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    FAQ/Walkthrough by az47

    Version: 2.2 | Updated: 04/28/12 | Printable Version | Search This Guide

    
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    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~WALKTHROUGH~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Written by: Andy Z and Ninna W                   December, 2011
    
    User name:AZ47
    
    Version: 2.2  04/14/12  This is the Final version, unless a correction is
    required or something new is found that needs to be included.  Added the Hero
    Mode and the Thunder Dragons Challenge.  Also made some corrections and added
    the skydivers.
    
    Version: 2.1  03/29/12  Added more Gratitude Crystals, alternate version of
    Cawlin’s letter, argument between Pipit and his mother, other dialog, spelling
    errors corrected, Batreaux becomes human and the Moonlight Merchant.
    
    Version: 2.0  02/01/12  Added Gate to the Final Trial, Sky Keep – Guardian of
    the Triforce (with puzzle feature), Ghirahim Resurrects Demise in the Past,
    Link’s Ultimate Goal - Destroy Demise and an Epilogue.
    
    Version: 1.9  01/24/12  Added RETURN OF THE IMPRISONED BEAST, Gate of
    Time/Sealed Temple, In Search of the Triforce, THE PARASITE – BILOCYLE, THE
    IMPRISONED BEAST AN ENCORE and Song of the Hero – Water Dragon’s Part, Song of
    the Hero – Fire Dragon’s Part, EVEN MORE SIDE QUESTS, Song of the Hero –
    Thunder Dragon’s Part, Song of the Hero – Levias the Final Part
    
    Version: 1.8  01/16/12  Added The Sand Ship, LD-0025 SERVO - PIRATE ROBOT,
    Finding Nayru’s Flame, ABYSSAL LEVIATHAN – TENTALUS, Thunderhead – Isle of
    Songs Revisited, Gate to the Third Trial, Eldin Volcano Summit, The Fire
    Sanctuary, DEMON GHIRAHIM RETURNS and MORE SIDE QUESTS.
    
    Version: 1.7  01/10/12  Added Return to the Isle of Songs, Gate to the Second
    Trial, Lanayru Sand Sea, The Skippers Sea Chart, The Shipyard and The Pirates
    Stronghold.
    
    Version: 1.6  01/03/12  Added Return to the Sealed Grounds, THE IMPRISONED
    BEAST, Skyloft - Clues in the Ballad, Eldin Volcano – Propeller, The Windmills
    of Skyloft, Thunderhead – Isle of Songs, Gate to the First Trial, The way to
    Lake Floria, Water Dragon’s Lair, The Sacred Water at Skyview Temple, Water
    Dragon’s Promise, Ancient Cistern & the Sacred Flame and ANCIENT AUTOMATION –
    KOLOKTOS.  Added a few Goddess Cubes and treasure chests. Also cleaned up some
    typo’s and punctuation.
    
    Version: 1.5  12/29/11  New Glitch found.  Added Lanayru Desert, Lanayru
    Mining Facility, Temple of Time, several treasure chests, one on island #3,
    and more.
    
    Version: 1:3  12/22/11
    
    Version: 1:2  12/20/11
    
    Version: 1.1  12/18/11
    
    Version: 1:0  12/16/11
    
    Hosted by:
    
    www.gamefaqs.com
    www.supercheats.com
    www.neoseeker.com
    www.cheatcc.com
    www.cheatsguru.com
    www.ign.com
    
    My contact address: skyward_zelda@yahoo.com
    
    
    ============================================================================
    ============================ Content: ======================================
    ============================================================================
    
    Warnings and Glitches
    
    Introduction:
    
    Game Comments:
    
    Lists/References:
    
    Tip’s and Hints:
    
