The Legend of Zelda: Twilight Princess

This guide was written, contributed and copyrighted by me, known here as 
lighterfluid6. Don't plagiarize, or use this guide giving yourself 
credit. This guide is not to be posted in any website other than 
gamefaqs.com, ign.com and associated websites. To contact me, email me 
at redshift71388@aol.com or IM me at redshift71388 (do not contact my 
previous addresses, ChaosUnit22). If you do contact me, do it only to 
ask for help that you feel isn't covered in my guide, or for any 
constructive criticism and appraisal. Do not, under any circumstance, 
contact me asking me to join your special forum, be part of some special 
group, or make small talk. If you ask a question about the game, make 
sure the guide doesn't cover that. That is all.

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Introduction.

A strange shadow has begun to creep its way across Hyrule Kingdom. The 
mysterious twilight threatens to blot out the light of the land, casting 
one province after another into darkness. Fortunately, one province has 
remained untouched by this shadow. Deep in the southern edge of Hyrule 
Kingdom, the villagers of Ordona can still enjoy a peaceful and modest 
existence raising livestock, selling their wares or enjoying the nature 
around them. However, it seems only a matter of time before they too 
fall into twilight, doomed to spend eternity as spirits unaware of their 
own fate. In such times, a young hero must be awakened to his destiny 
and fight against the ancient forces of evil. The goddesses have chosen 
such a hero, and will test his courage before his final battle against 
the mastermind responsible for Hyrule's darkest hour.

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Walkthrough.

This is a detailed walkthrough for the main storyline in the game. It 
will not go into the game's many overworld side quests too deeply, so 
check out the Side Quests section for this. New enemies and bosses, as 
well as new important items (equipment, key quest items and quest 
collection items), are identified with CAPITALIZED text. The walkthrough 
has been divided into these fifteen chapters:

1.	Link's Adventure.
2.	A Beastly Ordeal.
3.	Monkey See, Hero Do.
4.	The Call of Nature.
5.	Trial by Fire.
6.	Plight of the Zoras.
7.	Go With the Flow.
8.	The Usurper King's Curse.
9.	Secrets of the Past.
10.	Tracking the Snow Beast.
11.	Mind over Matter.
12.	Restoration Quest.
13.	A City in the Sky.
14.	The Twilight Princess.
15.	Light and Shadow.

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Chapter 1: Link's Adventure.

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On a quiet evening just outside of Ordon Village, a young man named Link 
and his friend Rusl admire the forest around them. In a solemn tone, 
Rusl talks about the strange sadness that is felt when night falls. He 
then changes the subject, asking Link a favor. The day after tomorrow, 
Rusl is supposed to deliver something to Hyrule Castle, but he wants 
Link to go in his place because he has never had the opportunity to see 
it before. Link, Rusl and Link's horse Epona then set off for the 
village before night falls.

When Link returns to his house, Rusl sets off for his own home in the 
village. Soon after, someone comes by and leads Epona down a trail back 
into the forest. Moments later, the local goat rancher Fado arrives and 
asks Link if he will help him herd the goats, which have been rather 
defiant lately. Fado notices that Epona is missing, so Link will have to 
find her before he can help herd goats.

When you start, familiarize yourself with the controls, and then take 
the northern path back into the forest where you saw the person walk off 
with Epona. When you reach the first clearing, you'll notice on your map 
a large body of water off to your right. Continue up the trail and then 
turn to reach the Ordon Spring, where Epona and the girl can be found. 
This is Ilia, Link's childhood friend. Ilia has taken the liberty to 
wash Epona in the spring's cleansing waters. If you talk to her 
afterwards, Ilia will ask you to play music by whistling into the horse 
grass growing nearby. Look by the spring's shore for a brownish red 
plant, and pick it so that you can whistle into it. The sound will make 
Epona come to you. Now get on her and ride back to the village.

While riding Epona, you can make her dash to get a burst of speed, but 
it isn't necessary at the moment. When you reach your house, continue 
south and ride down the trail that leads to Ordon Village. The village 
is small, but bustling with activity. You'll see Rusl practicing his 
swordplay by the stream, as well as a few other townspeople going about 
their business. Keep heading south and follow the main trail across the 
stream bridge. You'll pass a few buildings, but they can be left for now 
to be explored another time. At the end of the trail, you'll reach the 
entrance to Fado's goat ranch. Ride up to meet him.

Fado will ask you again to herd the goats into the barn before the sun 
sets. He says that the goats have been acting skittish lately, but that 
will be no problem for you and Epona. After you agree to help him, the 
goat herding will begin. The objective is to get the goats to run into 
the barn. You don't have a time limit, so don't worry about speed. 
Still, if you want to get done quicker, it helps to try to get an entire 
group of goats into the barn at once rather than go after them one by 
one. The goats will run away if you get close, so if approached 
carefully, you can get them to head in the direction of the barn. Don't 
chase them too closely or else they will veer off to another direction. 
Once a goat is close enough to the barn, it will run in on its own. 
While herding, you can also whoop near a goat to get it to run faster. 
When you finish herding all ten goats, Fado will thank you, and tell you 
that he will be able to handle them tomorrow, meaning you get the day 
off. Before you can leave though, he'll set up the fences and let you 
practice jumping them. To jump over a fence, dash as you get near it. 
You can practice on the fences Fado set up, or you can jump over the 
exit fence and head back into town. The game will let you save now, and 
instruct you on how to save in the future.

The next morning, three children will call you out from your house. From 
the window you begin in front of, use the ladder to climb down to a 
lower balcony, and then a second ladder to descend to the floor. Exit 
via the front door to get outside. Now jump or climb down to the ground 
and meet up with the children. Talo, one of the children, will tell you 
that a Slingshot is being sold at the town store, Sera's Sundries. Malo, 
his brother, and Beth, the store owner's daughter, also explain that you 
need rupees in order to purchase it. A slingshot would certainly be 
handy to have with you, so head into town.

Sera's Sundries is the red-roofed building on your right as you enter 
town. Unfortunately, when you go inside, you'll learn that Sera is in a 
bad mood because she's missing her cat, which ran off after it ate the 
fish last night. She's so distraught the she won't offer to sell you 
anything until this crisis has been abated. That's fine for now, since 
you don't have any rupees to buy the slingshot with anyway. Head back 
outside. 

The question now is, if you were a cat, where would you be? We'll get to 
that in a moment. If you explore the town, you can chat with the 
townspeople and learn a thing or two about the area. Of particular note 
is Uli, Rusl's impregnated wife who's standing by the stream across from 
the mayor's house. Uli has a problem of her own; her baby cradle has 
gone missing. She hints that it may have floated away downstream. If you 
follow the stream, you'll get to a pond along the northwestern edge of 
town. Jump and swim. As you do so, look to your left behind the house 
with the waterwheel and you'll see Sera's cat by the river, staring 
hungrily at the fish swimming below. Don't bother getting out and trying 
to catch him, because he will only run away. Just keep swimming 
downriver until you get to an enclosure at the very northwestern tip of 
Ordon Village. In the center of this watery enclosure is a rock, and on 
top of it is a monkey, holding Uli's cradle! You won't be able to reach 
it from here though, but it's important to know that it's there. Swim 
back to town now.

When you get back on land, head over towards Sera's Sundries. To the 
left of it, in front of the water, is a large, viney outcrop. If you 
approach it, a man named Jaggle will call out to you from on top of it. 
Use the Z Button to target him so that you can talk to him. Now climb up 
on top of the rock using the vines growing along the sides. When you get 
up, talk to Jaggle again. He'll point out Sera's cat across the river, 
as well as a rare type of grass growing on the nearby outcrop. Run 
toward the edge of the rock and jump out to this outcrop. The grass 
growing here is hawk grass. Like the horse grass you used earlier, it 
can be blown into when picked to make a distinctive sound. Do so, and a 
hawk will fly down from the sky and land on your arm. You can now 'aim' 
the hawk at something by aligning the red targeting reticule with 
whatever you want to send the hawk after. Try it out. Your objective is 
to send the hawk after the monkey, but it won't be able to reach from 
this rock. Set the bird free, and then jump over to the top of Sera's 
Sundries' roof. Now jump to the third outcrop behind the building, where 
there's more hawk grass. From here, you'll be within range of the 
mischievous monkey out across the water. Release the hawk in its 
direction and it will fly to the monkey and pluck the cradle out of its 
hands, and then return it to you. Now that you have that in your hands, 
hop across the rocks and rooftop and then jump down to the ground. 
Locate Uli and return the cradle to her. She will thank you and say that 
she has something to give to you when you follow her to her house. Uli 
is obviously pregnant, and thus will walk very slow, so you can save 
time by getting ahead of her and walking up the path to her house at the 
eastern tip of town. She will then reward you with the FISHING ROD! You 
can use this item near bodies of water to catch fish.

Now, about that cat. Go behind the waterwheel house find it. He wants a 
fish, so you'll have to catch one for him. Walk out to the end of the 
small dock and set your Fishing Rod. Now cast it out into the water. It 
won't take long before a Greengill fish starts pulling on the lure. When 
it does, yank the controller back and reel in the small fry. The fish 
will be recorded in your fish journal before being set free. Fish are 
almost always returned to the water, but they sometimes release hearts 
for health. More importantly, you'll grab the cat's attention. Catch 
another fish, and the cat will grab it before you can set it free and 
dart back to Sera's Sundries with it. Sera has her cat back, so your 
objective is complete. Now all you need to do is gather up enough rupees 
to buy that slingshot.

Return to Sera for another reward. She won't give you the slingshot, but 
she will give you a BOTTLE half-filled with milk. The Bottle is one of 
four in the game that can be used to hold certain items or substances. 
Milk in particular is a healing beverage that restores three hearts and 
comes in two servings. Once you use it up, you can use the Bottle to 
hold other things. Anyway, head back outside.

You can find rupees in various places, but unless you know where to 
look, you'll only get cheap green ones. You can get these simply by 
rolling through the tall grass or picking up and throwing the pumpkins 
growing in the patches next to Jaggle's house (the building with the 
waterwheel) and Rusl and Uli's house. You can get a more valuable prize 
if you climb back onto Jaggle's outpost and call down a hawk. This time, 
once you have the bird shouldered, aim it towards the hive of BEES 
hanging from the tree behind the house that's across the path from 
Sera's Sundries, which is Fado's. When you release the hawk, it will 
knock down the hive for you. This is the safest way to get rid of the 
hive. You can also climb up the tree and knock it down yourself, or wait 
until you buy that slingshot, but this will invoke the wrath of the 
angry Bees. They'll swarm around you and sting you until they get tired, 
or until you dive into the water. Anyway, climb on top of Fado's house 
by going around the right side, to where the hive dropped. If your 
Bottle is empty, you can scoop up some bee larvae from the hive's 
remains. They can be used as bait to improve fishing, or be eaten to 
restore a quarter of a heart. Now climb the vines on the tree until you 
reach the upper branches. Carefully walk out to the end of the first 
branch and collect the blue and yellow rupee from its forks. Now jump 
back down and continue searching for rupees.

Once you have thirty, go to Sera's Sundries and buy the SLINGSHOT. This 
is your first weapon, and it can be used to hit things from a distance. 
The Slingshot uses pellets, but pumpkin seeds can also be used as 
substitutes if you find them. Up to fifty can be held at a time. Anyway, 
return to your house so you can show off your new toy to Talo, Malo and 
Beth. On the way, you'll run into Rusl, who says he's left something for 
you in your house. Yet another toy perhaps? When you reach the children, 
they'll ask you to show off your shooting skills. They'll set up targets 
near your house for you to shoot at with the Slingshot. Follow the 
instructions as shown. Using the Slingshot isn't all that different from 
calling down a hawk with hawk grass and sending it at a particular 
object. After you hit the five targets, smash the two scarecrows as 
well. Note that you can also lock on to the scarecrows so that you don't 
have to aim.

After you finish, the kids will remind you that Rusl left you something. 
You can meet Rusl's son Colin, who's standing next to Epona. It was him 
who made you the Fishing Rod you got earlier. To get back to your house, 
climb the ladder in front of it. Before doing that though, use the 
Slingshot to take care of the WALLTULA that has decided to visit you. 
These are small spiders that like hanging out in places that you can 
climb. They'll attack you unless you take care of them beforehand. 
Walltulas are very weak, so any sort of attack will destroy one. After 
you get it out of the way, climb up to your house and enter. Inside, 
you'll find a large chest. Open it to get the WOODEN SWORD, a gift from 
Rusl to you. Swords are easier to use than other weapons; just swing the 
controller. Once you get it, go back outside. If the children got 
excited over the Slingshot, you can just imagine how they'll react when 
they see you have a sword!

As expected, the children will want you to show them how to use the 
sword. They'll ask you to perform certain maneuvers, so pay attention so 
that you get them right. The first move they'll ask you to do is the 
slice. Just swing the controller around to perform it, and give the 
unfortunate scarecrow that's on the other end of your sword a good 
beating. A slice can be either horizontal or vertical, depending on 
whether you're locked on to the target or not. Next, do the stab. Lock 
on to the scarecrow, and then attack while you are moving towards it. 
After this, you'll have to show them the spin attack. Just shake the 
Nunchuck to do this move. Finally, you must perform the jump attack. To 
do this maneuver, lock on to the target and then run in and press the A 
Button. If you do any of these moves incorrectly, you'll hear Malo's 
snide remarks and have to do it again. After you finish showing them 
your sword skills, Talo will spot a monkey coming out of the forest 
path. It's the same monkey that stole Uli's crib earlier. The kids want 
you to use your sword against that pesky primate, and enthusiastically 
give chase. Follow them into the forest.

