like the Postman from the 
other Zelda games.  He tells us a black wall blocks our path off.  Afterwards 
he introduces himself as the one, the only, the Postman.  A flag pops out of 
his hat and he hands us a letter for us to read.  To do so press Start and 
select the letter.  He then runs off.  If you actually read your mail, you'll 
see it's the Postman explaining his habits.  When he has a letter for you, 
he'll run it straight to you.  Good thing he said "Please do not flee," 
'cause I definitely would've otherwise.

In any event, continue east along this path and you'll join up into a new one; 
follow it to a black wall like the one we saw by the entrance to Faron Woods.  
When you get near, Midna explains that you'll be a wolf right until we save 
Eldin's light, if we enter.  Step forward and Midna will ask whether or not 
to let you in.  Answer affirmative and within seconds you're a wolf again 
with Midna on your back.  Welcome to Eldin Province!  We're still in Hyrule 
Field, but now in a twilight district.  Continue down this path and you'll 
soon come to some object sticking out of the ground.  It has a very 
distinctive smell, as you can see with X.  Get up to it and sniff it (A) – 
its Talo's play sword!  As a result, it smells like Ordonian children.  You 
learned the Youths' Scent!  If you look down the line, you'll notice that the 
scent continues.

Follow it forward.  Hyrule Field expands again, and you may not notice 
because of your limited perception in scent mode.  Be careful after you pass 
the Deku Baba, because you'll fight three shadow beasts down the line (you 
must kill all three at once with the spin attack), and then there's a large 
gap you could fall in.  In any case, kill the three creatures of darkness.  
According to Midna, each time we do a portal opens up on the map.  Midna can 
use her powers to take us to an open portal; you have one in north and south 
Faron Woods.

You see, Midna thinks the shadow beasts took the bridge from Hyrule Field and 
put it in Faron Woods.  Choose to warp to N. Faron Woods.  The bridge is 
right there by the portal.  Midna will ask if you want to warp; say yes and 
warp to the Eldin Province portal.  The map indicates that it's at Kakariko 
Gorge.  We could've Midna jumped just as easily, but hey, that was cool, too.  
And it explained why a bridge was laying around the woods...

When you cross the bridge, continue following the path to the east.  You'll 
meet some new enemies, but they're essentially the same as Bokoblins.  At the 
end of the path is a gate, and beyond it are some monsters.  They must be 
locking something in or out.  Still, they're fools, since you can dig through 
very easily, as Midna points out.  When you do, utterly destroy the baddies 
here and head east into the gated community.

                     +---------------------------------+
                     |    The Light Spirit of Eldin    |
                     +---------------------------------+

It's Kakariko Village!  It's not quite as cheery as in the other games, even 
Four Swords Adventures...  You need proof?  Well, ahead you'll fight three 
more shadow beasts.  They're fairly well spread out, so first you need to 
trick them into gathering together.  Alternately, kill the one that's far 
away and then use the spin attack on the other two (the shadow beast won't 
shriek for just one of its comrades, only for two).  Huzzah!  We've earned 
ourselves another portal.  Additionally, a light spirit calls forth.  Run up 
to it through the water and you two can meet.  We get another Vessel of Light 
to gather Tears of Light – it's the same deal as before.  He even marks our 
map for us.  Man, Eldin's a stand-up guy.

Get out of the water and stop at the building to the right.  It has a dark 
insect or two in it if our map can be trusted, but we can't get inside.  Get 
yourself on the northwest side of and Midna will let you jump to the roof.  
Then you can step on a patch and fall through, right inside the building.  
When you use your senses you'll see the human spirits frozen in their tracks, 
quite afraid of the dark insects (they're the village children!  Beth, Talo, 
Malo, and Colin).  And according to their logic, being killed by a shadow 
beast turns you into one.  Oh, that makes me feel bad about those other ones 
we took care of...  The long-haired man appears to be named Renado, and the 
other man, who's a bomb-maker, is Barnes.  They're all worrying about their 
future, but Colin says Link will come and save them.  How right he is!

We learned from the dialogue that lighting all the candles will open the 
cellar, and that some dark insects may be down there.  I think you know what 
to do.  Go over to the flame Barnes lit.  There's a stick right by it; pick 
it up and put it to the fire (light both ends).  Now go up to the stairs and 
run around the circle, jumping the gaps very close to the wall.  The candles 
are suspended there, and passing them (closely) will light them.  When all 
four are lit the central statue moves, revealing a pit.  Fall in.  Run 
forward into a circular chamber where three dark insects are hiding.  Kill 
them all and take their tears (01)(02)(03).  When you're done, go north to a 
room full of scaffolding.  Midna jump your way out of the building and into 
the Graveyard.

Twilight cemeteries are pretty scary, I've got to say...  There are flying 
enemies all over, but they're easily dealt with.  What you're here for is 
about in the center of the graveyard, underground – dark insect (04).  You 
can also push some of the headstones in the west for rupees (use R).  When 
you're done here head west and back into Kakariko.  When you do, run ahead to 
the first building you see (the southernmost dark insect at this point).  
It's the General Store, and we can't get in from the front.  Luckily there's 
a hole leading into it on the ground to its left; enter from there.  Inside, 
run forward to climb up behind the sales desk.  Get onto the counter and then 
climb from there to the wooden ledge above it.  The dark insect is in 
southeastern corner here (05).  Exit the General Store the way you came in.

Elde Inn is next door, but we can't get in like humans can.  No problem, 
though.  See that slope left of the General Store?  Get on it and run to the 
"dead-end."  From there you can just make a jump to a board adjoined to the 
inn's roof, and from there you can take a door inside.  Once in, jump down to 
the bottom floor.  The dark insect is over a fireplace, but you can't reach 
it in the recess.  But, what if we were to heat things up?  There's a stick 
on the ground in here, and there's a candle on the wall by the door.  Jump 
from the table with the stick in mouth to light it, and then use that flame 
to light the fireplace.  This forces the dark insect down to your level, 
where you should promptly kill it (06).  Now use the door by that candle to 
reach a new room.