    #1 Skyloft
    
    #2 To the Plaza 
    
    #3 The Academy 
    
    #4 The Bazaar
    
    #5 Back to the Plaza
    
    #6 Night time in Skyloft
    
    #7 Taking to the sky  
    
    #8 The Sealed Grounds 
    
    #9 The Faron Woods 
    
    #10 The Deep Woods  
    
    #11 Skyview Temple  
    
    DEMON GHIRAHIM 
    
    #12 Skyloft Demon
    
    #13 Eldin Volcano 
    
    #14 Earth Temple 
    
    PYROCLASTIC FIEND – SCALDERA
    
    #15 Return to Skyloft
    
    #16 Lanayru Mine
    
    #18 Lanayru Mining Facility
    
    THOUSAND YEAR OLD – MOLDARACH
    
    #19 Temple of Time
    
    #20 Return to the Sealed Grounds
    
    THE IMPRISONED BEAST
    
    #21 Skyloft - Clues in the Ballad
    
    #22 Eldin Volcano – Propeller
    
    #23 The Windmills of Skyloft
    
    #24 Thunderhead – Isle of Songs
    
    #25 Gate to the First Trial
    
    #26 The way to Lake Floria
    
    SIDE QUEST 
    
    #27 Water Dragon’s Lair
    
    #28 The Sacred Water at Skyview Temple
    
    #29 Water Dragon’s Promise
    
    #30 Ancient Cistern & the Sacred Flame
    
    ANCIENT AUTOMATION - KOLOKTOS
    
    #31 Return to the Isle of Songs
    
    #32 Gate to the Second Trial
    
    #33 Lanayru Sand Sea
    
    #34 The Skippers Sea Chart
    
    #35 The Shipyard
    
    #36 The Pirates Stronghold
    
    #37 The Sand Ship
    
    LD-0025 SERVO - PIRATE ROBOT
    
    #38 Finding Nayru’s Flame
    
    ABYSSAL LEVIATHAN - TENTALUS
    
    #39 Thunderhead – Isle of Songs Revisited
    
    #40 Gate to the Third Trial
    
    #41 Eldin Volcano Summit
    
    #42 The Fire Sanctuary
    
    DEMON GHIRAHIM RETURNS
    
    MORE SIDE QUESTS
    
    RETURN OF THE IMPRISONED BEAST
    
    #43 Gate of Time/Sealed Temple
    
    #44 In Search of the Triforce
    
    THE PARASITE - BILOCYLE
    
    THE IMPRISONED BEAST AN ENCORE
    
    #45 Song of the Hero – Water Dragon’s Part
    
    #46 Song of the Hero – Fire Dragon’s Part
    
    EVEN MORE SIDE QUESTS 
    
    THE MOONLIGHT MERCHANT 
    
    #47 Song of the Hero – Thunder Dragon’s Part
    
    #48 Song of the Hero – Levias the Final Part
    
    #49 Gate to the Final Trial
    
    #50 Sky Keep – Guardian of the Triforce
    
    #51 Ghirahim Resurrects Demise in the Past
    
    #52 Link’s Ultimate Goal - Destroy Demise
    
    THUNDER DRAGONS CHALLENGE
    
    Hero Mode
    
    -Credits –
    
    Copy Rights
    
    Questions and Answers
    
    Epilogue
    
    
    ============================================================================
    ============ WARNING  ================= GAME KILLING GLITCH ================
    ============================================================================
    
    A game KILLING glitch has been found in the Skyward Sword game.  Be aware of
    this before starting.
    
    When speaking about the issue, on 12-6-11, Nintendo spokesman Sharon Matheny
    said:
    
    We have been made aware of the issue that results in being unable to progress
    in the Song of the Hero quest. If the game has been saved after completing the
    sequence of events, it will no longer be possible to proceed through the game
    on that save file. The only options at that point are to either start the game
    over or to use an earlier save file to continue.
    
    The situation is caused by performing the following sequence of events during
    the Song of the Hero quest:
    
    1.  At the beginning of the quest, go to Lanayru Desert to retrieve the song
    of the Thunder Dragon.
    2.  In the Lanayru Mine, speak with Golo the Goron.
    3.  Complete the Thunder Dragon’s event, and receive his song.
    4.  Before heading to the forest or volcano regions, speak with Golo in the
    mine again.
    5.  At this point, the forest and volcano events will no longer occur, making
    it impossible to continue.
    