Beth, the least adventurous of the three, didn't make it far into Ordon 
Woods. You'll see her not far from the start of the trail, and she'll 
tell you that Talo and Malo are further along. Don't turn into the Ordon 
Spring this time. The gate to the long rope bridge is open now, so you 
can cross it to reach a new area. Malo will be standing just before the 
bridge.

After crossing the bridge, you'll reach Faron Woods, which is part of 
the Faron Province. There is nothing in the first clearing, but you'll 
find that passage past the second clearing is impossible due to the 
gate. You're left with one other option: blow the horse grass growing 
between the two clearings to call down Epona. Get on her, and then use 
her to jump the fence. On the other side is Faron Spring. Keep moving 
down the path to your left until the path forks. The right fork leads to 
a dark tunnel that has a new enemy guarding it. Ignore it for now and 
walk into the next clearing by going down the left path.

This clearing is where Coro lives. This odd man will give you a LANTERN, 
which will come in handy when you explore that dark tunnel back there. 
The Lantern can also be used to light things on fire, but it constantly 
requires fuel to run. If you run out of fuel, Coro will sell you some 
for twenty rupees. You can also store additional fuel in a Bottle. Coro 
suggests that you use the Lantern to heat up the pot of soup in front of 
him. Coro's Nasty Soup can also be bottled, but stay away from it. Coro 
is a horrible soup maker and drinking it will actually take away a heart 
from your health meter! Anyway, return to the entrance of that dark 
tunnel.

The enemy that is guarding the tunnel is a DEKU BABA, a type of 
carnivorous plant. A Baba can't move much, but if you get too close, you 
will end up a snack for this creature. A couple of good whacks with the 
sword will defeat it, but if it does bite you, use the spin attack to 
shake it off. You can break open the Deku Baba's head for Slingshot 
ammunition. Walk into the dark tunnel that the Baba was blocking. You'll 
see Talo's play sword not too far in, which is a sign that he's been 
this way. Once you're actually inside the tunnel, you'll need the 
Lantern to see clearly. It is very helpful if you use it to light the 
torches found throughout the tunnel. Doing this will let you see during 
subsequent visits without needing to use up Lantern Oil. Further along 
is a KEESE. Keese are fairly common bat-like enemies and easily 
beatable. Hack it down and move on. After fighting another Deku Baba, 
you'll find that the tunnel is blocked off by a large spider web. Use 
the Lantern to burn it down so that you can proceed. When you reach the 
fork in the tunnel, you'll meet a RAT. These filthy vermin are just as 
easily beaten as Keese, and share their preference for dark, dank 
places. The way out is the left path, but if you go right you can get a 
yellow rupee inside a chest (watch out for the Deku Baba and the 
additional Keese). Don't forget to light the torches along the way. 
Anyway, take the left path and burn down another spider web to exit.

You will emerge in a misty clearing. This clearing is filled with Deku 
Babas, Keese and a few BOKOBLINS. Bokoblins are far more threatening 
than the previous enemies, but that doesn't say much. They are goblin-
like creatures that ineptly wield wooden machetes. Attack quickly so 
that they can't retaliate, and finish them off with a good jump or spin 
attack. Anyway, you'll notice on your map two red spots. The eastern 
spot is where Talo and the monkey went, but the southeastern gate that 
will take you to it is locked, so you must take the northwestern path 
once you get through the forest. The new path is nothing more than a 
small cave with a few Keese and a Bokoblin in it. After you beat them, 
open the small chest at the end to get the small key that will open the 
other gate. Before leaving this cave though, use the Lantern to light 
the two torches on either side of the chest. This will cause a second, 
larger chest to appear on the ledge behind the small one. Climb up to it 
and open it to get your very first Piece of Heart! Get four more to 
complete a Heart Container, which adds another heart to your health 
meter. With that valuable treasure bagged, return to Faron Woods and 
head over to the southeast gate. It is being guarded by three Bokoblins 
(two in front of it, and another behind it that will attack after you 
open the gate), so you'll have to teach them a lesson in pain before 
moving on. Use the key to unlock the gate, and then proceed.

There are two clearing on the other side, both of which have more 
Bokoblins in them. When you defeat them all, you'll be hailed by a 
colorful bird managing a shop in the second clearing. This is Trill. 
Trill lets you scoop up Red Potion and Lantern Oil into your Bottle, but 
if you don't leave money in his drop box, he'll call you a thief and 
start pecking at you the next time you come by. Also, if you don't pay 
him enough, he'll call you a cheapskate but spare you the attack. The 
Red Potion is useful because it restores eight hearts, which is much 
more than you even have at the moment. Anyway, you can also find a 
yellow rupee inside a chest in the northeastern corner of the clearing, 
but watch out for the Deku Baba. Head up the trail after you finish 
here.

Talo and the monkey are being held captive in a cage by two Bokoblins, 
so it's up to you to save them! Run up the trail and start fighting the 
fiends when you get to the top. After you slay them, go up to the wooden 
cage and use a spin attack to set the prisoners free.

Link leads Talo out of Faron Woods and back home to safety, Talo 
recounting his story along the way. The monkey, as it turns out, was 
trying to help Talo, and wound up being captured herself. After he runs 
off, Rusl will appear and thank Link for his efforts. He heard from 
Colin that Talo had disappeared into the woods and not returned. Rusl is 
worried that the forest has become a much more dangerous place than it 
used to be. He also reminds Link that tomorrow is the day he sets out to 
Hyrule Castle, musing that he may even get to meet the Princess Zelda.

The game will begin anew the next morning at Ordon Ranch. Before you can 
go on your quest, Fado wants you to herd the goats into the barn one 
more time. Pluck some horse grass and call Epona to your side so that 
you can begin the task. This time, there are twenty goats. Round them up 
into the barn just like last time. After you finish, Fado will give your 
time for herding the goats, and then tell you that you should go down to 
the mayor's house. Jump the fence and ride into town.

The mayor of Ordon Village is Bo, a heavy man who wears a pair of 
ornamental tusks on his face. He is also the father of Ilia, who is 
there to meet you as well. Bo says that the gift you are to take to the 
royal family is ready, so you can set off on your quest as soon as 
possible. Just then however, Ilia notices a wound on Epona's leg. She 
scolds Link for treating her too harshly, and then leads Epona off to 
Odron Spring. You can't deliver the royal family's gift without Epona, 
so you should go after her. Before doing that though, speak to Bo one 
more time. This will trigger the escape of a goat from the ranch. Fado 
will yell down as a rampaging goat charges down the path. To stop the 
animal, hold down the A Button and get in front of it. After you wrestle 
with it for a few seconds, the goat will be tossed to the side. When it 
gets back up, you can pet it, but you can't ride it. This exercise is 
optional, but will come in handy later on.

Back at your home, Colin will talk to you. The other kids aren't letting 
him into the forest trail where Ilia went. They won't let you pass 
either unless you let Talo borrow the wooden sword. You won't need it 
anymore, so go ahead and let him have it. Colin, who admires you deeply, 
will thank you for getting the other kids to leave him alone, and then 
run off into the woods. Before you go into the woods though, climb up to 
your house. Inside, you'll see a ladder in the back that goes down into 
your basement. The basement is dark, and only with the Lantern can you 
explore it successfully. There's a large chest in the back holding a 
valuable purple rupee, which is worth fifty rupees. After you snag it, 
climb back out and go outside to meet Ilia at the Ordon Spring.

The gate at the other end of the forest trail is closed again, but so is 
the one in front of the spring. Ilia is still angry that Epona is 
injured, and she won't let you in. Colin will try to reason with her, 
suggesting that in the meantime you get in through the tunnel nearby. 
The entrance to the tunnel is along the northeastern edge of the 
previous clearing, where the birds and scampering squirrels are found. 
Crawl into the hole and make your way to the other side. Halfway through 
you'll have to make a left turn, and there's also a green rupee in it 
that's not really worth mentioning.

When Link emerges from the tunnel, Ilia softens up to him, having heard 
Colin's story about Talo and the monkey. She admits that Epona prefers 
her master over her anyway. Before Link leaves, Ilia asks that he 
doesn't do anything that's out of his league. It is an uplifting moment, 
broken suddenly by Epona's distressed whinnying. All of a sudden, a 
giant boar crashes through the gate, mounted by two ogre-like monsters! 
One of them carries a bow, and uses it to strike down Ilia! Before Link 
can react, the second monster knocks him unconscious with a club. The 
two monsters collect the unconscious bodies of Ilia and Colin while a 
third monster appears. This one is much larger and more terrifying, 
riding an armor-festooned boar that matches his master's disposition. 
The leader blows into his large horn, causing a strange portal to appear 
in the sky above. The riders then leave before Link reawakens. 
Panicking, he runs after them into Faron Woods. Before he can cross the 
bridge however, a strange black and orange wall with glowing symbols 
bars his path. Link hesitates, but is suddenly dragged into the dark 
wall by a mysterious hand. Link finds himself in the grasp of a horrific 
shadow demon, but is released promptly when the Triforce symbol starts 
glowing on his hand. As if that weren't strange enough, Link suddenly 
morphs into a wolf! He falls unconscious and the shadow being drags him 
away. All the while, a strange creature with an elaborate headdress 
watches in the distance....

=============

Chapter 2: A Beastly Ordeal.

=============

Link wakes up in a small jail cell, still in the form of a wolf. A chain 
is attached to his right paw, tethering him to the floor. After 
struggling to free himself for a few seconds, Link realizes that he 
isn't alone. The greenish black creature with the headdress that was 
watching him earlier is hovering in front of him with a mischievous 
smile. The imp speaks in a girlish voice, teasing Link, but telling him 
that she'll help him. After toying with him a bit more, the creature 
generates a ball of energy between her hands and fires it at the chains 
around Link's leg. The chain is severed, and Link is free to move around 
his cell. After this, the imp warps herself out of the cell and tells 
Link that she'll help him out of here if he can reach her.

Needless to say, you're going to have to find an alternate exit, since 
the cell door isn't going to open. All you can really do as a wolf is 
dig, dash and attack. There's a soft spot of dirt in your cell, but that 
isn't the way out. Instead, turn towards the crate near the cell's gate. 
You can smash it to bits by attacking it. Don't just dash at it; hold 
down the Z Button and then lunge at it to perform an attack. With the 
crate destroyed, you can see that there is a small opening underneath 
the gate. It's too small to crawl through, so use your ability to dig 
and wriggle your way out.

The imp, much to Link's protest, gets on him and tells him that if he 
wants to get out of here, he'll have to do exactly as she says. Link has 
no choice but to trust this mysterious being. She's actually quite 
helpful, and has special powers that will come in handy as the game 
progresses. You can speak to her at any time too, since she will 
constantly be by your side (or on your back) for the remainder of the 
game. Anyway, run down the hall and enter the second jail cell. Your 
companion will call out to you. She notices a lever hanging from the 
cell's ceiling. Do what she says (press the Z Button and the bite the 
lever) to pull it down, opening the gate in the corner. Now run through 
to escape the prison.

At the end of this passage is a sewer system. You will soon spot a 
mysterious glowing light hovering above the ground. The imp will tell 
you to use your senses as indicated. As a wolf, you have an extra sense 
that allows you to detect things that are otherwise invisible to the 
naked eye. Looking at the glowing light through your beast sense will 
reveal that it is actually the spirit of a Hyrule soldier. You can 
listen to his words of hopelessness, but he won't seem to notice you at 
all. Turn left and continue. Your rider will explain that there are more 
spirits roaming around. Should you meet any, turn on your senses and 
listen to what they have to say.

Turn right at the end of this passage. There's a SHADOW VERMIN in the 
water that you should take care of. In the twilight world, enemies 
undergo transformations that turn them into new forms. Shadow Vermin are 
the twilit counterparts of Rats, even though they look more like black 
squid. Give it a thrashing and keep moving. You'll reach a dead end, but 
notice that the imp's hair starts glowing and takes the form of an 
extended arm. She's pointing out another lever hanging above you. Just 
like you did before, lock on to the lever and pull it down. This opens a 
new path in front of the lever. This is another dead end, but you can 
break open the crate inside the tunnel for some cash. To continue 
through the sewers, go back to where you saw the Shadow Vermin and jump 
up onto the back ledge on your left. The gate will take you deeper into 
the sewers.

There are more levers throughout the sewer's corridors, but most just 
open up the tunnels along the side that contain nothing more than rupees 
and health. Some also contain more Shadow Vermin, so be careful. The 
sewers will split off into four directions. Besides the path that you 
just came from, there's a path up ahead that's a dead end, a left path 
and a right path that's impossible to travel over because it's laden 
with a bed of nails. That of course leaves the left path. At the end of 
it is a lever that will actually do more than just open up a tunnel. 
Pull down on it to raise the gate next to it. This lets water flow into 
the sewer channels. Now you can just swim over the bed of nails over the 
right path.

When you swim past the nails, climb out of the water and use your senses 
to listen to another spirit. It seems that even though the spirits 
cannot see or hear you, they can see the Shadow Vermin swimming around 
just fine. How odd. The vermin will now have the advantage of water over 
you, so don't fight them unless you're on one of the side ledges. At the 
junction, turn right. When you reach the lever at the end (next to 
another spirit), pull it down to drain the water out again. Turn around 
and run straight ahead to the other end of this passage. A gate blocks 
your way, but with the water down you can tunnel around it through the 
left-hand side.