Two enemies lurk inside; dispatch them and open a chest in the corner under 
the stairs holding 20 rupees.  When you've done so ascend the stairs and kill 
another beast.  After that, head through the door to dance with a flying dark 
insect.  When you've killed it, you'll be up to (07).  At this point you 
should exit the inn the way you came – you've gotten all the dark insects on 
this side of the street.  Go slightly past the northernmost building here, to 
a sign with a bomb on it that you can't read.  It's by three small steps, 
which you want to take.  Turn toward the building and you'll see a window; 
jump attack (L + A) straight into and through it.  Voila!  You're in Barnes 
Bomb Shop.  Climb the stairs inside and at the end of a grated floor you'll 
spot a wardrobe.  Charge into it to knock it down, exposing a dark insect 
(08).  From there get on top of the wardrobe, onto the table, and to the 
ladder's ledge, right to a door.  Take it out.

Walk up the sloped roof behind you to some stairs; follow them up to real 
ground.  See the sloping path that leads up to the left?  Follow it straight 
to a wooden walkway leading to a building.  If you would exercise your X 
senses right now, you'd see you can dig under the wall and into it.  The dark 
insect is in some pots in the corner (09).  When you have it, dig your way 
back outside and follow the path you took back down south.  You'll come to a 
building with a sign reading "Danger!"

There's a hole in the side of the building left of the sign, though.  Crawl 
through and you'll be in the same situation as in the inn: the dark insects 
in the fireplace, and you have to flush him out.  There's a stick on the 
ground and a flame in the corner you entered by – you can take it from there.  
Three dark insects are driven out of hiding.  Unfortunately, this also has 
the effect of setting the highly flammable building on fire.  Get out and it 
will explode, killing the insects for you.  Like Midna says, an uninhabitable 
house is worth the sacrifice for three more Tears of Light (10)(11)(12).

Walk west of the house until you reach the edge, and follow the edge south 
until you see a board hanging over it.  See the house to your left?  Its roof 
is weak, and you could easily jump from here onto the injured part.  Do so 
and you'll land right above a dark insect's location.  Get down and push the 
crate against the wall, freeing the shadow bug.  But its moments of freedom 
are cut short by a wolf's paw – yes, I mean kill it (13).  When you're ready 
to leave Midna jump onto the wardrobe and then onto the house's roof.  It 
appears we're finished in Kakariko Village, as the other three dark insects 
are north of our location.  Jump down to the main street and travel north 
along it, soon reaching a fork in the road.  Let's choose the northeast path, 
which leads to Death Mountain.

To your ordinary chap, this path's impassable.  But to Midna and company, all 
it takes is one of his trademark jumps.  Get onto the rock to the right and 
perform two to get to the top.  There's a spirit here, and your senses show 
that... it's a Goron!  They're the rock-eating race of the mountains in the 
Zeldaverse, although they're much more stylistic in this game, what with the 
body paint and all.  He's a guard and it seems the Gorons are suffering 
because of something.

In any case, head up the trail, defeating twilight rats and bats as you go.  
When the path goes vertical, simply climb up some metal steps.  As you 
continue you'll come to some geysers.  Their blasts don't hurt you but they 
will throw you back.  Right in the middle of all of it is a dark insect 
underground; you'll have to dig it up and kill it, all while avoiding the 
geysers.  When you do, that makes (14).  You can now proceed north to 
uncharted parts of the map.  Toward the end, by a wider part of the ground 
surrounded by geysers, there's a howling stone for you to activate.  Please 
refer to the "Hidden Skills" section for details on that.

All you have to do on the trail is avoid the geysers' gusts until you reach 
Death Mountain's screen.  When you get down you'll have four shadow beasts to 
kill.  Not three, four!  The fourth is off to the left, blocked in almost 
completely by energy walls.  You can reach it only by a narrow space between 
them.  I advise getting in there first and killing it.  Then you can easily 
spin attack the other three.  When all four are down you'll have earned 
yourself another portal in Eldin Province.  We clean up well, huh?  Even if 
you disagree, go to the northeast to see a metal surface with a dark insect 
on it.  It flies.  Jump attack it until you connect and you'll have (15) 
Tears of Light.  One more to go!

Now, you see the rock-steps by where that last insect was?  Step onto the 
highest one and you can Midna jump onto a high ledge (watch out for a geyser 
in your way and for rocks being cast down from above).  There's a Goron 
spirit up here dealing with an inferiority complex, but you just want to go 
south down a trail.  Dodge geyser blasts and you'll soon see a narrow sloping 
path upward to the left.  Walk on it until you can Midna jump (avoiding a 
geyser) to new heights.  You'll see a Goron spirit ahead complaining about a 
never-ending geyser.  Since we can't pass it, just drop off the left edge.  
You'll find the dark insect just crawling around – kill it for (16).  Finally!  
You automatically appear before Eldin.

You're a human again!  And the area is back to normal!  Eldin is really a 
large bird, and the dark power we're after is in the sacred place of the 
Gorons, which were invaded by the forces of evil.  We must cleanse that place.  
With those cryptic instructions alone, Link walks off to meet the village 
children.  Renado introduces himself as the shaman of Kakariko, and his 
daughter is named Luda.  It seems he saved the children after the monsters 
left them to die.  After a little chatter we learn of the Gorons' plight.  
The Kakariko and the Gorons were friends for a long time, but recently the 
Gorons haven't been permitting them into their mines.  That's the same place 
Eldin directed us to...  I say we check it out.