    Solutions:
    This issue WILL NOT OCCUR if the Fire and Water Dragon songs have already been
    collected before collecting the Thunder Dragon’s song. Talking to Golo in the
    Lanayru Caves will also NOT trigger this issue.  If the game has been saved
    after completing the sequence of events, it will no longer be possible to
    proceed through the game on that save file. The only options at that point are
    to either start the game over or to use an earlier save file to continue.  I
    wish I had a better answer, but I’m afraid there currently is no other fix
    available. I can assure, however, that we are documenting all feedback we
    receive on this issue.  Thank you for your patience and support.
    
    On 12-15-11, Nintendo said it will be offering two ways for users to correct
    the issue; those with an Internet connection can download a patch, those
    without an Internet connection can send Nintendo their SD card or Wii console
    to install the patch. More details soon.
    
    ============================================================================
    === WARNING  = GLITCH THAT HALTS PROGRESS ==== DISAPEARING MINING CART =====
    ============================================================================
    
    I found a new glitch that stops Link’s progress.  It doesn’t “kill” the game,
    but it requires you to start again from your last save point.  The glitch is
    near the entry to the Temple of Time.  When at the entrance to the Temple of
    Time and leaving the Goron for the first time, Link rides a mining cart past
    a Goddess Cube.  Between the Goddess Cube and the next ledge, Link falls out
    of the cart.  The screen goes blank and Link is found lying on the ground
    on the ledge from where the cart started.  The problem is that the cart is
    hanging in mid air between the Goddess Cube and the ledge, with no way to
    get to it.  Re-setting the Blue Stone Timeshift doesn’t help either.  This
    may have been caused, by pressing the “A” button, while in the cart.  By
    turning off the power and starting the game from the last save point, I was
    able to proceed.
    
    ============================================================================
    ==== WARNING  = GLITCH THAT HALTS PROGRESS === GHIRAHIM DISAPEARS ==========
    ============================================================================
    
    While playing the final battle with Ghirahim at ground level he disapears, as
    he quite often does, but one time he didn't return.  Nothing I did brought him
    back so I had to reset the software.  Just another one of those glitches but
    Link has to start from his last save point.
    
    ============================================================================
    ====================== LINKS ODD BEHAVIOR ==================================
    ============================================================================
    
    During play, especially during battle, Link may start walking in a circle to
    the left or right uncontrollably.  This happened to me twice, once each during
    play on two different games.  It may have to do with trying to do a spin
    attack or other sword slice.  In any case just disconnect the Nunchuk from the
    Wii remote and reconnect.  Link will return to his joyous self. 
    
    ============================================================================
    =========================== Introduction: ==================================
    ============================================================================
    
    This is the second walkthrough I have written and have a co-author to help. So
    please bear with us.  The reason for doing this is due to the fact that there
    were few walkthroughs to be found, at the time of this writing, for this
    newest edition of Zelda.  I have been playing video games since their
    introduction over forty years ago when I was in my twenties.  Yes I am an old
    fart who enjoys a challenging game.  That is why I continue to play or for a
    better reason, to keep my mind sharp.  I have stayed with the Nintendo
    platform since it was introduced because I like what is offered for their
    system, namely the Zelda series.  The games I play are varied.  From
    children’s games, I have grand kids, to undercover agents.  Of the 70 games
    currently in my collection, my favorites are, Splinter Cell, 007, Hit Man,
    Call of Duty, Medal of Honor, Army Men RTS and others.  
    
    
    ============================================================================
    =========================== Game Comments: =================================
    ============================================================================
    
    I found the graphics to be very good, in a cartoonish way, with decent detail.
    There was zero lagging or frame loss in character movement.  Control of the
    camera angle did leave something to be desired.  Toggle control instead of the
    remote would have been better.  Overall the controls are excellent.  The sword
    action is superb and fun.  Missing is the ability to skip through old dialog
    when talking to the townspeople.  It sure would have saved time.  The game
    does play well and gives many hours of enjoyment. 
    
    
    ============================================================================
    ========================== Lists/References: ===============================
    ============================================================================
    
    I am not including a reference list for weapons, enemies, other characters or
    the weapons they use, as they are pretty much the same as they have been for
    the past 25 years.
    
    NOTE: For those who are new to the game:
    
    The weapons consist of several grades of swords, several grades of shields
    (wood, iron and sacred), two grades of slingshots, several grades of Beetle's
    (standard, Hook, Quick and Tough)and bombs to open cave walls and slab doors. 
    