Talk to the soldier on the other side if you wish and turn around to 
exit the small cave. With your companion, continue through to a tall, 
open chamber. You must ascend the chamber by climbing the stairs when 
possible and using your friend's powers when necessary. Turn left and 
start your way up the staircase. You will soon get to a gap. It's small 
enough to jump across, but attempting to do so will cause the edge of it 
to break. Not only will you fall, but the gap will increase in size and 
make it impossible to jump across. Return to it and speak to your 
companion for help. She will dart out ahead and extend her ghostly hair 
limb. Lock on to her and jump to clear the gap. Do this a second time as 
soon as you land so that you can make it to solid ground before more 
parts of the staircase crumble away. Keep moving up the stairs, clearing 
the small gaps as you go. Soon you'll come to a large stone blocking the 
path. You'll hear the imp giggle, promoting you to call her out again. 
As before, she'll help you leap across the stone obstacle. Watch out for 
the Shadow Vermin as you continue. When you reach the top, there will be 
no way to continue unless you carefully crawl across the rope stretched 
between this part of the stairway and the next. Keep climbing and use 
your friend's abilities to clear more gaps. At the top of the tower 
you'll be greeted by SHADOW KEESE. Maul them before they swoop down on 
you. To escape the tower, climb onto the rock next to the locked door. 
Your friend will say that you might be able to figure out where you are 
if you reach the window above. Use her help to leap from rock to rock 
four times before you reach it. Now run out and enjoy the long awaited 
sunshine.

That is, if there were any sunshine. The castle exterior is shadowed by 
a black twilight cloud, giving the air a strangely mystical look. This 
is Hyrule Castle, home of the royal family. The imp will point out a 
tower up ahead, where there's someone she wants you to meet. Jump down 
from the ledge and run along this walkway until you see another spirit. 
This one will mention monstrous birds flying around. You'll see them for 
yourself soon enough. Turn left and walk onto the wooden platform. The 
next ledge is too high to reach, unless you jump onto the nearby crate 
first and leap from there.

Jump down to the next walkway and go right. It is here that you'll see 
the first of one of the monstrous birds the last spirit solider 
mentioned. This is a SHADOW KARGAROK, a large, headless bird that makes 
easily-recognizable trumpeting cries. Leap on it twice to defeat it, but 
be careful not to accidentally leap off the edge of the walkway when 
doing so. Keep moving and jump up to another ledge. Take care of the 
second Shadow Kargarok flying around here. At the end of the walkway is 
another wooden platform that sticks out to the side. Your companion will 
guide you across the gaps to the rooftop ahead. You need to leap several 
times in succession to get there. Follow the rooftop and turn right. 
Kill any Kargaroks that oppose you. At the end, climb up to the new 
tower window. Once inside the tower, jump down and take the stairs to 
the upper chamber. This is where the person your companion wanted you to 
meet resides.

A cloaked figure is standing by the tower window. Link has some 
uncertainty about the figure, but his rider simply giggles at his 
behavior. The figure turns, addressing the little sprite as Midna. Midna 
in turn sarcastically calls the figure the Twilight Princess, and asks 
her to explain what is going on to Link. She starts her story by saying 
that there was once a land where the power of the gods was said to rest; 
Hyrule. However, it was transformed when the Twilight King invaded it. 
The royal forces did their best to defend the castle, but were overrun 
by the creatures that dwelt in the shadow. The Twilight King gave the 
Princess Zelda a choice between death and surrender. To save her people, 
the princess surrendered. Twilight engulfed the kingdom and its citizens 
were transformed into spirits. They now exist in fear, unaware that they 
have been turned into spirits. After the cloaked figure finishes her 
story, she reveals that she is the Princess Zelda herself. She remains 
in her physical form only because she, like you, possesses a portion of 
the power of the gods she mentioned earlier, the Triforce. Zelda urges 
Link and Midna to leave because her guard will be back soon.

After your meeting with Princess Zelda, turn around and exit the room. 
Run down the stairs until Midna stops you. The guard, who has returned 
sooner than expected, will be coming up the stairs any second. Midna 
seeks an alternate way out and finds it in the form of the open window 
from which the duo first entered from. Outside, Midna offers Link her 
help once more. She will return him to the place where Link first 
entered the twilight and help him save his friends on the condition that 
he becomes his loyal servant and does exactly as she says. Once again, 
Link has no other choice but to oblige. With this, Link dissolves into 
darkness and is warped back to Ordon Spring.

Link appears through the mysterious portal that appeared after the 
encounter with the green boar-mounted monsters. To his surprise, he is 
still in wolf form! Midna, who remains with Link as a part of his 
shadow, calls out and says that he'll remain this way for some time. Oh 
well. Exit the spring and listen to Midna once more. She won't let you 
back into the twilight realm unless you can get her a sword and a 
shield. These can be found in Ordon Village if you look carefully, but 
you won't be able to just walk up to your fellow townspeople and ask 
because of your frightening wolf figure. Luckily, you have Midna to help 
you out, so hurry up and head back to the village.

The path back to town is now befouled by a BULBLIN. This is the very 
same type of creature that invaded Ordon Spring earlier and kidnapped 
Ilia and Colin. It's time for revenge. Two hits will kill the Bulblin, 
but you must wait for it to get back up before you can hit it the second 
time. Stay out of the way of its club too. Two more Bulblins can be seen 
patrolling the area in front of your house. After they are dealt with, 
run towards Ordon Village. Just before you enter, you'll be stopped by a 
voice belonging to one of the squirrels in the area. The squirrel will 
thank you for getting rid of the Bulblins. It's important to remember 
that as a wolf you have the ability to talk to animals. They will often 
give out helpful information. After talking to the squirrel, enter the 
village.

Hanch, one of the villagers, is standing on the outcrop Jaggle used to 
nap on, lamenting about the fate of the children. Stick to the main path 
and locate the Cucco strutting near the bridge. The fowl advises you not 
to get too close to people because they'll think you're a monster. Next, 
head towards the waterwheel house, where Bo and Jaggle seem to be having 
a secret conversation. All you'll get to hear at first is something 
about a shield, which is certainly worth further investigation. Slowly 
creep up on them to continue hearing bits of information. The closer you 
get, the better you'll be able to hear them. If you get too close 
though, they'll run back into the house. You'll hear Bo confirm that the 
shield you want is in his house. Both men will then spot you and run 
back inside.

Now you have to find a way in. Midna points out the open window that can 
be accessed from the roof, which in turn can be accessed from the 
pumpkin patch in front of Hanch's outpost. When you go there though, 
Hanch will inevitably see you, blow into some hawk grass and launch the 
angry bird of prey at you. Stay away from the lit area, which is where 
the hawk will limit its range to. Head towards Sera's Sundries and talk 
to the cat standing outside. He will tell you that in order to stop the 
hawk, you'll have to scare Hanch away. Midna will pop up and help you 
jump up onto the roof of the shop. From here you can jump over to Hanch 
and give him a good scare. Now you can safely get into Jaggle's house. 
Midna will help you jump over to the waterwheel, and then the house's 
roof. Enter it though the open window.

Once inside, jump down to the floor and then hop onto the table. With 
Midna's help, you can leap up to the balcony where the shield is 
hanging. Charge into the wall to unhinge the shield, and then repeat a 
second time to knock it down altogether. You received the ORDON SHIELD! 
You can't use it yet, but you will be able to soon. Now escape through 
the open window next to you.

The second item on Midna's list is the sword. When you land outside, 
you'll see Rusl and Uli outside their house. The sword you want is 
inside the house, but you have to sneak past Rusl first. Stay out of the 
light as before and creep along to the back of the house. The Cucco here 
will help you out by showing you the patches of loose earth that you can 
dig through. Use your senses to detect the patch right along the side of 
the house and burrow your way in. Inside, run over to the couch and grab 
the ORDON SWORD. You can look forward to using this weapon when you 
revert back to your human form soon. Midna's next instructions are to 
return to Ordon Spring. Exit the same way you came in and make your way 
to it.

When you pass the spring, a spirit's voice will beckon you into it. 
Suddenly, as you wade into the water, strange objects will fall in place 
around you and form an energy barrier, trapping you inside! The spirit 
will warn you that a shadow being is approaching. Sure enough, a black 
demon-like creature will descend from the dark portal above you. This is 
a SHADOW BEAST. Although it is used as a scout for the twilight world, 
it is still a formidable enemy. Luckily there is only one this time. 
Shadow Beasts are far more dangerous in groups, but can easily be 
handled when alone. Jump at it and bite its throat. Attack it twice to 
finish it off for good. After you kill the beast, it will dissolve into 
darkness.

The spirit of Ordon Spring will appear once the dark being is defeated, 
infusing the water with blinding light. It will take the form of a 
mythical goat, shimmering with radiant energy. This is Ordona, the 
spirit that watches over the Ordona Province. It is one of four light 
spirits that reside in the sacred springs of each major province. The 
Shadow Beast that attacked had come to take its light away and cast the 
province into twilight, just as they had the other provinces. To save 
Hyrule from darkness, Link must seek out Ordona's brethren and restore 
the light that once flowed from their springs. Link is the hero chosen 
by the gods, because it is within him that the Triforce of Courage 
dwells. Ordona will tell him that he will be able to regain his human 
form once he revives the spirit of Faron Spring. The spirit will then 
disappear, brining the spring back to its serene state.

You may notice that the spring water will now heal you gradually if you 
stand in it. You can come back here in the future when you're injured to 
refresh your health. Anyway, head back to the forest trail and turn 
right towards Faron Woods. The ominous glow of the twilight barrier is 
still there, but you have no choice but to reenter the dark world. When 
you approach it, Midna will dart in ahead of you and then pull you in 
with her glowing appendage.

Once inside the twilight realm, Midna will take the sword and shield and 
store them for you. She also wants you to help her obtain certain items, 
but she won't reveal anything specific at the moment. For now, you must 
go to Faron Spring and speak to what remains of its light-deprived 
spirit. Run forwards into the second clearing, where once again you will 
be enclosed within an energy barrier. This can only mean that the Shadow 
Beasts are about to descend again. This time, three of the gruesome 
creatures will face you. Shadow Beasts must be fought in an entirely 
different way when there is more than one. If you try taking them out 
one by one, you'll discover that they have a hidden weapon; when you 
have defeated all but one beast, the survivor will emit a frightening 
howl that will revitalize its fallen comrades. The Shadow Beasts are 
essentially invincible unless you have a way of defeating the last two 
at the same time. Midna will present her solution in the form of her 
energy field attack. Press and hold the B Button to generate an energy 
field, and then release to strike any opponents within the field at the 
same time. Do this to destroy the final two beasts after you have killed 
the first. The defeated Shadow Beasts will warp out of existence through 
the same portal they entered from. Take note of the portals that appear 
whenever Shadow Beasts attack, because they will prove useful later on.

When you reach Faron Spring, you will meet the spirit that resides in 
it. Without its light, the spirit is nothing more than an ethereal cloud 
hovering over the water. Until you bring light back to this province, 
the spirit will neither take shape nor give the spring the ability to 
heal your wounds. To this end, the spirit gives you something known as 
the Vessel of Light. To restore the light, you must seek out the tears 
of light scattered throughout the dark province and bring them back to 
this spring. The vessel will allow you to carry the tears of light after 
you have found them. Each tear is within a special kind of dark parasite 
known as a SHADOW INSECT. When you find the insect, defeat it to get it 
to release the tear it holds. The fading spirit will use the last of its 
power to show you where each of the tears are located. Your map will now 
be marked with white dots that indicate where the tears are.

There are sixteen tears total, meaning there are sixteen Shadow Insects 
that you have to find and kill in order to obtain them. Conveniently, 
the first two are located in the path that leads to Coro's 
establishment. You need to use your senses in order to fight these small 
bugs. Although relatively harmless, they can release jolts of 
electricity to protect themselves sometimes. They are also able to fly 
and dig beneath the ground, depending on the situation. Also, watch out 
for the SHADOW BABA growing inside the passage. Apart from its twilit 
appearance, this weed is really no different than its light world 
counterpart. After you have dispatched it and the Shadow Insects, 
collect the glowing blue tears that they leave behind. Continue down the 
path and kill two additional Babas.

Two more insects can be found a little further ahead. They will dart 
underneath the closed gate that leads to the dark tunnel, so ignore them 
for now and head into Coro's clearing. There are two Shadow Insects 
inside his house, but there is no apparent way to get inside. One more 
bug can be seen crawling around on the back edge of the house, so go 
after it first. To reach it, slam into the house to knock it down, and 
then pounce. Now go around to the left side of the house and walk up the 
ramp behind the scarecrow. Midna will help you jump into one of the side 
windows. The fourth and fifth insects are inside, tormenting Coro's 
spirit. After you speak to him, the bugs will run out from underneath 
the furniture. Kill them and claim their captive tears. Now climb out 
via the wooden ledge along the back wall.

You can now return to the tunnel entrance and use your senses to find a 
spot that you can dig through. Once you're on the other side of the 
gate, attack the two insects that eluded you earlier. There aren't any 
more of them in the rest of the tunnel, but you still have to fight your 
way through a few Shadow Babas, Keese and Vermin to reach the other 
side. That is, if you decide to take the normal route. As a wolf, you 
can use your senses to find a digging passage near the first torch. It 
will instantly take you right to the opposite end of the tunnel, 
allowing you to skip past the other enemies.