                            +------------------+
                            |    Back to Bo    |
                            +------------------+

Kakariko Village is basically a ghost town now.  Barnes Bombs, for instance, 
would be open for business.  The only problem?  Its storehouse and powder 
went up in flames.  Who would've done such a terrible thing?  It's a travesty!  
In any case, return to Death Mountain Trail.  You can climb up the initial 
cliff using a net on it.  You'll be doing a lot of that here.  But as soon as 
you get up the Goron that was guarding the place earlier forbids you to pass.  
And to keep you out, he rolls up into a ball and knocks you down.  After 
taunting you, he returns to his post.

Disgraced, head back to Kakariko.  Hey, look, it's Renado!  He says only one 
human has ever bested the Gorons in strength: Mayor Bo from Ordon Village 
(what a coincidence!).  I believe it, personally.  After all, Bo has a pretty 
fearsome mustache.  Renado now directs you to talk to Bo, you know, catch up 
with him and such.

Walk back down Kakariko's main thoroughfare.  Ugh, we have to go all the way 
back to Ordon and – hey, a cut scene!  Epona is charging at us with two 
monsters on her back!  And she doesn't stop for us!  Link jumps onto her back, 
but she's out of control.  And that's where you take control of Link.  Epona 
will run around frantically, and you have to hold onto her until you can get 
a good grip on the reigns.  Move the control stick in the direction you're 
told to, and just run up to her and press A if you fall off.  At the end, 
press A to seize control.  Finally, we're back with Epona (a calmed down one 
to boot)!  Those monsters kidnapped her, too, but she's found her way back to 
us.  Now we can get back to Ordon Village quickly.

Jump the gate and start pick up speed when – curses!  The mailman's running 
up.  It's from Ooccoo, that weird dungeon-warp thing.  You may've noticed 
that we don't have her in our possession anymore.  She says she's adventuring 
somewhere else now, and you'll have to meet her son while you're at it.  How 
thoughtful...  Now ride!  Cross the bridge and follow the trail into main 
Hyrule Field (isn't it fun trampling enemies?).  From there, head south and 
into Faron Woods.  I think you know your way from here.

As soon as you near the mayor's place he'll call to you (see what I mean 
about the 'stache?).  He invites you in and we next see that Bo's all 
informed about the children.  Bo is a little disappointed to learn that Ilia 
wasn't with them, though.  He gets over it pretty easily, and then he's going 
on about his old glory days, beating Gorons in contests of strength.  He'll 
tell you his secret to victory if you'll zip your lips.  Tell him you will 
(lie if you have to!) and he'll take you to...

A sumo wrestling arena.  Did not see that one coming...  The rules are simple: 
the first person to push his opponent outside the arena wins.  Step forward 
and grab your foe with A.  Use B to slap them, and sidestep them with the 
control stick.  He'll let you face him in a match for practice.  (I never did 
like the sumo outfit).  At least Nintendo was tasteful enough to let Link 
keep his pants on.  Here are some tips: when a foe tries to move, hit them 
with B.  Slapping and then grabbing them is effective (you can really shorten 
the match this way).  Obviously, press A as fast as you can when grabbed.  
Sidestep to avoid a slap or grab.  Sidestepping is also useful right after 
your enemy breaks from your grip.

When you've beaten Bo twice, he'll let you open his treasure chest – the REAL 
secret to his success.  Inside are... the Iron Boots!  They weigh you down, 
making you Goron-resistant.  Just keep them a secret...  Now, we're ready to 
kick Goron butt!  Off, to Death Mountain Trail!

                              +---------------+
                              |    Payback    |
                              +---------------+

Ride back to Kakariko Village.  Just as you arrive, the same monster that 
kidnapped the children the first time comes riding in – Colin bravely 
sacrifices himself to save Beth.  There's a humorous exchange between Barnes 
and the beast, but Link then arrives right on cue, hot in pursuit.  This 
begins the great chase.  The music playing is reminiscent of the final boss 
of Majora's Mask...  The beast motions for a chase, and then it summons some 
monsters riding boar-back to slow you down.  Chase after the fiend, and keep 
in mind that you can use your sword atop Epona.  All the while, though, those 
goons he called are shooting fire arrows at you.  You need to slash the 
kidnapper; first his armor comes off.  A final strike will seem to kill him, 
but he recovers and rides into a castle.

An archer sets the gate on fire to seal you in – it's you two in a jousting 
match (this is so cool!).  If you hit each head-on, you'll be knocked into a 
chasm and lose a heart.  You have to move to the side to avoid him when you 
get close.  Slash as you pass him, and you'll have to do this twice to knock 
him to his death in the chasm.  You look really powerful posing for a victory 
shot at the end.  Somehow or other you still have Colin (maybe he was 
strapped to the boar).  Before he knows it, you're back in Kakariko Village.  
Colin apologizes for saving Beth, and Colin says he understands that being 
stronger means being braver.  But before we get too happy, remember that we 
need to save the Gorons.  Renado carries Colin off and Link turns toward the 
mines.  It's time to get to it.

                           +---------------------+
                           |    Hylian Shield    |
                           +---------------------+

Or, maybe in a second.  Malo, the creepy kid from the village, has taken over 
the unmanned General Store and is selling items from it.  There's a Red 
Potion for 30 rupees, but the real merchandise lies in the other two items.  
One's a Wooden Shield, which just covers more of you than the Ordon Shield.  
It, too, can burn away.  It costs a mere 50 rupees.  The Hylian Shield, on 
the other hand, is Link's classic shield.  It can't burn and is good all-
around.  I highly recommend buying it, especially since the place we're 
coming up to is a bit on the fiery side.  Make sure to actually switch your 
shield on the selection screen, though.  Alright, NOW we are getting to it!  
Head over to Death Mountain Trail!