    The enemies are the usual Keese, Octoroks, Deku Babas, Bokoblins, along
    with a few new ones, like the “Rimlit” and “Staldra”.  The Remlit looks like
    a cross between a cat and a raccoon.  During the day it is cute.  At night it
    becomes ferocious. The Staldra is a three-headed snake creature.
    
    Collectable items such as insects and other miscellaneous items are given in
    the walkthrough as they are found.
    
    Locations of chests, people and most items will be given throughout the
    walkthrough.  Obvious items, such as heart plants, bomb plants, stamina
    plants, etc. will not be mentioned, except as needed.
    
    Much of the area you will travel is on a path or road, and by air with your
    Loftwing.  Link can swim and will, on occasion, use the water to access
    certain places.
    
    References to entrances such as South/West are based on the compass location
    of the game map.
    
    
    
    ============================================================================
    ============================ Tip’s and Hints: ==============================
    ============================================================================
    
    Talk to the townspeople during the day and at night.
    
    Collect as many Rupees as you can to upgrade your equipment.
    
    Find and energize Goddess Cubes, there are 27, to receive items.
    
    Upgrade often and before any major battle.
    
    Stealth is your biggest asset in taking down the enemy.
    
    A strong bow and accuracy is the next best asset.
    
    Patience and knowing your surroundings will bring rewards.
    
    The obvious route may not be the best route.
    
    A Deku Baba can be defeated by rolling a small boulder over it.
    
    An Octorok can be defeated, by shooting it with your slingshot to stun it, and
    using the forward thrust of your sword, to finish it.  Bombs work well.
    
    Bokoblins near tightropes; Shoot him with your slingshot, he will be stunned
    and then he will start to cross the tightrope.  While he is crossing, shoot
    him again and he will fall off.
    
    Collect Deku Hornets with the bug net.  Their venom is used to infuse potions.
    
    Heart plants that are above you, but out of reach, can be hit with a Deku seed
    and will fall down to you.  They can also be collected using the Beetle.
    
    Use the Beetle to survey the area ahead or around corners.
    
    To upgrade to the Sacred Shield certain items found in the game are required.
    One item in particular, the Dusk Relic, is only found in a single treasure
    chest and in the Silent Realms.
    
    Side quests are important.  They provide entertainment and bonuses like Rupees
    or items.  Some progress in the game is affected by what Link receives in a
    side quest.
    
    Treasure chests are also important.  Beside the obvious treasure chest that
    contains a weapon and a key, there are obscure chests that have more than just
    Rupees.  One of Link’s empty bottles is found in a treasure chest.
    
    Note:  The game saves only at Bird Statue save points. If you wish to leave
    the game for any reason, go to a Bird Statue and choose “save and quit”. When
    you open the game later just click on your adventure and it will return to the
    last save point.
    
    Install a SD or SDHC card to save the file periodically.  Each time you save
    the file from the hard drive you have to erase the file on the SD card because
    it will not automatically overwrite.  The reason for doing this is in case of
    game failure.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                      Zelda the Skyward Sword adventure begins:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The opening scene is a lush serene meadow in a forest.  Then there is a
    growing rumble as the earth begins to open.  The scene changes to view a large
    dark monstrous creature emerging from the depths reaching skyward.
    -Scene closes-
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~ LAND ABOVE THE CLOUDS ~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
                          <<<<<<>>>>>>
                          #1 Skyloft
                          <<<<<<>>>>>>
    
    -Cut Scene-	
    Birds are circling in the sky above a beautiful city (Skyloft) resting above
    the clouds.  A blue bird (Loftwing) lands before a young girl (Zelda) standing
    at the foot of a large statue (statue of the Goddess).  Zelda puts a note in
    the beak of the Loftwing and it flies away.
    
    Link (you), is in darkness, looking surprised.  The scene changes to the
    monstrous creature, also in darkness, with a bright light shining above.  A
    voice tells Link that it is time to wake up and that destiny will find him.
    