When you get to the forest clearing, you'll find two more Shadow Insects 
hanging out on the wall to your left. If they fly away when you get 
near, just jump out at them when they fly low enough. You're more than 
half way there now. Notice that the forest clearing is now filled with 
dark fog. Touching it will make you faint and restart at the beginning 
of the clearing, so it's a good idea not to go in. Along the left end of 
the shore is a half-buried stump that protrudes out of the ground a bit. 
From here, Midna will be able to transport you across to the other side 
of the clearing in a series of jumps. You still aren't through the 
purple fog yet though. Run up the path here to the end of a ramp, and 
then leap out again across two thin poles sticking out of the water. 
You'll find yourself inside a hollow tree, in the company of three 
Shadow Insects. Destroy them and collect the tears. Keep walking through 
the hollow tree and have Midna help you leap over to another section of 
the clearing. You'll end up leaping over a dozen times in four different 
series before you finally reach your destination. It's best if you just 
ignore the Shadow Babas growing along the way. Also, there's a part 
where you have to jump past a swinging log. Simply time yourself so that 
you don't get whacked in mid-jump by it. When you finally get to solid 
ground, you'll see two more Shadow Insects burrowing underground. Use 
your senses to locate them and dig them out so you can kill them. There 
are only two insects left now. Enter the tunnel ahead of you to exit the 
murky clearing.

On the other side, you'll be greeted by a trio of Shadow Beasts. A force 
field will secure you in as soon as they spot you. Just like before, try 
to isolate one of the beasts and kill it before finishing off the other 
two with the energy field attack. You can also try hitting all three at 
once with the energy field if you want, but it's trickier. In any case, 
one of the Shadow Beasts is already off to the side, so you may as well 
kill it apart from its fellows. After you beat them, another mysterious 
portal will appear in the sky. You'll also notice something strange that 
wasn't there before: a wooden bridge just lying off to the side. 
Remember its location, and keep going.

Trill's shop is unattended, but you won't be able to take anything. Just 
keep running up the trail until you get to the spot where you rescued 
Talo and the female monkey the day before. The said monkey is there 
again, having been chased up a wooden pole by the two Shadow Insects 
that remain. Kill them and take the last two tears of light. The freed 
monkey will speak, mentioning its boss (presumably a larger monkey) and 
the strange creatures that have appeared since he went funny in the 
head. Of course, the monkey here is still only a spirit, so you should 
return to Faron Spring, rid this province of the twilight and return 
Coro and the monkey back to their physical forms.

The Vessel of Light is now full, so light will finally return to the 
Faron Province. Back at the spring, the spirit Faron will appear, taking 
the form of a luminous primate. At long last, Faron will transform you 
back into your human form. As the awakened hero, you are now wearing the 
HERO'S CLOTHES, which are symbolic of the hero chosen by the gods to 
vanquish evil. Faron has been saved, but the remaining provinces of 
Eldin and Lanayru are still covered in twilight. Before disappearing, 
Faron tells you to seek out a forbidden power located within the nearby 
Forest Temple. This power was sealed by the spirits long ago, but it 
must be called upon to match the power of the king that rules the 
twilight. Midna also seeks this power, but for what purpose is still a 
mystery.

=============

Chapter 3: Monkey See, Hero Do.

=============

Now that you're human again, you have access to all of your previous 
items and equipment, as well as the Ordon Shield and Ordon Sword. The 
Ordon Sword is more powerful than the Wooden Sword, and the shield can 
be used to defend yourself against enemies while you have your sword 
out. As you walk towards Coro's house, Midna will explain how to use the 
shield as you fight a Deku Baba. The shield can block any attack, but 
don't forget that it's made out of wood, so keep it away from fire.

When you reach the tunnel gate, you will see that it's locked. Head 
towards Coro's house instead. Coro can be found napping in his usual 
spot, and if you wake him he'll give you the small key that opens the 
gate. He will also offer to sell you a BOTTLE full of Lantern Oil for 
100 rupees. Why so expensive? Well because the oil comes with the extra 
Bottle. Now head back to the tunnel.

If you are low on Lantern Oil, don't use that extra Bottle just yet. If 
you lit the torches in the dark tunnel earlier, you shouldn't have 
trouble seeing anyway. After you fight your way through the enemies in 
the tunnel, you'll come out in the forest clearing. The dark fog that 
blanketed the forest floor in the twilight world is still there, so you 
have to use your Lantern to disperse it as you walk. As you approach the 
fog though, that female monkey will show up and snatch your Lantern! She 
isn't stealing it though; she's simply showing you how to get through 
the fog. Just follow her closely as she leads you through. Make sure you 
defeat the enemies that show up along the way too. The monkey will pause 
every few seconds to wave the Lantern around and make sure you're still 
following, but eventually you'll reach the other side. She drops your 
Lantern and runs ahead towards the Forest Temple entrance. Now reclaim 
the Lantern and follow. Since the monkey used up all of its oil, now you 
should refill it with the Bottle Coro sold to you. Also, there's a new 
chest in the forest that has a red rupee in it, so if you want it you'll 
have to go back through the forest, waving your Lantern around to keep 
the fog at bay. The chest is located at the top of a few steps near the 
center tree, on the south side. Now make your way back to the 
southeastern gate, or just let the fog overtake you and you'll start 
back at that spot.

The following clearing has two Bokoblins in it. Cut them down and 
proceed to Trill's shop. If you want more oil, scoop some up from his 
cauldron, but don't forget to pay up. Further along, you'll see a white 
wolf with gleaming red eyes sitting there. As you approach it, it will 
seemingly prepare to attack you. However, when the wolf pounces, you'll 
be transported to snowy plane, miles from where you were.

This is where you will meet the Hero's Shade, a skeletal warrior of 
ancient times who is a master of ancient sword fighting techniques. 
Although he looks frightening, the Hero's Shade is an ally who will help 
you by teaching you his ancient sword skills. Start by attacking the 
Hero's Shade. He will easily counter your move and tell you that your 
sword wields no strength unless the hand that holds it has courage. He 
will then begin his training by teaching you the first of his hidden 
skills; the ending blow. When you strike an enemy but don't kill it, it 
will be down on the ground but invulnerable. The ending blow will allow 
you to finish a downed opponent before it has the chance to recover. 
After knocking an enemy down, target it and press the A Button to 
perform the ending blow. After demonstrating it to the Hero's Shade, he 
will tell you that you still have six more hidden skills to learn 
throughout the course of your adventure, but his training session will 
end for now. Later on, you will come across special howling stones. As a 
wolf, you will have to match the sound they make to summon the white 
wolf. The wolf will appear in a certain location around Hyrule, and when 
you find it in your human form you will be able to meet the Hero's Shade 
again and learn a new hidden skill. Note that even though the howling 
stones can be activated in any order, the order in which you learn 
certain skills is always the same.

After you finish learning the ending blow, you will return to the spot 
where you saw the white wolf in Faron Woods. Now continue to the 
entrance of the Forest Temple. The two Bokoblins are back, guarding the 
temple. Slay them and then get your Lantern out. The entrance to the 
Forest Temple was blocked before by a set of boulders, but is now 
blocked only by a spider web. Burn it down and enter.

The Forest Temple is the first dungeon you must complete in this game. 
Like all dungeons, it has a boss, a mini-boss and a new item that must 
be used to complete it. Fortunately, this dungeon only has one floor, so 
it will be easier to keep track of your location once you find its map. 
Kill the Keese in the first passage and walk into the main entrance. The 
first thing in this room that you'll get to is a set of totem poles. By 
rolling into the right-hand one, you can bring down a jar resting on top 
of it and get rupees. Just past the totem poles is a Deku Baba, and 
further along near the back is another, plus a Bokoblin. Kill them 
quickly. The Bokoblin was guarding a cage holding your monkey friend. 
She just can't seem to stay out of trouble, that one. Use the spin 
attack to free her. To escape, you must climb the vines behind the cage 
to reach a door on the ledge above you. Make sure you use the Slingshot 
to get rid of the Walltulas on the vines though. Also, don't miss out on 
the yellow rupee that can be reached by climbing the vines along the 
left wall, near the front of the room. Now follow the monkey through the 
far door.

The next room is the hub of this dungeon, although somewhat small. There 
are three more doors in this room, but not all can be used right now. 
Run down the steps and up to the central platform. A SKULLTULA will come 
down from the ceiling and attack. This is a massive skull-marked spider 
big enough to eat you and the monkey for lunch. It can block your 
frontal attacks sometimes, so try to maneuver around it to get to its 
softer abdomen. After you knock it down, use the ending blow to end its 
life. Now check out the rest of the room. Below, near the north end of 
the room, you'll see a curious little bug known as a BOMBLING. As their 
name implies, Bomblings will become explosive if attacked. They are 
quite dangerous, but also quite useful. After you attack one, it will 
start flashing red for several seconds before actually detonating. You 
have that time to pick it up and throw or place it somewhere else. You 
can use a Bombling to harm enemies or uncover hidden areas. Bomblings 
will also replace themselves after blowing up. Use one to blow up the 
boulder on the northern side of the room. This will reveal a small 
alcove, containing a chest that holds a red rupee. Now return to the 
center platform. Once there, ignore the chest hanging from a spider 
thread above you (but feel free to Slingshot the hanging jars for 
rupees) and get the Lantern back out. Use it to light the four torches 
at each corner of the center platform. Lighting them all causes a wooden 
structure to rise up from the north side of the room, creating a pathway 
to the north door. Do this after you get the red rupee, or else the 
boulder will be blocked off and you won't be able to claim your prize 
until later. Anyway, head towards the north door, but stop to open the 
chest just before it. It contains the Dungeon Map, which will show you 
the rooms you haven't visited yet. Now head on through the door with the 
monkey.

You'll enter a large windy canyon filled with bridges. The monkey will 
try to run ahead across the rope bridge, but stops when she sees a much 
larger baboon on the other side. The masked baboon hurls a boomerang at 
her, severing the ropes that hold up the bridge. Your monkey friend 
barely makes it back to you as the bridge collapses, and the baboon, 
pleased with himself, makes a rude gesture at you before leaving. This 
oversized ape must be the boss your companion monkey mentioned back when 
she was a spirit. His actions certainly match her description of him 
having gone funny in the head. Anyway, follow her back to the hub.

The monkey will now run out to the left side of the platform and jump 
onto the rope that connects to the west door. Hanging upside-down from 
it, she wants to help you swing across to the door. Jump out so that she 
grabs you, and then let go when you swing over to the door. Now enter.

To your right here is another Bombling. Use it to blow up the boulder 
behind it. The alcove has nothing more than a few jars, but one of these 
jars holds a little birdlike being named Ooccoo. Ooccoo will join your 
inventory and can be used as an item to escape the dungeon whenever you 
feel like it. Actually, she will stay behind when used, and her son 
Ooccoo Jr. will warp out with you. Use Ooccoo Jr. to return to the room 
that you left Ooccoo in. They're pretty handy if you need to escape to 
refill your Lantern, for example. You can only use her in this dungeon, 
but you'll end up meeting her in the other dungeons as well because of 
her seemingly never-ending quest for something unspecified. Anyway, now 
go left to get to the main part of the room by burning down a spider 
web.

Make a slight right and jump across the wooden walkway. Keep going until 
you see the pygmy Skulltula hanging in front of you (ignore the north 
door for a second). This is a smaller variant of the fearsome spider and 
much weaker as well. Use the Slingshot to knock it down before hopping 
across. The other door here is locked, and they key to unlock it can be 
reached by going through that other unlocked door, but there's treasure 
to collect first. Dive into the water and swim to the southwestern 
corner of the room. Inside a small cave here is a chest with a yellow 
rupee in it. Now, to get out of the water, swim back to the entrance of 
the room and use the steps to get up. Also take note of the rope bridge 
in the room that leads to a sealed cage. When you get the new item in 
this dungeon, remember to come back. Now go through the north door, 
without the monkey.

This is another portion of the windy canyon. The grumpy baboon that 
almost spelled doom for your monkey friend earlier is nowhere to be seen 
this time. When you go in, the bridge ahead will rotate with the wind so 
that you can cross to the opposite side. Slash at the Keese as you go 
and enter the door at the end. In this darker chamber, all you can do is 
grab the small key from the chest on your right. Now return to the 
watery chamber where the girl monkey waits. Use the key to enter the 
west door in here.

Look, another caged monkey! The first monkey will run over to its friend 
and attempt to free him, but fail. Go right and run across the bridge. 
When you get past it, the bridge will collapse. Jump or continue down to 
where the monkeys are. To free the second monkey, roll into the totem 
pole its cage is sitting on to send it toppling to the ground. The cage 
will break and the monkeys will be reunited. Suddenly, two angry 
Bokoblins will jump down from a ledge and attack you. Show them the 
price they must pay for leaving a caged monkey unattended, or for caging 
it in the first place. After the Bokoblins are destroyed, search the 
ground beneath the wooden platform for a chest with a yellow rupee. The 
monkeys will now run up to where the bridge was and hang upside down 
from the rope. Go up the path with them and swing twice to reach the 
door. Both monkeys will follow you as you return to the dungeon hub.

When you return to the hub, the monkeys will each swing upside-down from 
the side ropes, giving you access to the east door as well. Make sure 
you kill that Skulltula again too. Now use the Lantern to burn down the 
web in front of the east door. When you go through, the two monkeys will 
stay behind.