                      +------------------------------+
                      |    Scaling Death Mountain    |
                      +------------------------------+

Admittedly, that was a really roundabout route to Death Mountain Trail, but 
at least you're finally there.  Climb up the net and square off with the 
Goron guard again.  First, have those Iron Boots on!  When he rolls at you, 
grab the guard with A and Link will throw him off the ledge behind him.  In 
your face!  But at this point I'd take the boots off and walk forward 
normally.  Another Goron will come at you, so do the same old song and dance.

As you advance, a third will come at you, but you know how to handle it (look 
how cocky Link looks wiping his hands clean afterwards!).  Continue forward 
and take care of a fourth before climbing up the net.  A fifth will come at 
you rolling through rocks; by the geysers there are some monsters shooting 
fire arrows again.  When you finally reach the Death Mountain area, two 
Gorons notice you from above, and one starts doing something foreboding...

Death Mountain appears to be raining debris on you, and one particularly 
hefty rock almost kills you.  See those Gorons standing around ahead?  Midna 
realizes that Gorons curl up sometimes, and that if you're standing on top of 
them when they uncurl, you'll be sprung up real high.  Approach a Goron and 
start fighting it.  After he punches he'll be vulnerable – that's when you 
can get a hit in and he'll curl up.  Well, get on top of it and face the 
ledge above you.  When he uncurls you'll go flying right onto it.

Up here, go the left and use that Goron to spring to new heights.  If you 
drop down ahead you'll land in water.  These are hot springs, and they'll 
heal you.  Additionally, the Gorons here are friendly.  There's also a shop 
here selling arrows, lantern oil, a wooden shield, and milk (two helpings in 
one bottle).  When you're done down there, climb the net to go back up.

Back to battle!  Right in the corner is another Goron guard – fight him into 
submission and spring up a level.  Walk down this path (you can pass through 
geyser gusts with the Iron Boots on) and you'll face two Gorons in quick 
succession.  Keep climbing and you'll reach a Goron guard.  Take him out and 
spring up to a second one, to whom you'll do the same.  Hit these barrels and 
enter the cave...

You're in a large sumo arena, and six Gorons come at you furiously!  
Fortunately an older looking Goron calls them off, but then he proceeds to 
insult you.  You walk up to him and he introduces himself as Gor Coron, Goron 
elder.  Times demand that he lead the tribe in place of Darbus, their tribe's 
patriarch.  You cannot enter the mines beyond here... unless you defeat this 
old geezer in a contest of power.  Accept his invitation and you'll begin the 
fight.  He'll knock you out with one punch.  Try again later, loser!

                         +------------------------+
                         |    Sumo of Strength    |
                         +------------------------+

You're in a large sumo arena, and six Gorons come at you furiously!  
Fortunately an older-looking Goron calls them off, but then he proceeds to 
insult you.  You walk up to him and he introduces himself as Gor Coron, Goron 
elder.  Times demand that he lead the tribe in place of Darbus, their tribe's 
patriarch.  You cannot enter the mines beyond here... unless you defeat this 
old geezer in a contest of power.  Accept his invitation and you'll begin the 
fight.  He'll knock you out with one punch.  Try again later, loser!

Don the Iron Boots and talk to that cocky Gor Coron again.  With the Iron 
Boots on you're more evenly matched.  He should be easy enough.  Just always 
sidestep at the beginning of the match, grab him, and push.  When he breaks 
free, sidestep again and grab.  Trust me, it works like a charm.  When you 
win, Gor Coron will talk to you about some troubles the tribe is facing.  The 
mountain is erupting nearly nonstop, and the four Goron elders plus Darbus 
went to investigate.  They have a treasure entrusted to the tribe by the 
spirits, and they must protect it.  But when Darbus touched the treasure, he 
collapsed and transformed into a terror.  The elders could do nothing but 
seal him deep inside the mountain.  We must go to the aid of Darbus.  The two 
bouncer-type Gorons step aside.  Walk through the door and enter the Goron 
Mines...

                            +-------------------+
                            |    Goron Mines    |
                            +-------------------+

We're hitting the mines like it was 1849!  But seriously, folks, this will be 
no cakewalk.  Just look at that magma!  Jump down to the first platform in it 
all.  The magma occasionally gushes upward like a fountain.  Really watch 
your step here and be very precise with your jumping...  Jump to the platform 
to the right, and from there to the ledge sticking out.  Walk into the cage 
and slash the wooden barrier down; drop down through the opening.  Ahead, 
break another barrier down, but don't go ahead; a fire is keeping you out.  
To the right, though, is a switch you can press down with Iron Boots on.  Do 
so and the fire will momentarily pause.  Take off the boots and run through!

Up ahead you'll see another switch, and another fire beyond it; do the same 
here to clear the obstacle.  When you land, quickly turn around and walk down 
a plank to another platform you see.  From there, jump to a ladder.  At the 
top, run south and jump onto a disconnected cage to fight a new enemy, which 
you should jump attack as you come down.  The chest here contains 20 rupees.  
Now jump back to the previous cage-top and look left to a rock.  Jump across 
it and the next to reach the other side of the room.

You'll notice that north of you is a flamethrower and south of you a switch.  
Hit the switch with the Iron Boots and the flames die down.  Rush over there 
and go left as soon as you can (the path takes a turn there).  Follow it 
until it ends, and jump to the two platforms ahead.  Put on your Iron Boots 
on the second to weigh it down, thus opening gates blocking the door.  Now 
simply go through the door.

The Gorons sure are advanced compared to the rest of Hyrule.  Step forward to 
the large platform and go right, following a catwalk down to a bunch of 
Bokoblins.  Kill them all and open the chest for a Small Key.  Return to that 
central platform and this time use the left catwalk.  You'll take it to a 
revolving platform; cross it quickly when it pauses.  There are two here, and 
then you'll come to a locked door.  Unlock it and open up to a new room.  
Simply follow the path to a new enemy... a Dodongo, the classic Zelda foe.  
They'll try to breathe fire on you, but as they do jump back to their tail, 
their weak point, and let them feel steel.