    Link is now lying on the floor, next to the bed, with the blue Loftwing at the
    window tossing the note.  The note tells Link that it is his “alarm” clock and
    to wake up.  The note also reminds Link that today is the “wing” ceremony and
    not to forget his promise to meet Zelda.
    –End Cut Scene-
    
    Walk to the armoire (clothes closet).  Open it to find a Blue (5) Rupee.
    Leave the room.  To the right is a townsman named “Pipit”.  Speak to him
    about the race.  Go through the door to the left (classroom).  Speak to
    “Owlan”, the instructor, he has white hair.  Exit classroom.  Don’t go
    upstairs.  Pipit will tell Link the door is locked.  Follow the hallway to the
    last door on the left and talk to the old lady in the kitchen.  If Link breaks
    any of the jars, she will reprimand him.
    
    1st jar broken; “What are you doing?  Clean that mess up.”
    
    2nd jar broken; “If you do that again, you will be mopping up soup stains in
    the kitchen for a week”.
    
    3rd jar broken; She is mad! “I’ve had it!  I’m going to have a word with the
    head master about having you expelled”.
    
    She is waiting for Fledge to bring her barrels.  Exit the kitchen.  To the
    left Link will see Fledge.  Speak to him.  Offer to help carry a barrel to the
    kitchen.  Do so and the old lady will say thank Link.  Back outside speak to
    Fledge.  He will offer Link half of what the old lady offered him, 20 Rupees.
    Exit the double doors to the outside.  Link will hear a voice asking him to
    come closer and talk. It is Instructor Horwell (brown hair).  He will instruct
    Link on how to climb the crates or a wall.  Do as he instructed to reach the
    roof he is on.  He will ask for Link's help to find the Headmasters pet
    Remlit, named Mia.  Say yes.  Dash toward wall behind Instructor Horwell and
    grab onto ledge.  Go hand over hand to get to the porch cover to the left.
    Drop down and jump from one porch cover to the other and climb the vines on
    the right to the upper roof.  Directly in front of Link will be a wooden
    crate.  Move it to the wall and climb up to the roof.  Pick up the pet, Mia.
    Jump down and walk forward to the archway.  Jump down and take Mia to
    Instructor Horwell.  He will thank Link and ask him to tell the Headmaster
    that Link has found his pet.  Turn left and follow the path a short distance
    to a “save” statue.  Walk up to it and press “A” to save.  Just ahead, and to
    the right is a fellow making repairs to a gate.  He will explain how the
    statues work and where Zelda is.  To the left of the gate repairman is a light
    green plant, which is a stamina fruit.  This replenishes Link's stamina.
    Follow the staircase through the entrance ahead.
    
    -Cut Scene-
    Zelda is standing at the base of the Goddess Statue playing a harp.  She turns
    and says “Good Morning”.  Zelda tells Link she got him up early so he would be
    the first to see her, in her new clothes and with her new harp.  She asks how
    she looks.  Zelda’s father will approach and tell Link that if he wins the
    race he will participate in the ceremony with Zelda.  Zelda has her doubts
    because Link has not been practicing.  Her father says not to worry, Link and
    the Loftwing have a special connection.
    
    Zelda drags Link to a platform at the island's edge, pushes him off and tells
    him to call for his Loftwing.  Link’s Loftwing does not appear.  As he falls,
    Zelda’s father comments that Link’s Loftwing is taking a long time to arrive.
    She dives after him.  Zelda saves link.  Zelda and her father show concern and
    tell Link to go ahead and see where his bird has gone.  Bells above the
    archway ring and Zelda’s father tells Link to go see Instructor Horwell and
    tell him the Headmaster will explain the situation.
    -End Cut Scene-
    
    Speak to the gate repairman.  He will tell Link that Groose’s Loftwing flew
    off with his Loftwing and that Groose was headed down towards the Wing
    Ceremony.
    
    Note: an insect is in the South/West corner of the Goddess Statue square.
    
    Leave the Goddess Statue square the way Link came in.  Follow the path and
    tell Instructor Horwell that the Headmaster has summoned him.  At the entrance
    to the Knight Academy a young girl, Karane, will tell Link to speak to Pipit,
    as he knows about birds.  Go through the double doors where Link will find
    himself on the upper level of the Academy.  Follow the stairs down and speak
    to Pipit.  He will offer to help Link find his Loftwing.  Go to the plaza.
    