The new enemy in this next room is a BABA SERPENT. This mutant Baba 
strain will continue to attack you after you sever its stem. Just keep 
slashing away at it after it has been separated to kill it for good. 
Also in this room is a DEKU LIKE. This plant can be found in the 
southwestern corner of the chamber. Deku Likes cannot be defeated with 
any of the weapons you have with you. You must toss an explosive into 
its maw to destroy one. There are Bomblings above, so make haste. Go to 
the back of the room and climb onto the wooden walkway. Turn left and 
continue. There's a second Deku Like up ahead, but you have to make 
another left turn before it. At the top of the stairs is a Bombling 
colony to meet your needs. After grabbing one, turn around and run down 
the walkway along the wall to get over the Deku Like. Drop the Bombling 
into it and watch the repulsive plant implode. If you accidentally fall 
or try to jump before destroying it, the Deku Like will attempt to 
consume you, causing damage. Now go back and grab a second Bombling. 
With this one, jump across the gap that had the Deku Like in it and 
throw the bug at the rock ahead of you. This exposes the door behind it. 
Before entering, turn right here to face a wall of vines. Destroy the 
Walltulas so you can jump on and cling to the vines. Climb up to the 
ledge to reach yet another door. As before though, ignore it and turn 
right. There's another Bombling here. Use it to blow up the first Deku 
Like that you saw, which is at the bottom of the gap just past this 
Bombling. When it succumbs, jump down and open the chest that it was 
guarding. This chest contains a valuable Piece of Heart. After all that 
is done, you have a choice between three doors. The north one just goes 
back to the windy canyon, so ignore it and use the east or south door. 
You'll have to climb to the top of the room to reach them. It doesn't 
matter which you choose first, as long as you do the other right after.

Go through the south door. There's another monkey being held captive in 
this chamber. Its guardian is a rare, monstrous plant aptly named a BIG 
DEKU BABA. This beast will swallow the small key needed to free the 
monkey, so it must be defeated in order to get it back. You can look at 
a Big Deku Baba as a combination of a Deku Baba and a Deku Like. First 
you must destroy the head by severing it from its body. Use your shield 
to block its strike or dodge it, then lash out at its stem before it 
rises up again. When you destroy the head after several slashes, grab a 
nearby Bombling and toss it into what remains of the Big Deku Baba, just 
like a Deku Like. The explosion will kill the plant and release the 
small key. Grab it and liberate the monkey at the back of the chamber. 
With your new friend, go back to the previous grassy chamber and use the 
east door.

There's yet another monkey in this watery filled cavern. Like the last 
one, the cage it's being held in needs a key to open, but you don't need 
to fight anything mean and nasty to get it. Just hop down and roll into 
the left totem pole to bring down the chest with the key in it. It's 
getting to the cage that's the challenge. The path across the pond is 
covered in tiles, but some of them appear to be moving. These are 
actually disguised TILE WORMS. If you walk over them, they will spring 
out and knock you away. It's impossible to kill the Tile Worms now, so 
pay attention to the yellow arrows that mark their location and just 
avoid them. There are more Tile Worms on the other side of the pond too. 
To continue, you must use the Lantern to light the unlit torches while 
navigating through the maze of Tile Worms. Try to stay on the lighter 
colored dirt, where the worms can't hit you. After lighting each of the 
two torches, a wooden platform will appear. Together, they make a 
staircase that gives you passage to the back of the chamber. Climb up 
there and slay the Skulltula before rescuing the second monkey. Now, 
before you leave, go to the north end of the tiles and climb the vines 
here to reach a small chest. Inside is a ruby red rupee.

Exit this room via the stairs near the entrance and reenter the grassy 
chamber. Use the west door to get back to the hub. Along with the two 
monkeys you just rescued and brought back, you now have four monkeys 
with you. Head north to the windy canyon. The four monkeys will once 
again go out and hang from the connecting rope. Swing from monkey to 
monkey until you reach the other side, and then enter the next room.

This cavern is the lair of OOK, the bad baboon gone bananas. Ook is the 
mini-boss of the Forest Temple. He'll taunt you again by slapping his 
buttocks, and then hurl that deadly boomerang into the air. The 
boomerang will sever the Baba Serpent heads hanging from the ceiling, 
which will then start inching their way towards you. This ape's antics 
have gone far enough, so it's time to teach him a lesson. To begin, kill 
the Baba Serpents coming at you, and then head to the center of the 
room. Ook's battle strategy is to hop from one totem pole to another, 
stopping every now and then to either taunt you some more or hurl his 
boomerang. When he uses his weapon, be ready to block it with your 
shield. It won't always go for you though. Sometimes Ook will throw it 
at the Babas on the ceiling and set them upon you. Ook can jump across 
the totem poles fairly quickly, but when he stops you can roll into the 
totem pole he's on to unbalance him. There are two ways to knock him off 
completely. The first is to roll into the pole twice in a row before he 
regains his balance. Alternatively, you can wait for him to toss the 
boomerang. Now roll into the totem pole to make Ook dizzy. He won't 
regain his senses in time to catch his weapon, which will hit him and 
knock him down. Once Ook falls, run up to him and start slashing at his 
bright red bottom. After a good spanking, Ook will jump back onto the 
totem poles. Repeat this another two or three times to win the battle.

Disoriented, Ook will slam into the center totem pole and fall over. 
What was thought to be his mask will fall off and explode, revealed to 
actually be a parasite that was controlling Ook's mind. After Ook gets 
back up with a headache, he'll see you and run away, utterly embarrassed 
with himself. Now go over to the weapon he left behind, the GALE 
BOOMERANG. This is no ordinary boomerang. It houses the Fairy of Winds, 
who gives it the power to generate small windstorms. To use it manually, 
aim it at an object and then press the Z Button when the flashing cursor 
appears to lock on to it. You can acquire up to five targets at once 
with the Gale Boomerang before tossing it, and all will be hit before it 
returns to you. You'll need this cool new weapon to get out, since you 
can't escape through the hole Ook dashed out of. Target the small fan on 
top of the exit door and throw the Gale Boomerang at it. The wind 
produced by the boomerang will rotate the fan, raising the gate over the 
door a bit. Repeat this two more times to raise it completely and exit.

Once back in the windy canyon, you'll see that your monkey friends have 
left you, making it impossible to cross the gap. Turn left from Ook's 
room and head down a new path. The bridges here periodically rotate as 
the wind blows through the canyon, but you can use the Gale Boomerang to 
rotate them yourself by hitting the small fans on top of them. After 
crossing two bridges, you'll see a fifth captured monkey. Kill the 
Bokoblin guarding it, and then use the Gale Boomerang to sever the 
thread holding the monkey's cage up. Once freed, the monkey will dash 
away, presumably to join its friends. Now face south and cross two more 
bridges. Watch out for the Keese and enter the door at the end.

This door puts you back in the grassy chamber where you got that Piece 
of Heart. Speaking of which, use the west door to get back to the room 
with the Tile Worms, but make sure you destroy the Deku Like in your way 
first. The Tile Worm chamber holds another hidden Piece of Heart. Now 
that you have the Gale Boomerang, the resident Tile Worms are at your 
mercy. Use it to rip up the tiles, including the hidden Tile Worms. Once 
they're exposed you can slash at them to kill them. Better yet, if they 
land in the water, they'll die instantly. After you get across the pond, 
target the four torches amid the tiles with the boomerang to extinguish 
their flames. This will lower all of the wooden steps you used earlier 
to reach the monkey, exposing a hidden alcove in the back. Open the 
chest to get the Piece of Heart, and then return to the dungeon hub.

When you get there, you'll find two of the monkeys ready to help you get 
to the side rooms. First use the Gale Boomerang to knock down that chest 
suspended above the center platform. Inside is the dungeon's Compass. 
Each dungeon has both a Dungeon Map and a Compass. The latter will 
reveal the location of all the treasure chests in the dungeon, as well 
as the location of the boss's lair and Ooccoo, if you haven't already 
found her. Lastly, this Compass in particular will show you where the 
last three captured monkeys are. You can also use the Gale Boomerang to 
blow out the torches and lower the northern walkway if you didn't get 
the red rupee before. Anyway, swing over to the west door and reenter 
the watery chamber.

Run through the room and cross that rope bridge to get to a gate. Behind 
it is a large treasure chest. The gate is operated by a set of fans 
around it, but they must be blown in a certain order for the gate to 
open. The clue to this order can be found on the floor. A zigzagging 
line can be seen connecting the fans. It shows you that you have to 
target the front left fan first, followed by the front right, back left 
and back right fans. You have to hit all four in one sweep. Once this is 
done, the gate will open. Inspect the ornate chest behind it to get the 
Forest Temple's Big Key. This item will open up the dungeon boss's lair 
when you reach it. Now get out of this room, using the north doorway.

Cross the bridge in the windy canyon. There's a monkey waiting for you 
on the other side. It will follow you into the next room, which you 
explored only briefly before to get a small key. Now that you're armed 
with the Gale Boomerang, you can use it to rotate the bridge ahead of 
you. Once you're on the bridge, rotate it again, because the doors you 
want to reach are actually the side ones. Both are guarded by Bokoblins, 
but only the east one is unlocked, so use that one.

The east chamber is small and seemingly empty, other than the pair of 
Skulltulas hoping to ambush you. Kill them and bring your Lantern out. 
There are holes in the floor that lead to a deeper part of this room. 
Use the Lantern to burn through the webs sealing them. But make sure you 
pick the right hole, because only one will put you on top of the 
platform down there where the monkey is being held. If you don't pick 
the right one, use the vines to climb back up. The correct hole is the 
one farthest north. There's also a Deku Like down on the ground and a 
Bombling nearby to go along with it. Destroy the Deku Like to find a red 
rupee. Once you free the sixth monkey, climb out and return to the 
previous chamber.

The opposite doorway in the bridge room is locked, and you have no key 
yet. You'll have to return later. Rotate the bridge so that it goes 
north to south, and then take the north door. This puts you in a large 
tree chamber. The monkey you have with you will hop over to a set of 
platforms on your left, where all the other freed monkeys are waiting. 
There are eight platforms, and only two should be empty. Midna will 
point out that only when all eight monkeys are freed will you be able to 
get to the boss's lair, which is directly ahead across the chasm. Now 
turn right and get on the bridge. You must rotate it and the next bridge 
to get to the east side of the room. There's a Bokoblin waiting for you 
here, so kill it. Now use the Gale Boomerang to sweep the Walltulas on 
the vine wall ahead of you away. Climb the vine wall to reach a 
platform, and then climb the second vine wall to get to a door. Kill the 
Bokoblin in front of it before entering.

The next room is filled with water. There is a pair of Baba Serpents 
near the entrance you should get rid of. Now you'll see that to your 
right is a Deku Like blocking the way to a large chest. However, the 
only Bombling in the room is stranded on top of an inaccessible piece of 
rock in the middle of the water to your left. To get it, simply target 
it with the Gale Boomerang and let it go to have it bring the Bombling 
to you. Now toss it into the Deku Like's mouth to blow it up. The chest 
on the other side contains a small key that will open the locked door 
you saw earlier, but don't leave without freeing the monkey in this room 
first. Climb onto the central platform and kill the Baba on the other 
side. The vine wall in the back leads to the monkey, but the top is 
blocked off by a large boulder. Use the Gale Boomerang to retrieve 
another Bombling. This time, don't throw it at the rock, since you won't 
be able to reach it. Instead, quickly target the rock with the boomerang 
while the Bombling is still with you. When you release the Gale 
Boomerang, the Bombling will fly along with it and blow up on the rock. 
Now climb up the vine wall. Up on this ledge, kill the Bokoblin and the 
pair of hanging Baba Serpents. The easiest way to get them down is with 
the Gale Boomerang, just as Ook did during your fight with him. The 
monkey's chamber is blocked by another rock, so stand by the edge of 
this ledge and bring over a third Bombling to blow it up. The monkey 
will run out of its prison and join you. Now return it to the previous 
chamber.

Only one monkey remains. Head back to the room south of the monkey 
chasm. Use the Gale Boomerang on the bridge to make it connect the east 
and west sides of the room once you get on it. Head over to the west 
doorway and use your key to unlock it.

The final monkey is somewhere in here, but first be sure to sweep out 
the Tile Worms hiding in the floor ahead of you. Now head to the back 
right corner of the room to find a tunnel. It leads to a pit full of 
spiders, ranging from Walltulas to larger Skulltulas. Kill them 
indifferently. Now climb the vines to escape the pit. The monkey up here 
is being held behind a cage kept shut by a pair of fans. Use the Gale 
Boomerang to blow them at the same time. The monkey will run off to join 
its friends. Follow it to the main chamber, but watch out for the Baba 
Serpent that will ambush you on the way out. Don't jump down to the 
ground just yet. Turn left and leap over to a wooden platform with a 
chest on it. Open it to get a red rupee.

Now you can return to the room where the monkeys have accumulated. The 
eight monkeys will scramble up the tree and run out to a branch that 
hangs over the chasm. One by one, they'll hang down from it and each 
other, forming a chain of dangling monkeys. As they swing towards you, 
jump out to grab the bottom one. Now swing over to the other side. The 
boss's chamber is dead ahead, but don't go in there unless you're ready. 
Break the jars open just before the door to find health. One also has a 
Fairy in it. If you're missing health, this friendly creature will heal 
you, but it has an even better use. Bottle it up if you have an empty 
one. Now you can have it heal you later on. Also, the Fairy will 
automatically restore up to eight hearts to your health meter if you 
faint, allowing you to stay in battle longer. Use Ooccoo as well if you 
need anything else from the outside world. When all is ready, enter the 
boss's lair.