After dispatching it you'll want to jump across the steppingstones behind you, 
but make sure the magma isn't up when you do.  You'll end up by a Dodongo you 
should kill, and then use another steppingstone to reach a third Dodongo.  
Kill it and stop.  Inspect the chain with a handle on it.  You need to grab 
it with R and pull it back all the way.  It'll slowly start to resume its 
former position when you let go (time the letting go for when the magma is 
down), so quickly jump to where the second Dodongo was and jump to the other 
steppingstone, to the hallway, and to the door.  Open it.

The water in this room seems oddly misplaced.  It's not even spring water, so 
don't try to freshen up with it.  Anyways, this room is clearly a throwback 
to Ocarina of Time.  Get in the water and equip the Iron Boots.  You'll sink 
right to the bottom, so walk through an opening in the wires and take the 
boots off, floating back up to the surface.  You should also sink down to a 
switch, which... puts you upside-down on the platform above?  It looks like 
it magnetized the boots, allowing you to walk on metal!  Walk right up the 
platform and to the door.

It's another sumo arena...  The character here is named Gor Amoto, and you 
just have to look at him to know he's a Goron Elder.  He gives you a key 
shard!  With all three shards, we'll have pieced the Big Key back together.  
The Big Key leads to Darbus' room.  Naturally, The other elders have the 
other two pieces.  Meanwhile, open the chests in this room for the Dungeon 
Map (pretty big place) and 20 rupees.  All you can do now is take the ladder 
up.

Walk across the top of the room and smash some pots to get your anger over 
this big key business out...  Hey, it's Ooccoo!  She'll help us like before.  
Chicken-thing in hand, see yourself to the door.  We're in the same room we 
were in before, but now we're in the upper level.  Alright, so get onto one 
of the blue-green rock walls to the sides and put on your Iron Boots.  Kill 
the enemies as you come to them and stroll on down to the platforms on the 
wall.  From there you can walk to the door.  Once more we're in an old room 
but from a higher perspective.  Walk forward and hit the switch with Iron 
Boots on.  You'll magnetize and hit the ceiling.

Walk east along the north end of the room, following the line of enemies, and 
drop down at a treasure chest.  It contains a Piece of Heart.  Return to the 
magnetic spot and this time take the southern end of the room east.  (Don't 
be fooled; there's a dead-end southern route, but there's a route even more 
southern than that, which is what you want to take).  At the fork in the road, 
take the left (northern) path.  Kill two enemies at the end, fall down, and 
take the door.

We're in a new part of the second room of the dungeon.  Run down to the 
platform you saw in the cut scene and fight off some Fire Keese and a few 
Bokoblins.  Afterwards, press the switch down with Iron Boots on your feet.  
This magnetizes the metal on the crane, which starts to move; head over to 
the platform it stops over and, with Iron Boots on, wait for it to take you 
up.  Then, when you get over its northern stopping point, drop.  Walk up the 
catwalk, kill two more Bokoblins, and hit another switch for yet another 
crane to lift you up.  It'll drop you on the second floor of the dungeon, by 
a few enemies and a door.  Kill the Fire Keese and Bokoblins and head north.

What appear to be the old Zelda enemies Tektites come jumping at you to 
attack – just slash them to death, nothing fancy.  In here you'll notice lots 
of water, and in the northeast corner there's a Small Key-containing chest 
for you to open.  Use your Iron Boots, of course.  Then go to the 
southwestern corner and sink down.  Push the block (R) inward, float up, get 
on land, climb up the ridge, and flatten the switch.  This creates a magnetic 
field for you to walk into.  When you do, just walk down the line to drop 
down at the end.

You'll find a second switch up here, and activating it creates another 
magnetic field below you.  Get onto the metal platform and drop into the 
field to twirl down against the wall.  Follow the path up, drop, nab 20 
rupees from the chest, and finally hit the diamond switch here!  The gate 
blocking your exit opens, but it's on a timer.  Immediately jump down and 
walk through before it shuts you out.  Phew.

This room features a new enemy: the Beamos.  It's actually a Zelda classic, 
but this game's version is fairly unique.  Irregardless, it will shoot lasers 
at you when its eye catches sight of you, at which point you should block 
with your shield.  Ignore them for now and go left to some of that 
electrified stone.  Walk up it with the Iron Boots equipped and take the left 
route.  The chest you find contains another Piece of Heart.  But take the 
other path to an upper level of the room, centered around a nail with a rope 
tied around it.  Cut the rope, causing a stone slab below to fall and form a 
bridge to the locked door.  Hop down, unlock the door, and enter a new room.

You'll see three Bokoblin archer firing lit arrows in this room, but don't 
worry about it.  Walk forward and bust down the wood beams.  Take the 
boardwalk up and use the path to the left.  Continue left to a Beamos, but 
note a Small Key in a chest to the left as well.  Head right across the 
walkway and you'll come to a locked door, which is where you should expend 
your key.

Jump onto the right side of the revolving platform and from there onto the 
wooden platform ahead.  Walk up a small metal ramp and you'll come to a very 
large revolving platform.  It's actually quite easy, though – just walk onto 
one of the electric squares, use the Iron Boots, and then it won't matter if 
you're upside-down or right-side up!  Use this trick to safely cross the 
platform and take a door.  You can tell right away it's a Goron elder's 
sanctuary.  He was in here praying.  His name is Gor Ebizo, and he gives you 
the second key shard!  2/3 of the way to rescuing Darbus!