                          <<<<<<<<>>>>>>>
                          #2 To the Plaza 
                          <<<<<<<<>>>>>>>
    
    Leave the academy from the lower level and go through the now open double
    gate to the right.  Follow the path a short distance, where Link will find a
    young boy, Piper, bashing his head against the tree.  He will teach Link how
    to dash and roll to knock things, like Rupees, insects and hearts, out of the
    tree.  Speak to the boy after banging the tree and he will tell Link that he
    needs a bug net, which can be bought at Beedle’s Airshop.  Continue down the
    path a short distance.  There will be a house on the left.  No need to enter.
    And just to the right of the front door is a garden of heart plants, which
    will replenish Link's life.  Continue down the path to the middle of the
    plaza.
    
    -Cut Scene-
    Groose and his cronies are talking about taking down Link’s Loftwing and
    putting it in a pen.  Groose turns around to see Link and goes into a dialogue
    about Link and Zelda.  (You are given a choice of statements.  “I like your
    hair.”  “Bring it on.”  “Give him back.”)
    
    If (you) choose “I like your hair”, Groose becomes upset and bullies Link.
    Zelda appears and puts Groose in his place.  He and his cronies jump on their
    Loftwings and leave.  Zelda tells Link she will look for his Loftwing.
     
    If (you) choose “Bring it on”, Groose says “how are you going to do that with
    no wings”, and he continues bullying Link.  Zelda appears (same ending).
    
    If (you) choose “Give him back”, Groose says, “I’ve got no idea what you are
    talking about”.  Then he starts bullying Link.  Zelda appears (same ending).
    –End cut scene-
    
    Leave the plaza following the path to the East.  Link will see another Bird
    Statue.  It might be a good idea to save at this time.  On the steps to the
    left is a young woman, speak to her.  She will tell Link to look for his
    Loftwing from the Statue of the Goddess.  Link will have a good view of the
    whole town.  Continue up the steps and around the Bazaar to the steps
    leading to the Goddess Statue.  Pipit will call out to Link.  Meet him and
    Fledge at the Sparring Hall.  Fledge tells Link that he overheard Groose and
    his buddies talking about capturing Link's bird and hiding it near a
    waterfall.  The map appears with a Red “X” showing the location of the
    waterfall.  Talk to Pipit again and he will tell Link that he needs a sword
    and that he saw the Knight Commander go into the Sparring Hall.  The Knight
    Commander may let Link borrow one.  Go into the Sparring Hall and speak to the
    Knight Commander.  He tells Link to go into the back room to find the sword in
    the chest.  The commander will teach Link how to use the sword and gives him
    permission to take the sword outside the Sparring Hall.  Link leaves the
    Sparring Hall.
    
    -Cut Scene-
    A “Sheikah Stone” appears and tells Link that if he needs help or is stuck in
    a certain situation, it may have advice that may help Link.
    -End Cut Scene-
    
    Follow the pathway to the Red ”X” on the map.  It may be a good time to find
    a Bird Statue and save.  Using Link's newfound sword, chop up the pointed
    stakes blocking the cave and enter.  This is the “Waterfall Temple”.  Follow
    the path a short distance to the broken wood fence on the right.  Walk down
    and leap to the ledge across from the way to open the chest for a Red Rupee.
    Drop down and follow the path past the ledge on the left.  Link will see a
    climbable wall (vines) that leads to a chest with a Red Rupee.
    
    Note: One of the jars will contain an insect that Link needs to collect.
    
    Follow the path a short distance to a small ledge on the right.  Hidden
    behind the grass is a crawl space with Rupees.  Continue on.  As Link leaves
    the cave Zelda arrives on her Loftwing.  She tells Link that Groose and his
    buddies had been seen hanging around an area further down the path.  Zelda
    hears something and turns her head.  She then tells Link she was distracted
    and the two of you should continue on looking for Link's bird.  As Link walks
    down the path Zelda follows him.  Suddenly Link sees his bird in a pen.  Cut
    away the ropes on the boards to free Link's Loftwing.
    