The room is filled with murky purple water. Three Bomblings sit on 
floating logs within this foul pond. At first, the chamber is quiet. 
Suddenly, two enormous Baba heads rise out of the water, hungry for 
hero. These are the twin Baba heads of TWILIT PARASITE DIABABA, the boss 
of the Forest Temple. The boss's heads will sway back and forth out of 
reach, occasionally lunging at you to take a bite. Your shield will be 
effective in blocking this strike, but you can also simply dodge it. 
Unlike the Big Deku Baba, who used a similar tactic, the Diababas won't 
stay down long enough for you to slash at their stalks. You must instead 
call upon the power of the new item you obtained in this temple, the 
Gale Boomerang. The only way to damage the parasite is by feeding it 
explosive Bomblings with your boomerang. Target one of the three 
Bomblings floating on the bobbing logs out ahead of you. Instead of 
retrieving it though, target one of the Baba heads immediately after 
before finally releasing the Gale Boomerang. It will first fly to the 
Bombling and pick it up, and then carry it over to the Baba head's wide 
mouth. The bomb will explode, causing the Baba head to sink back below 
the waves. Now do this again to the second Baba head. Both heads will 
fall, but the battle is far from over. The water churns and a new head 
erupts from it, along with the two you just damaged. This serpentine 
head is the plant's main weak point, and it can be destroyed in the same 
way its twin counterparts were. Unfortunately, the Bomblings are no 
longer there to use, having sunk when Diababa's true form surfaced. 
Luckily, Ook comes to your aid, redeeming himself for the trouble he 
caused earlier. The baboon swings to the other side of the cavern and 
into a small hole in the wall. He comes out holding a Bombling by the 
legs, and then starts swinging again. This time, target Ook with the 
Gale Boomerang to get the Bomblings he holds. You don't need to destroy 
the twin Baba heads this time, but it helps to get rid of them so that 
you aren't attacked. Use the Gale Boomerang to send a Bombling from Ook 
to any one of the twin heads. After they fall, repeat the procedure on 
the main Diababa head. This can be a bit trickier, because the Diababa 
will sometimes be unaffected by the Bombling unless hit in the right 
way. Luckily, Ook will do a pretty good job of holding its attention and 
keeping it from attacking you. If you're having trouble hitting the 
Diababa with a Bombling, use the Gale Boomerang to bring one to your 
side. Now manually target the boss's body or head and send the Bombling 
its way. When you finally hit it, the head will collapse in front of 
you, exposing an eye inside its gaping mouth. Slash at it repeatedly 
until the boss gets back up. Following this assault on it, Diababa will 
spit a stream of dark water at you. Roll to the side to avoid this. You 
only need to repeat this procedure once more before you destroy the 
Twilit Parasite Diababa. The second time, the twin Baba heads will rise 
again, so get rid of them before attacking the main head. If you want 
health, break open the jars around you for hearts.

After the second time you attack Diababa's eye, the boss will contort 
with agony and explode, leaving behind only the eyeball. The shadowy 
pieces of the creature will cohere, turning into a strange piece of 
armor. This is a FUSED SHADOW. Before you can take it, Midna will show 
up and grab it. This is what she was looking for, and what Faron said 
was the forbidden power needed to match the Twilight King. There are two 
more to collect though, so the search isn't over yet. Midna will create 
a portal that will let you leave the Forest Temple, but don't go without 
grabbing the Heart Container that Diababa's eyeball left behind. This 
valuable item is one of eight of its kind, obtainable after you defeat 
each dungeon boss. It will add another heart to your health meter and 
replenish all of your energy. Along with the forty-five Pieces of Heart 
(which together make nine Heart Containers) and the three hearts you 
began with, these Heart Containers will give you a possible grand total 
of twenty hearts by the time you end your game. Now, unless there are 
any treasure chests you missed in the dungeon, use Midna's portal to 
exit.

=============

Chapter 4: The Call of Nature.

=============

After warping out of the Forest Temple, you'll reappear in front of 
Faron Spring. The spirit will call out to you, instructing you to go 
west and help the spirit Eldin of the Eldin Province. You will find your 
friends here, but the province is still under the shadow of twilight, so 
you will have to restore light to it as you did here. There is nothing 
left to do in Faron Woods, so head towards Coro's house and continue 
north. The gate that was previously shut is now opened, allowing you to 
continue down the path. There are Bokoblins around here, but they 
shouldn't be much of a problem.

You will soon enter an enormous expanse of land known as Hyrule Field. 
This plain is large, but actually only just a portion of Hyrule Field in 
its entirety. Hyrule Field stretches across three different provinces 
and is divided into six major sections. This part is southern Hyrule 
Field, which lies within Faron Province. In the distance, you may be 
able to spot Hyrule Castle, but it's shrouded behind a curtain of 
twilight. Your destination is west, so turn that way and start running. 
You won't be able to use Epona, even if you blow into some horse grass, 
so be prepared for a good run. There are a few items (such as Pieces of 
Heart and Golden Bugs) in this part of Hyrule Field that you can obtain 
now as well if you explore it thoroughly enough. Also, watch out for the 
new enemies. Other than Bokoblins, you will see KARGAROKS. These large, 
leathery birds behave just like their twilit counterparts. Slash at one 
once to knock it to the ground, and then finish it with an ending blow. 
You'll also see BOMSKITS. These strange little creatures sprint across 
the plains at great speeds, but aren't at all aggressive. You can try to 
stop them with projectile weapons if you deem it necessary. Bomskits 
defend themselves by leaving behind small explosives as they run. They 
also leave behind worms when destroyed, which can be bottled up and used 
for fishing. Another type of enemy will appear if you stick around until 
the sun sets. Skeletal dogs known as STALHOUNDS will emerge from the 
ground and attack you. They often appear in large packs, but are 
actually quite easy to destroy. Anyway, as you approach the western edge 
of the field, a funny little postman will come running up to you to 
deliver a letter. This won't be the last time you see him either. He 
warns you not to go any further because of the twilight barrier covering 
the Eldin Province, and then gives you a letter. You can look at it in 
the Collection Menu. It's from the postman himself, telling you to watch 
for him as you travel around Hyrule. Now keep going west (ignoring the 
postman's warning) until you reach the narrower pathway. The twilight 
wall is just ahead. Midna will warn before entering that going in will 
mean you will become a wolf again. You don't have an alternative though, 
so have her take you inside.

Once you go into the twilight and turn into a wolf, you can't go back. 
Midna will appear in her corporeal form, delighting in the lovely twilit 
skies. Run down the path, but watch out for the Shadow Baba hidden in a 
clump of grass. Just past it you'll find broken pieces of the Wooden 
Sword you lent Talo before, meaning you must be headed in the right 
direction. Strange fumes seem to be coming out of the sword, so turn on 
your senses to investigate further. You can sniff the fumes to learn the 
youth's scent. Now, with your senses active, you can follow the scent 
and hopefully be led to where the children are. Your senses will reveal 
the orange trail of scent winding its way down the path. Ignore 
everything else around you and follow that scent.

Soon, a trio of Shadow Beasts will block your path. Before you can 
continue following the youth's scent, you must defeat them. Kill one of 
the beasts first, and then finish off the others with Midna's energy 
field (or hit all three of them with it). The Shadow Beasts will depart, 
creating a portal in the sky. Midna will finally reveal the purpose of 
these portals after you beat the Shadow Beasts. As long as you're a 
wolf, you can speak to Midna and have her warp you to any location with 
a warp portal, even if it's outside the twilight world. This means that 
every time you destroy a pack of Shadow Beasts, you'll get a new place 
to warp to easily, significantly reducing your travel time across 
Hyrule. She points this out to you now because you need to find the 
bridge that's missing across the gorge here. Do you remember where you 
saw a bridge where it didn't really belong? Warp to North Faron Woods to 
check it out.

When you reach the Faron Woods clearing, walk over to that wooden bridge 
propped up against the right wall. Midna will ask you if you want to 
warp back to Kakariko Gorge (where you just were). Do so, and she will 
transport the bridge along with you. Back at the gorge, the bridge will 
fall in place and allow you to cross.

On the other side of the gorge, two SHADOW BULBLINS will attack you. 
Defeat these masked foes just as you would a regular Bulblin. Watch out 
for the clubs they swing at you. You can now tune your senses again to 
follow the youth's scent, but the path is pretty straightforward anyway. 
Keep going west until you get to a metal gate. Two more Shadow Bulblins 
are patrolling the other side of it, evidently trying to keep anyone 
from passing. Of course, they failed to notice the sizeable hole 
underneath the gate, which you can easily dig under. Once you get past 
the gate, kill the Bulblins and continue down the path to Kakariko 
Village.

As soon as you enter this silent mountain village, three more Shadow 
Beasts will appear. Fortunately for you, two of them will usually be 
hanging around separately from the third, making it easier to battle 
that one and then go after the other two with the energy field. A new 
portal will be made over Kakariko Village after the beasts are slain. 
Also, the spirit Eldin will beckon you to her spring, which is at the 
southern end of the town. Eldin will give you the Vessel of Light needed 
to gather the tears. The hunt for the sixteen Shadow Insects begins 
again.

Turn on your beast senses to locate the youth's scent again. It will end 
at the front door of a building right in front of Eldin Spring. You 
can't go in this way, so go around the right side. Soon, Midna will find 
a good leaping spot. Use her to leap three times until you reach the 
roof of this building. Stand on the clump of sticks in the center to 
fall through.

Several spirits are taking refuge inside this sanctuary. Your senses 
will show that they are Colin, Beth, Talo and Malo, as well as three 
other people you haven't met before. The first is the town shaman named 
Renado. He is a very wise man who has sworn to protect Kakariko Village. 
His daughter Luda is also among them. The other man by the window is 
Barnes, the village bomb maker. Together, these people are the only ones 
that remain in Kakariko Village. Sadly, Ilia doesn't seem to be with 
them. While Renado tries to comfort the frightened children, Barnes 
looks out the window, keeping his eye out for the Shadow Beasts. His 
words begin to upset the children until Renado yells to silence him. 
Despite what Barnes is saying, Renado insists that the sanctuary is 
safe. He adds that this building has a cellar for further protection, 
which can be opened when the candles around the room are lit. Barnes 
begins lighting candles, but stops when Luda tells him that she saw 
Shadow Insects down there. Colin then tries to get Beth to stop crying 
by telling her that you're on the way, coming to rescue them. If only 
they realized you were right there beside them.

Through listening to the spirits, you should have learned how to open 
the cellar where the first Shadow Insects lurk. Grab the stick Barnes 
was using and go over to the burning torch. Use it to ignite both ends 
of the wooden stick. Now run up the steps to the right of the entrance 
and go around the room, lighting the candles along the wall. If your 
stick goes out, run back and relight it. When all four candles in the 
room are lit, the large statue in the room will shift aside and reveal 
the cellar entrance. Jump down and go into it.

Three insects are down here. Use your senses to locate them, and then 
kill them and collect the tears of light. Head to the back of the cellar 
and leap up to the top of the scaffolding with Midna's help. You will 
come out in the town's Graveyard. One more insect hides among the 
ancient tombstones. Dig it up and take the tear. There are some Shadow 
Keese here too. Before leaving, make a mental note of the two unlit 
torches near the back of the Graveyard. Now leave through the east side.

Go back into town and head down the main road. The first building on 
your right is the general store. A Shadow Kargarok will defend its 
territory when you come near it. There's also Shadow Insect inside the 
store, and to get in you have to crawl in through the hole on the south 
side. Once inside, climb up to the back shelves, where the dark insect 
lurks. Now exit the store and go back to the main street.

Right across from the general store is another building with a Cucco 
coop next to it. You can climb onto the building's roof by climbing onto 
the coop first, and then jumping. Jump across the adjacent rooftops 
until you see a thatched hole in one of the roofs, near some Shadow 
Keese. Fall through the hole as you did on the sanctuary roof. The 
Shadow Insect in this building is hiding underneath a crate. Locate the 
crate and push it to the side to flush out the insect, and then attack 
it. Midna will help you leave when you're finished in here.

Across from this building, and next to the general store, is a larger 
building known as the Elde Inn. You have to find a way in, but there is 
none down here. Run back to the south side of the general store and 
locate the trail that goes up and behind it. The posted sign at the 
trail's entrance says it's a dead end, but don't let that stop you. When 
the trail ends, ignore the warning sign and make a running jump over to 
the top of the Elde Inn. You can enter the building using the opening 
here. Jump down when you get inside and look around. One of the Shadow 
Insects is hiding on top of the wood stove, out of reach. You can smoke 
it out by grabbing a stick from the stove and lighting it on fire using 
the nearby candle. Get on the table next to the candle first and jump 
out to it to reach the flame. Now take the burning stick over to the 
wood stove and light it up. As the bug flits away, grab it and collect 
its tear. Now go into the next room. There are two Shadow Bulblins 
patrolling it, so kill them. There is also a small chest you can open 
underneath the stairs. It contains a red rupee. Now head upstairs and 
take out a third Bulblin. The doorway up here will take you to the final 
room, where the last Shadow Insect (in this building) is hiding. Now 
retrace your steps to the woodstove room and climb onto the shelves on 
the south side to get back out.

Keep moving north through town and find Barnes Bomb Shop, a big tin 
building. You can get into it by climbing on top of the small shack to 
its right, and then jumping through the window. The Shadow Insect is 
upstairs, so go there. It will be hiding inside the cabinet along one of 
the walls, giving itself away with an occasional rattle. Slam into the 
cabinet to bring the bug out of hiding. Once you're business is done, 
climb up to the window above.