Gor Ebizo tells us that a hero of old left a weapon in these mines, and it is 
stored up ahead.  We should talk to the guard and take it with us.  Before 
leaving, open a chest in the back containing 10 rupees.  Now climb the ladder 
behind the senior citizen and take the door out.  Use the Iron Boots to walk 
across the wall to the left and drop down to a door (before using it, open a 
chest with a yellow rupee in it to the east).  Take it, please.

                           ----------------------
                           Mini-Boss: Goron Guard
                           ----------------------

You're locked in right off the bat, so you know this can't bode well.  Hit 
the pots for health and run forward to meet a very heavy-hitting Goron decked 
out in armor.  This must be the guard Gor Ebizo told us about, but he's not 
really taking to us...  He jumps onto the platform, busting the chains.  The 
arena descends into magma, and it's a good old fashioned trans-species brawl.  
Put on the Iron Boots as soon as you can.  Now you won't be affected by the 
tilts the arena goes through.  The guard will charge up all his attacks, and 
that's when you should L-target and slash him.  Four hits will make him turn 
into a ball – grab him!  Link will toss him a ways behind, and you want him 
to land out of the arena.  After being roasted a few times he'll bounce back 
into the arena for another round.  Three hits do the trick.  He sees this was 
all a giant misunderstanding and lets you take the Hero's weapon, but you 
promise to save the patriarch.

                           ----------------------

The arena has risen and the southern door has opened, so use it to reach the 
treasure room.  Open the chest for... the Hero's Bow!  Not exactly priceless 
like Gor Ebizo said, but hey, I'm not complaining.  You can hold 30 arrows as 
of right now, and it operates like the Slingshot (though aiming is more 
obvious).  You have a chance to try it out right here.  Set it to X or Y and 
aim at the rope the nail is supporting.  Traverse the bridge we just made and, 
watching out for enemies that fall from the ceiling, enter a main chamber 
ahead.

Go to the southernmost hall and get close to the statue.  It awakens as a 
Beamos; step back and shoot its red eye.  Now you can grab it with R and pull 
it out, opening access to the door.  But before you take it, notice that the 
other Beamos have sprung to life.  Get in the center of the room and take 
them all out, you expert archer you!  When you're done, pull out the ones you 
can and check what's behind them.  You'll find the Compass behind the western 
one, and there's a door behind the eastern one.  Take it.

Welcome to the third Goron elder!  He's Gor Liggs, and he's very... unique.  
With the third shard you've finally completed the Big Key!  Nothing stands in 
our way now.  Open the chest behind him for 50 rupees.  Now exit this room 
and take the southern exit in the Beamos room.  In this complicated-looking 
room are four Fire Keese on the first ceiling; deal with them and roll into 
the wire beyond them.  Then hop to the stone path ahead and fight three Torch 
Slugs that fall from above.  Continue down this road and jump to the next 
platform where you must fight two Dodongos at once in pretty limited space.  
Just run back and forth on the platform, hitting one's tail, then the other's.

Now, before you jump to the platform ahead, look up and shoot down the Torch 
Slugs.  Then you can jump to it and pick up their spoils, which will 
replenish your arrows.  Do this before your next jump, too, and then follow 
the path all the way down to a switch.  Put it down with Iron Boots and 
you'll be upside-down with magnetic boots.  Head down the path and you'll run 
into a Dodongo.  To beat it, equip your arrows (make sure you don't replace 
your Iron Boots by accident!) and shoot it four times in the tail.  Continue 
forward and, when you reach the dead-end, look at the wall.  There's a 
crystal switch in a little recess.  Shoot it and use the door that was just 
unblocked.

To the left is a treasure chest just sitting out in the open, and inside's a 
purple rupee.  When you've laid your hands on it walk ahead of the door and 
turn right when the platform ends.  Shoot the nail to let the bridge down and 
jump across to reach a switch.  It magnetizes you on a crane.  When it lowers, 
drop yourself and take the nearby door.

We're in an old room, but now there are some fish enemies you should shoot up.  
This time, rather than going through all that magnetic jazz from before, just 
shoot the crystal switch with an arrow.  The gate opens and you can easily go 
north.  Kill the Bokoblins, maybe the Beamos if you feel like it, and go 
north once again.  There are several Bokoblin archers in this room, as you 
know (now there are even more), but once they start firing, don't sweat it.  
See, they always shoot right in front of you, not at you, so you can just 
stand in clear view and pick them off one by one (they take only one arrow).

While you're down here, you can get in the water and swim o the northeast 
corner.  While there, be south of the chest icon on the map and sink down 
with the Iron Boots.  Slash the wooden barrier here and you can open the 
chest, which contains a purple rupee.  Now, head over to where there was that 
other chest in here (by the Beamos) in the west of the screen.  If you shoot 
the Beamos you can pull it out, and behind it is a hidden path.  You'll first 
be assaulted by two archers you may not have gotten earlier, so return fire 
before anything else.  Then go forward along the obvious path to a switch; 
let it taste iron and a magnetic crane begins working.  Jump down to the 
platform it's over, put on your heavy shoes, and let it carry you north.  
When it does, get out your bow and shoot another nail to lower a bridge.  
Drop down onto it and take the door ahead.

The map tells us this is the last room before we reach Darbus...  Run down 
this path and you'll be fired at.  You may have to take a few hits, but 
quickly shoot them down.  Now follow the path down to where they were and 
shoot the rope beneath the nail to drop your slab-bridge.  A bunch of 
Bokoblins start rushing you, and it's pretty cool to shoot them down as they 
come at you.  They're lined up quite nicely for it.  Check the corners of 
this chamber for pots to heal with, and, when you're finally ready, open the 
Boss Door...

                      +------------------------------+
                      |    Twilit Igniter – Fyrus    |
                      +------------------------------+

Up ahead is a huge figure, dark and breathing almost Darth Vader-style.  When 
you approach, a jewel in its head starts shining, its body lights on fire, 
and it breaks free of its chains.  Ah, I was kind of hoping we could fight it 
all tied up...  Fyrus will normally just launch his chains at you, but he 
also has a fire wall attack that you'll have to run from (be as far away as 
you can from him).  But if you fight well enough you won't even have to worry 
about his attacks – he'll be too busy with yours!  As Midna will tell you, 
there's a lot of magic in that gem in his forehead, and you need to shoot it 
(without the aid of L-targeting) to blind him momentarily.  While he's 
wandering around get behind him and grab one of his chains with R.  Put on 
the Iron Boots to give yourself more weight and pull back on the chain.  
He'll come crashing down, tripped by your maneuver, and his weak spot is wide 
open.  Run up to the jewel and slash it as many times as you can before he 
revives.

Continue this process until he's kaput.  He'll thrash about in pain for a few 
seconds and then his jewel will explode before he sheds some skin.  A second 
dark power, or Fused Shadow, comes out, meaning we're two-thirds of the way 
done.  To reward you, Midna tells you an interesting story.  Zant is the King 
of Darkness who veiled Hyrule in twilight, and Midna won't submit to him.  
(She doesn't like Zelda either, but that's just disapproval for a privileged 
lifestyle).  Midna creates a portal for us to exit through, but take the 
Heart Container before you leave, – another heart on the meter! – and talk to 
the Goron that Fyrus left behind.  It's a large fellow with strong cheekbones, 
and he doesn't remember a thing that happened.  Ah, I guess the elders will 
just have to fill in him on how heroic we were.  We can leave with Midna now, 
and saving is a good option.

Back in Kakariko Eldin will give you a new hint.  To the north, across a 
plain and past a great stone bridge, is the last light spirit, Lanayru.  
There we will find one whom we seek...  Ilia?  Colin has recovered, and he 
urges us to save Ilia.  The monsters took her somewhere else, leaving Colin 
with the other village children.  Colin is taking a lesson in being more 
self-reliant, and Renado promises to look over the Ordonian children.  Renado 
says that countless tales are told of the ancient hero, and our deeds remind 
him of those tales.  The people, minus Malo (that creep!), take a bow, and 
now we're up to our own devices.  Northward, ho!

=============================================================================
===============================Lakebed Temple*===============================
=============================================================================

                      +------------------------------+
                      |    Gearing Up in Kakariko    |
                      +------------------------------+

Gorons are now back in Kakariko, and Barnes Bombs is now selling Bombs, 10 
for 30 rupees.  If you try to buy it, he'll offer you a Bomb Bag, too, for 
120 rupees.  Furthermore you can combine the arrows and bombs for a bomb 
arrow, like in Link's Awakening.  The bag carries 30 bombs and is already 
filled; Barnes will send you a letter by Postman explaining how to use them.  
When you've bought that, go out and talk to the Goron standing in front of 
the shop.  He'll let you spring onto the roof of the bomb shop; do so and 
follow the stairs up to a slope you should climb to ultimately reach another 
Goron; climb on him and you can spring to a new building.  Inside there's a 
chest containing 50 rupees, a little something to help you out after such big 
spending.  If you climb to the top of the building using the ladder outside, 
though, Talo will ask you to show him how to shoot a bow (he's town lookout).

In this little mini-game you'll hit two targets fairly easily, but then you 
have to hit a pole way off in the distance (it's very thin, too).  It's on 
top of the building you met Talo on in case you can't see it.  If you do 
manage to hit it (aim with the tip of the arrow), Malo will give you a Piece 
of Heart.  If you miss and run out of arrows, Malo takes the opportunity to 
advertise the Hawkeye in his shop.  Give up the game and head over to his 
General Store, where the Hawkeye will run you 100 rupees (it's available if 
you got the Piece of Heart, too, and I recommend it for everyone).  You can 
combine your Bow with the Hawkeye using R on the item select screen.  With 
the Hakweye on you can zoom in on your target with the C-stick, and there are 
crosshairs to help you aim.  Now shooting the pole will be easy.  You get 10 
rupees out of the deal, which does pay for part of the Hawkeye.  Now, get on 
Epona and exit Kakariko to the northwest, leaping over the gate there and 
into Hyrule Field.

(Before you follow the guide below, you may want to consider going to the 
spring in Ordona to learn another hidden skill, assuming you activated the 
howling stone back on Death Mountain Trail.  Refer to the "Hidden Skills" 
section for more details.  From here on out, though, I'll assume you have the 
second hidden skill, the shield attack.)

                           +--------------------+
                           |    To the North    |
                           +--------------------+

As you ride forward, Mr. Postman stops you to deliver a letter – actually, 
two!  One is a notice from Barnes, which we were expecting.  He tells us that 
pressing R over the bomb icon on the Item Screen will let you equip bomb 
arrows, explosive versions of the normal ones.  The other is from a new shop 
in Kakariko, which is operated by a young, up and coming Goron entrepreneur.  
He only comes out at night, but he sells Blue Potion, which other vendors 
don't carry.  It restores all health in one fell swoop, but right now "all 
health" is covered by the 8-heart-restoring effect of the Red Potion.  So, 
it's basically a waste of money (especially for 100 rupees!).

Now we can carry on.  You've actually been in this sector of Hyrule Field 
before – you had your joust and chase over here.  Furthermore, you can take 
the southwest exit to some rocks, which block a connection to the other part 
of Hyrule Field in Eldin Province.  Simply blow them up with bombs.  To the 
west of this section of Hyrule Field is the veil of twilight over what 
appears to be Hyrule Castle.  There's a new enemy here, the Leever.  It is a 
burrowing enemy that pops up out of the sand (it's usually in desert or beach 
climates – a field appearance is unusual).  Make your way to the north, to 
the bridge you jousted on, and continue north from there to find some rocks 
blocking your path.  Blow them up, opening the road to the North.