The window puts you on top of Barnes Bomb Shop. Turn around and climb 
the steps to a dirt trail. Go left from here. You'll see a Shadow Insect 
dash into the building up ahead, which is Barnes's storehouse. You can 
go in the same way the insect did, by creeping through the tunnel on the 
side. You'll discover that the bug has hidden itself inside the 
woodstove in the corner. No amount of slamming will force it out, so you 
have to use fire again. Grab a stick from the woodstove and go over to 
the small fire burning across the room. Use it to light up the 
woodstove. The burning Shadow Insect will dart out in panic, but that 
will be the least of your worries. The storehouse, which is filled with 
explosives, will start burning around you. Midna does the intelligent 
thing and scrams, so you should do the same. Quickly crawl back out 
through the tunnel you entered from. Just as you escape...boom! The entire 
building blows up, reduced to rubble in only seconds. The good news is 
that when the dust settles, there will be not one but three tears of 
light left in the wreckage. Collect them all and move on.

Instead of going back down to the main road, follow the winding dirt 
trail up to the side of the cliff and to a watchtower. There are Keese 
along the way to kill. You'll have to find another creative way into 
this building. Turn on your senses if they aren't already on and find 
the dig spot along the side of the building. The Shadow Insect in here 
will be easy to find. Smash up the pots in the corner to uncover it. 
There's nothing else you can do in here as a wolf, so dig back out.

You've found all of the Shadow Insects in Kakariko Village, but you 
still don't have all sixteen tears of light. The others are located 
deeper in the mountains. From the watchtower, jump down the main road 
and head further north. Up ahead, the trail will split off and go left 
towards Death Mountain, home of the Gorons. The trail comes to a high 
wall that's too high to jump to unless you get help from Midna. Stand at 
the end of that small ramp on the left side to do this. At the top, 
you'll see the spirit of a Goron. Gorons are large beings with a 
rocklike hide. They are very powerful, but normally get along well with 
humans. However, these days, times are anything but normal.

Keep going up the mountain trail. There won't be much opposition, other 
than a few Shadow Vermin and Keese. You'll soon reach another wall, but 
you don't need Midna's help to get up. Just climb onto the metal 
platforms on the right side. The clearing up ahead has a few steam vents 
in it, which will hurt you if you touch them. One of the Shadow Insects 
is also somewhere around here. Additionally, you can probably hear a 
strange whistling noise coming from the statue up on the ledge. This is 
one of the howling stones the Hero's Shade mentioned. After you get the 
tear of light, stand next to the stone and listen to its tune. Memorize 
the pattern the tune makes, and then repeat it to make the same noise. 
When you succeed, the howling stone will activate, taking you to another 
realm. Repeat the tune once more in the presence of the white wolf. In a 
brief cinematic, Link and the white wolf will howl towards the sky, 
making the same tune that the stone made. Afterwards, the white wolf 
will mark its location on your map, next to Ordon Spring. Whenever you 
go back there as a human, you can meet the Hero's Shade again and learn 
a new hidden skill.

Now keep going north and follow the trail. The path will soon start 
sloping downwards towards the base of Death Mountain itself. Death 
Mountain is a fiery, active volcano constantly erupting. The dangers 
haven't deterred the forces of twilight however, because there are four 
Shadow Beasts waiting for you inside the clearing. Defeating four will 
not be very different from defeating three. You just have to kill an 
extra one beforehand. One thing that might affect how you fight is the 
shape of the force field that pens you in. Instead of being a simple 
circle, it will have a separate section that's nearly closed off from 
the main part, with one Shadow Beast inside. Since it's by itself, kill 
it first and then move in on the others. After the battle, you will be 
able to warp to this spot from any other location.

Now look for the resident Shadow Insects. One should be crawling around 
the north wall. The other one is nearby, but cannot be reached from 
here. Climb onto the small yellowish outcrop along the wall to leap up 
to the top of the black metal gate. Watch out for the vent coming out of 
the side though. Also, if the volcano is erupting, it will send molten 
rocks out that may fall on you. Look for their shadows to avoid getting 
hit. Now follow the path in front of the Goron spirit, which goes right. 
Climb onto the rock ledge on the right side of the trail and use Midna 
to leap higher up the mountain. There's another Goron spirit up ahead, 
and a Shadow Kargarok. The Goron is overlooking a hot spring down below, 
which has your last Shadow Insect (and a few Shadow Vermin). When you 
collect the tear, you'll be brought back to Eldin Spring.

After finally restoring the light of Eldin Province and returning to his 
human form, Link is met by the spirit Eldin, who takes the form of a 
shimmering bird. Eldin reminds Link that he still needs to seek out the 
dark power Midna calls the Fused Shadow. It is hidden deep inside Death 
Mountain. Already the mountain is suffering from the wicked evil that 
seems to spread wherever Fused Shadows lie. Link must go to the land of 
the Gorons and cleanse it of this evil. Eldin disappears after its 
message is made.

Link begins to walk back to the village sanctuary, but the door opens 
before he gets there. Colin, Beth, Talo and Malo rush out to meet him, 
and Renado, Luda and Barnes follow. After recounting the story of how 
Renado found the children after they had been abandoned by their 
captors, Renado will go on to explain the problems this town has had to 
face recently. Most unfortunate of all is the inexplicable and sudden 
change in the behavior of the Goron tribe. They usually come down to the 
village to trade merchandise, but have now cut themselves off from 
humans completely. Renado suspects something in their mines is the cause 
of the problem. Something must be done to correct this.

You now have two reasons to go back up to Death Mountain. One is a Fused 
Shadow, and the other is to find out why the Gorons have been in a sour 
mood lately. There's a bit of treasure hunting you can do in town first 
though. Remember the two unlit torches you saw in the Graveyard? Well, 
if you go back with your Lantern and light them, a chest with a purple 
rupee will appear. The Graveyard is home to a flock of GUAYS though, and 
they won't take kindly to the company. Guays are black birds that always 
attack in flocks. They are easily defeated, but very annoying. 
Fortunately, defeating the entire flock will come with a great rupee 
reward, if you have the need or patience. Avoid the hive of Bees in the 
tree as well. There are also other chests and goodies you can find 
around town if you look hard enough.

Eventually, you'll have to return to Death Mountain. Walk up to the end 
of Kakariko Village and take the trail that leads into the mountains. As 
a human, you won't have Midna to help you leap up to the top of the wall 
this time, but you can just climb yourself. The wall is covered with 
mesh, so it's easy to climb. At the top, a Goron will stop you. He roars 
angrily, saying that no humans are allowed here. Curling up into a ball, 
the Goron will start rolling like a boulder down the trail, straight at 
you. Do you remember back in Ordon Village when the goats got loose and 
you had to stop them? This will be similar. Press the A Button as the 
Goron gets near to grab onto him and...bam! The Goron will still knock you 
backwards, no matter what you do or how many times you climb back up to 
attempt it. Just give up and return to town.

You'll meet Renado just outside the entrance to the Death Mountain 
trail. He admires your valiance, but admits that even the bravest human 
stands no chance against the strength of the Gorons. Renado knows of 
only one man who has ever matched the Gorons in strength. That man is 
none other than Bo, the mayor of Ordon Village. You must go to him and 
tell him about the situation with the Gorons, and that the children of 
the village are safe with Renado.

Just then, as you walk back through town, Epona will come galloping in 
through the north side, trying to shake off a duo of Bulblins on her 
back. The Bulblins quickly fall, but Epona continues to race through 
town, clearly distressed. Before Epona or anyone else gets hurt, Link 
jumps on her and tries to calm her. This is where the fun begins. You 
have to try to stay on Epona while she races wildly around town, leaning 
in the direction that the screen tells you. If you manage to stay on 
after a while, you can press the A Button to seize her and calm her 
completely. If you do fall off, just run back to her and get on again. 
Once calmed, you can ride Epona out of Kakariko Village. This will make 
the trip back to Ordon Village much faster and safer (remember, you 
can't warp as a human).

Start by exiting through the southeast gate, which you have to jump 
over. As you begin your journey, the postman will come running up to you 
again, delivering a letter from Ooccoo. Now race through Kakariko Gorge 
and back to Hyrule Field. Riding Epona not only has its speed 
advantages, but it gives you defense against enemies too. If something 
stands in your way, just smash into it to send it flying. Continue 
riding through Hyrule Field, heading south until you get to the path 
that leads to Faron Woods. Keep riding through the familiar terrain 
until you get to Ordon Spring.

The white wolf is waiting for you here. Approach it and let it take you 
back to the snowy battleground where the Hero's Shade will teach you 
your next hidden skill. Before he teaches it to you though, you must 
prove that you remember how to do the ending blow. The new skill is a 
simple one; the shield attack. While defending yourself with a shield, 
jab the Nunchuck forward to perform this move. It can be used to break 
through an opponent's defenses, leaving them temporarily open to 
attacks. It can also be used to deflect energy attacks. If you do a 
shield attack at the exact moment that an energy attack is upon you, the 
attack will be deflected right back at the opponent. Both aspects of the 
shield attack will be tested here. After the move has been passed on to 
you, head to Ordon Village.

Not much has changed in Link's hometown. You can always go back to Fado 
and touch up on your goat herding skills (and maybe get a reward for 
it), but the man you need to see is Bo, who's standing in front of his 
house as usual. He'll take you inside his house once you talk to him. 
After a quick assurance that the children are ok, Bo will go on about 
the Gorons. He'll teach you the secret to beating them if you promise to 
keep it a secret. Agree to keep silent and he'll take you to the back 
room.

Bo will show you a sumo arena in the back room. The way to earn the 
Gorons' respect is by besting them in sumo matches, and Bo will teach 
you how. The rules are simple. Basically, you have to try to push your 
foe outside of the arena, using one of three basic techniques: a strike, 
a grab and a sidestep. Use a strike on a foe trying to sidestep, a 
sidestep on a foe trying to grab and a grab on a foe trying to strike. 
As you can see, it works like a game of rock-paper-scissors. Bo will 
show you which buttons correspond to each move. After you memorize what 
beats what, you'll be ready to beat any Goron that challenges you. 
However, Bo won't just teach you how to sumo wrestle. You'll have to 
beat him twice in a match to prove your worth, shirtless and all. If you 
can beat Bo, you can beat a Goron. The first time, Bo will stick to one 
move, so just counter him appropriately. The second time, he'll use all 
three techniques. It is important to remember which technique to use 
when you see Bo about to make his move. If you execute the correct move, 
you'll have the advantage over him. Now you can begin trying to push him 
out of the ring by repeatedly tapping the A Button. Bo will probably 
recover before you finish, so just keep at it. Once you get him close to 
the edge, shove him off for a victory. After the second win, Bo will 
take you back to the first room. He tells you that no matter how good 
you are at wrestling, you have no chance against a Goron unless you use 
his secret weapon to even the odds, which he keeps inside a chest. Open 
the chest and you'll receive the IRON BOOTS. Wearing this footwear will 
make you heavier than a boulder, allowing you to endure such things as 
attacks by the mighty Gorons. The boots make you harder to toss around, 
and also help you sink quickly when in the water. Take your gift and 
leave Ordon Village. Ride back to Kakariko Village as speedily as you 
can. When you get there, you'll be treated to a cut-scene.

Talo and Beth stand outside of the village sanctuary, talking idly. 
Suddenly, the sound of thunderous footsteps is heard. They turn to see 
what is making these sounds, but it isn't Link. To their horror, it is 
the sound of the Bulblin raiding party, charging into town on their 
giant Bullbos. They are led by KING BULBLIN, the ruthless hulk 
responsible for what happened to Ilia and the other children. King 
Bulblin races towards the children, but only Talo has the sense to run. 
As Beth stands transfixed with terror, Colin jumps in and pushes her out 
of the way to save her. Suddenly, Link and Epona arrive, in time to see 
the great green brute holding up Colin's limp body. With a snarl, the 
Bulblin commander leads his posse out of town through the north end.

Quickly race after the Bulblins, heading north through the town's 
thoroughfare. At the end, jump over the gate and ride into another part 
of Hyrule Field. King Bulblin will be waiting for you in this great 
expanse, holding a large pole with Colin tied to the end of it. He blows 
into his mighty horn, summoning his cavalry of Bullbo-riding archers. 
Immediately charge after King Bulblin and his Lord Bullbo. As you chase 
him across the plains, his loyal minions will try to catch up to you, 
firing flaming arrows at you. If they overtake you, swing your sword 
around and start dismounting them. Epona can run faster than the Bullbos 
only when she dashes, but she doesn't have the stamina to keep ahead of 
them all the time. Not only do you need to outpace the archers, but you 
also have to catch up to King Bulblin. Use up your dashes as quickly as 
you can if he's in range. Once you catch up to him, start slashing at 
him repeatedly. Bits of his armor will fall away, but it will take more 
than just a few hits to unseat this adversary. Keep attacking him, all 
the while doing your best to avoid the cavalry of Bulblin archers. After 
repeatedly slashing King Bulblin, he will drop his horn and ride away 
towards the Bridge of Eldin to the north. He has no way to call for 
reinforcements now, so hurry up and catch up to him so you can finish 
him.