Ah, but evil rears its ugly head once more!  A portal opens in the sky and 
takes a segment of the bridge up, barring our path to the South.  It also 
tosses some shadow beasts down as an added bonus.  Well, I don't know about 
you, but I am not standing for that!  Head down to the bridge and engage them 
in battle.  Since you're not a wolf, you'll have to be a bit more clever in 
preventing one from being left alive.

First you need to single one out and kill it while not harming the others.  
Then you should run away from the corpse; the other two will follow.  As they 
do, charge up a spin attack and, when they're both in range, let it go.  If 
that doesn't kill them (they should have equal damage), run forward again and 
repeat the process.  This will kill both of them at the same time, leaving 
none to shriek the others back to life.  We now have a portal there, so feel 
free to go north where the boulders were.

                           +---------------------+
                           |    Tracking Ilia    |
                           +---------------------+

Follow the path northwest to a bridge; a little ways beyond it is the 
twilight.  Enter.  Soon you'll transform into the wolf, and Midna will be 
back on top of you.  We're still in Hyrule Field (told you it was huge), but 
this is Lanayru Province.  You can tell from the map that the castle is in 
this province.  As you saunter down this uneventful road you'll eventually 
see an object emitting a purple gas if you use your senses (or even if you 
don't).  Smell it and you'll be asked to forget the Youth's Scent to memorize 
a new one.  Do so to learn the Scent of Ilia!  This is her purse.  
Considering that her smell is pink and the children's yellow, I imagine Ilia 
smells way better anyways.  As you go forward the trail will widen into a 
real field and you'll see Hyrule Castle off in the distance.

Follow Ilia's scent through the field.  You may want to switch out of scent 
mode every now and then to tell where enemies are, but other than that you 
should follow the aroma right over a bridge and to a southern road.  Take it 
to yet another region of the unending Hyrule Field.  Here you should just 
follow Ilia's smell like before, although you'll face tougher enemies in this 
screen.  Eventually it leads you to a bridge with a few foes on it.

Cross the bridge to reach Hyrule Castle Town, the very place Rusl told us 
about at the beginning of the game.  This is the West Road.  Only two people 
are talking, discussing a Zora child who collapsed on the South Road.  Go 
ahead and you'll come to the Central Square.  You'll see all sorts of spirits 
here, gathering around a central fountain (there's a Triforce symbol in the 
center).

There's a procession of guards marching about, and rumor has it that 
something's gone wrong in Lake Hylia, the town's water source.  There's a 
water shortage here.  Ilia's scent reaches into the East Road, so head over 
there.  It looks like she went into the Medical Clinic, left, and went down a 
southern street leading to South Road.  As you continue down the way you'll 
hear more gossip about the Zora boy who collapses (less well-informed gossip, 
but gossip nonetheless).  There's a Goron down here selling hot spring water 
(it looks like the same salesman as from Kakariko Goods).  But continue 
tracking Ilia's scent and you'll eventually reach a stopping point: Telma's 
Bar, also the place where the Zora boy is being kept.

Enter and – huzzah!  Looking over the Zora child is Ilia!  In the back a few 
guards are talking.  The people are complaining that they can't send prayers 
to the spring spirit of Lake Hylia.  If you check the map he's laid out on 
the table, you'll see the spirit's spring marked with a red annulus.  We're 
quite a ways from it...  Still, we need to check it out.  Ilia seems to be 
okay, so we're now off to find the spirit's spring.  Let the games begin.

                        +---------------------------+
                        |    Consider the Source    |
                        +---------------------------+

Exit Hyrule Castle Town the way you entered, by West Road.  Dash down the 
bridge and run to the western screen exit.  You'll end up in another region 
of Hyrule Field.  There's only one path available, so follow it until it 
opens up into a new screen, Lake Hylia.  If you go left you'll see the Great 
Bridge of Hylia.  Walk down it until Midna asks if you smell something funny.  
There's a black liquid on the bridge, probably oil, and an archer fires two 
flaming arrows at either end of the bridge.  The fire starts closing in on us, 
and we have to do something to escape our imminent demise.  Get onto one of 
the crates here and leap off the side of the bridge.  You'll fall all the way 
down into the water of Lake Hylia...  As Midna points out, it's rather low on 
water to be considered a lake.  Our map shows the spirit's spring to the 
south, so let's explore.

If you swim to the shore you'll find three Zora guards looking at this 
misnamed puddle.  Zoras are an amphibious race in the Zelda series.  They say 
water isn't flowing in from upstream – something must've happened to the 
water source in Zora's Domain, their home.  Head west from them and you'll 
see a brightly colored building with a spirit standing in front of it.  After 
complaining for a bit he spots a monster in the distance.  If you run up to 
it, it'll blow on some grass and summon a monstrous bird to fight you on!  
He'll shoot fire arrows down at you from above, but you need to wait for it 
to swoop down at you (try running and letting it pursue you).  When it's low 
enough to the ground jump attack it and hang onto its chest, biting it some 
more for more damage.  Do this until the monster loses his ride and then kill 
the pilot.

Midna jumps on top of the bird and take control of it.  With Wolf Link 
clutched in its talons, it flies off to the source of the water.  You now 
have to fly down a narrow canyon.  At the beginning I'd suggest sticking to 
the left, and then dashing by the archers.  When you see a large barrier 
ahead, start flying up; there's an opening with your name on it.  Then drop 
down, but back up to pass through a hole in the rock wall.  Stay to the side, 
as a stone pillar will fall down the middle of the screen.

You'll soon have to turn into a cave filled with stalactites that will drop 
rocks on you.  You can either stay to the right or squeeze through the left, 
and then you'll have to pass a few ar