When you get the bridge, King Bulblin will already be on the other side, 
facing you. A pair of Bulblin archers will shoot their fiery arrows at 
the piles of wood at either end of the bridge, trapping you inside. Now 
it's just you, the king, Epona and his beastly Lord Bullbo, and it all 
comes down to a jousting match. Race towards him with your sword out. 
When you get close, you'll be able to strafe to the sides instead of 
turning. Dodge King Bulblin and swing your sword as you race past him. 
If he hits you, his mighty steed will knock you off the bridge, and 
you'll have to start over. If you hit him, another piece of his armor 
will fall off. Now, when you reach the end of the bridge, turn around 
and repeat the attack. After a second successful hit, King Bulblin will 
fall off his mount and tumble down the immense drop below the bridge. 
Proclaiming victory, Epona rears up and Link brandishes his sword in 
triumph.

Back in Kakariko Village, young Colin wakes up to see Link's face. He 
asks Link if everyone is ok, and then looks up to see Talo, Beth, Malo, 
Renado and Luda standing around him smiling. Colin says that he 
understands now what it is to be strong. It doesn't mean he has to be 
physically strong, but to be brave in the face of danger. He admires 
Link for the strength and bravery he has shown, and is confident that 
he'll be able to help the Gorons just as he helped him. Colin faints, 
and the others move in to his aid, carrying him back to the sanctuary. 
Alone, Link prepares to face the Gorons, and whatever other dangers may 
await him at Death Mountain.

=============

Chapter 5: Trial by Fire.

=============

Before you go back to Death Mountain, there is something you should 
check out here in town. The general store, which was abandoned when its 
previous owner took off, will now be managed by none other than Malo. 
Despite being only about four years old, he's quite capable of running 
his own business. His store, Malo Mart, has a few new items, including 
the HYLIAN SHIELD. This legendary shield is marked with the symbol of 
the gods, and unlike your Ordon Shield, it is made of metal so it will 
never burn. However, it will cost you 200 rupees. The Wooden Shields 
they also sell here are there just in case you lost your first shield 
and don't have enough cash for the Hylian Shield. They are no different 
than the Ordon Shield, and once you get the Hylian Shield there will 
never be any need to get one. So, just save your rupees and get that 
Hylian Shield before heading to Death Mountain. The Malo Mart is only 
open during the day though. Also, don't bother going into Barnes Bomb 
Shop, because he's got nothing to sell ever since someone went and blew 
up his storehouse and the Gorons have cut off access to the raw 
materials.

Now head back to Death Mountain, and climb the first mesh wall to 
challenge the Goron guard to a rematch. Remember, you need to have the 
Iron Boots on before you face him or else he'll knock you straight back 
down. With the boots properly equipped, grab onto him when he rolls 
towards you and toss him aside. It will be no different than stopping a 
charging goat. Four more Gorons will roll down the hill as you make your 
way up it. After the second mesh wall, you'll find yourself in a 
clearing, surrounded by Bulblin archers. They have the advantage of 
elevation and projectile weapons, but you can counter them with 
projectiles of your own. One hit with the Slingshot will unbalance a 
Bulblin and make it fall to the ground. You can also use the hawk grass 
in the area if you want to be a bit more stylish about it.

Continue through the trail until you get to the base of Death Mountain. 
During the brief cut-scene, a pair of Gorons up above will spot you. One 
will curl up into a ball, while the other climbs on him. The first will 
then uncurl with force, sending his fellow up to the ledge above him so 
he can warn the rest of the tribe. This should give you an idea about 
how you're going to climb this dangerous mountain. Jump into the pit 
below, where two Gorons are standing guard. All of a sudden, a 
bombardment of molten rock will rain down from the sky. Roll out of the 
way as you see the shadows form under you. After several smaller rocks 
fall, a giant shadow will appear and a huge fireball will fall from the 
sky. Get out of the way quickly. The shard of half-melted rock will slam 
into the ground. This will be another important thing to remember later 
on. Now turn your attention to the Gorons. If you get near them, they'll 
try to knock you around. Use your shield to stun one briefly when it 
swings, and then strike back. The Goron will curl up into a defensive 
ball. Climb on him and wait for him to launch you upwards, just as you 
witnessed moments ago. When you get up to the next part, find another 
Goron and repeat the process to get even higher.

When you reach the second ledge, you can go forward and jump into the 
hot spring down below. You'll find several friendlier Gorons relaxing in 
its healing waters. One Goron even has a shop set up in the back, and 
you can buy supplies if you need them. You won't get anything that good 
though. Now climb out by grabbing onto the mesh behind one of the 
bathing Gorons. When you reach the ledge again, find the hostile Goron 
and have him launch you up to an even higher ledge. The path here is 
blocked by a steam vent, but you can just put the Iron Boots on to avoid 
getting pushed by it. Now keep going down this path. Have your Iron 
Boots ready, because two more rolling Gorons will come out of the tunnel 
ahead. At the end of the tunnel, have the Goron launch you up to the one 
above it, and then once more to get to the entrance of the Goron 
dwellings.

When you get inside, six Gorons will start rolling towards you. 
Suddenly, a voice orders them to stop. From a chamber in the back, an 
older Goron steps forwards and calls you over. This is Gor Coron, an 
elder who has led the tribe ever since their patriarch Darbus was unable 
to due to certain circumstances. Gor Coron will not permit you into the 
Goron Mines unless you beat him in a contest of strength. Your training 
with Bo has led up to this, so don't fail him. Of course, when you first 
accept Gor Coron's challenge, you won't be given a chance to put your 
Iron Boots on before he blasts you out of the arena. Just put them on 
and demand a rematch. Now you will be even with him, so start wrestling. 
Remember, a grab beats a strike, a strike beats a sidestep and a 
sidestep beats a grab. Once you gain the upper hand, start pushing Gor 
Coron towards the edge of the arena. Eventually, you will win.

Impressed, Gor Coron will tell you a bit more about the Gorons' 
troubles. One day, when Death Mountain suddenly began erupting 
ceaselessly, the four Goron elders and the patriarch Darbus went to 
investigate what was the cause. They saw the treasure that the spirits 
of light had entrusted them with. When Darbus touched it though, he was 
transformed into an unspeakable monster! The other Gorons were forced to 
lock him up after Darbus destroyed much of the mines. Now, Gor Coron 
needs your help to go to Darbus's aid. He commands his guards to step 
aside and allow you into the mines.

Before you go in though, go to the southeastern side of this chamber and 
talk to the Goron standing in front of a doorway. He steps to the side 
to reveal an elevator. Go into it and put on the Iron Boots to activate 
the large switch on the floor, which won't press down if you aren't 
wearing them. This elevator will take you down to the hot spring. When 
you get there, pull the large stone with the symbols on it out of the 
way. Now you can go up and down the mountain more easily. Unless you 
need anything else, go back up to the top of the mountain and enter the 
Goron Mines.

The Goron Mines make up the game's second dungeon. They may be familiar 
ground to the hardy Gorons, but even the bravest adventurer will have 
trouble navigating through its fiery, lava-filled catacombs. The Gorons 
aren't the only inhabitants of the mines either. It is filled with 
numerous fire-based enemies that you've never seen before, making it all 
the more important to pick up the Hylian Shield beforehand. The Iron 
Boots will play a large role in this dungeon as well, and there's a 
brand new weapon for you to collect after you face off against its mini-
boss.

To start out, hop down from the entrance and jump out to the first rock 
platform in the lava. Now jump to either the left or right path. It 
makes no difference, since both will put you in the same place. Just be 
careful as you jump across the gaps. The hot lava below will damage you 
and force you to start at the beginning of the room, and there are also 
geysers of fire that frequently erupt from between the gaps.

On the other side of the lava pool, look for the metal tunnel on the 
left side of the cavern. It's barricaded by some wooden boards, but you 
sword will make short work of them. When you get inside, walk forward to 
find more wooden beams blocking the way. You can cut them down once 
again with ease, but going any further is impossible because of the jet 
of fire erupting from the large furnace on the wall. Turn back and look 
in the corner for a metal switch. With your Iron Boots on, step on the 
switch to press it. This will shut off the furnace, but only for about 
seven seconds. You'll hear the timer tick faster and faster as the 
furnace gets closer to reactivating. Run past it before the fire comes 
out again. On the other side, there's another metal floor switch that 
will shut off the furnace further ahead. This time, you have to run past 
it and exit the cage, and then turn the corner (right) and get through 
the flame's path again before time expires. The path is narrower here 
too, and there's a new enemy harassing you from the lava pool. After you 
get through the flames, turn towards the lava and put your shield up. 
There's a FIRE TOADPOLI in the lava. This rare creature is found only 
here, but is nothing special otherwise. It attacks by belching balls of 
fire at you. Use a shield attack to deflect them right back for a kill. 
No other method will work against the Fire Toadpoli until you get better 
ranged weapons. Once it is killed, jump across another small gap and 
climb up the ladder in front of you.

On top of the metal cage, run forwards and leap over to meet another new 
enemy. TORCH SLUGS are very common in the Goron Mines, and easy to kill. 
One hit will kill one. The Torch Slug sometimes emits a burst of flame 
to protect itself, so use a spin attack to be safe. Torch Slugs are 
little more than annoying obstacles, not real threats. Behind this one 
is a small chest with a red rupee inside. Now backtrack a bit and jump 
over the nearest gap, then turn right towards the lava. Jump over to the 
stone platform, and then over to the eastern rocky ledge. Turn right 
again and follow the ledge to a floor switch and a Torch Slug. Defeat 
the slug and press the switch. The furnace way over on the opposite end 
of the ledge will turn off. Hurry up, turn around and start running 
north along the ledge. A bunch of Torch Slugs will fall from the ceiling 
to hinder your progress, but ignore them if you can. You'll be right in 
the path of the flame jet if you don't get to the end and make the right 
turn in time. If you do make it, run down the path to a door. Three more 
Torch Slugs will appear in front of it, so unleash a spin attack to 
destroy them. The exit is barred, but you can open it by pushing down on 
the large lever to the right of it. Climb onto the pathway steps and 
leap over to the lever. Put on the Iron Boots to press it down. Now go 
through the door.

The next room is a huge cavern housing a large set of magnetic cranes 
that will come into play later. For now, run ahead to the circular 
platform and go left down the walkway. At the bottom, fight the Bulblins 
and take the small key from the chest afterwards. Now go back up to the 
circular platform and take the right path. At the top, you'll find a 
rotating platform. Jump when it is horizontal, but jump again to get 
past it before it flips on you, sending you into the lava. Do this a 
second time to get by another platform, and then use your key to take 
the door up ahead on your right.

In the next chamber, go right and follow the metal path down to a stone 
platform, home to a DODONGO. These tough reptiles are only vulnerable 
when attacked from behind, but are more dangerous from the front. They 
spit a stream of fire at anything that gets in front of them, and will 
always try to face their opponent to keep their tails protected. 
Dodongos move slowly though, so you can circle around this one and 
strike its tail as it is shooting fire. Now turn west and jump across 
the rocky islands, but watch out for the lava spouts. There's another 
Dodongo up ahead on a metal platform. Get to the northeast corner of the 
room and take out the third Dodongo on the rocky shore. Along the right 
wall is a chain resting on the floor. Grab onto it and start pulling the 
slab of stone it's attached to out from the wall. When you pull it out 
as far as it'll go, let go. The slab will slowly start to retract again, 
so run back to the metal platform where you saw the second Dodongo as 
quickly as you can (hopefully you don't get hit by poorly-timed lava 
geysers). Directly east from here is a pathway that will begin to seal 
itself as the stone slab slides back into place. Quickly hop over to it 
and get by before this happens. Now go through the door here.

The next chamber is odd compared to the other rooms in this dungeon 
because it is filled with water rather than lava, although it won't be 
the only one. The fence up ahead will keep you from swimming by, but 
jump into the water anyway. You might notice an opening in the fence 
below the water's surface. You can easily sink to the bottom by placing 
your Iron Boots on. Now clomp along the bottom of the pool to a metal 
switch on the other side of the fence. Don't take too long though, 
because an oxygen meter will appear and slowly start to drain as you 
spend time underwater. Losing all of your air means game over. Anyway, 
when the switch is pressed, you'll suddenly be pulled out of the water 
by a magnetic beam up above you. This puts you on a patch of 
magnetically-charged magnetite. As long as you keep your Iron Boots on, 
you can walk along this patch, even if you're sideways or upside-down. 
Go up and around until you reach a doorway. Put the Iron Boots away and 
go inside.

This is the chamber of Gor Amoto, one of the other three ancient Goron 
elders. He gives you a key shard to take with you, which is one of three 
components to the dungeon's Big Key. The other shards are being held by 
the other two elders, so you must seek them out. Gor Amoto tells you 
that the patriarch is locked in a room deep within the mines, and only 
with all three shards can you get to him. Besides the key shard, you can 
also get a red rupee from a small chest on the back platform, and the 
Dungeon Map directly behind Gor Amoto. Now climb the ladder in the back 
and go right along this ledge. Before exiting through the door up here, 
inspect the pots along the wall to find Ooccoo trapped inside one of 
them. Together again, you can use her and Ooccoo Jr. to warp out of the 
Goron Mines whenever you want.

After exiting, you'll be inside the magnetic pool chamber again, but 
higher up. You can put the Iron Boots on to walk along the magnetite 
walls and get to the opposite doorway. Both sides have Torch Slugs, but 
the left is less populated so go with that one. When you get across, 
proceed through the door.

The next room is the Dodongo chamber, but you won't have to fight any of 
them this time through. Go on ahead and don the Iron Boots to push down 
the floor switch. This activates a magnetic force that pulls you to the 
ceiling. The entire ceiling is covered in magnetite, so you can walk all 
the way across the room upside down. The path won't be straightforward 
though, and it's actually more like a maze. It goes without saying that