    -Cut Scene-
    The Loftwing is happy to see Link and takes to the air.  Zelda turns to Link
    and mentions the voice she heard earlier and asks if Link heard it too.  She
    says it’s been happening a lot lately as though someone is calling out to her.
    She then asks Link if he ever wondered what is beneath the clouds.  She tells
    Link there are stories of a land below, but the Loftwings won’t fly through
    the cloud barrier.  Zelda then tells Link to leap off the ledge.  Link will be
    riding his Loftwing.   There is a short tutorial on how to fly.  Zelda tells
    Link that he and his Loftwing are doing well and that he should show her
    father.
    
    
    Now in the plaza, Zelda tells Link she will fly back and tell her father what
    happened.  As Zelda leaves, Groose appears and badgers Link about being late
    and receiving special treatment. He goes on to bully Link about Zelda and goes
    on to state that he will win the race and the “Sailcloth”.  Zelda arrives and
    puts Groose in his place again.  She then turns to Link and tells him to fly
    the best he can.  A voice calls that the race is to begin.
    
    Link and the other flyers are gathered before the Headmaster and Owlan.  Owlan
    shows his concern about having to delay the start of the race without Link and
    goes on to explain the rules of the competition.  Link and the other flyers
    line up and as the signal is given, Link mounts his Loftwing and the race
    begins.
    -End Cut Scene-
    
    The goal is to grab the statuette and on the first attempt, Groose knocks Link
    out of the way and tosses eggs at him.  Try to avoid the eggs and fly wisely
    to retrieve the statuette.  Zelda jumps into the air carrying her harp and
    lands on Link's Loftwing.  She congratulates Link on his flying and Link heads
    off to the ceremony.  At the Goddess Statue Zelda asks Link to hand her the
    bird statuette so she can offer it to the Goddess.
    
    -Cut Scene-
    Zelda plays her harp as a flight of Loftwings circle the Goddess Statue. Zelda
    then holds Links hand and asks the great Goddess to grant her blessing during
    the ceremony.  The Goddess bestows her blessing and Zelda presents the
    Sailcloth to Link.  The Sailcloth allows Link to drop from great heights
    without injury.  Zelda tells Link that the Goddess gave the sailcloth to her
    chosen hero long ago.  Zelda now tells Link that he must jump off the statue
    and land in the courtyard below.  As Link turns, Zelda pushes him off the
    ledge. (After several tries, Link will land in the circle) Zelda extends an
    invitation to Link to fly around the clouds.  Zelda begins to tell Link of
    something very important when suddenly there is a flash of light.  A tornado
    appears, which knocks Link off his Loftwing.  As Link is falling in the
    darkness, another image appears and says it has been waiting for Link.  The
    voice tells Link the time has come for him to awaken.  The image then becomes
    that of Zelda who then falls into the jaws of a monster. Lying in his bed,
    Link awakes to find the Headmaster standing before him.  He tells Link that
    his Loftwing is unconscious.  The Headmaster then asks Link “where is Zelda?”
    Link tells him of the tornado and that Zelda mentioned the “surface”.  After
    the Headmaster leaves, Link hears a voice outside the wall.
    -End Cut Scene-
    
    As Link leaves his room he will see a ghostly image floating above the
    staircase to the right.  As Link approaches the ghost it will float away from
    him.  Follow the ghost to the entrance of the Goddess Statue where it will
    move to the right.  Follow it down several ledges to a forked path.  A Remlit
    will attack.  Link must strike it with his sword.  It then becomes docile and
    may then be picked up.  But each time Link sets it down it will turn on him.
    Follow the lower path to the end to find a treasure chest with a Red (20)
    Rupee.  Back track to the high path.  Follow it to the end and jump up to
    grasp the ledge.  Quickly move hand over hand to the next ledge.  Follow the
    ghost to several more ledges and to a climbable wall, which leads to the
    Statue of the Goddess.
    
    -Cut Scene-
    The ghost disappears into the stone wall at the base of the statue.  The wall
    then becomes an entrance to the inside of the statue of the Goddess.  What
    appears before Link, looks to be the “Master Sword”.  It suddenly changes to
    the ghost image, "Fi", who tells Link she has been waiting for him and he will
    play a role in a great destiny.  She will aid Link in fulfilling the destiny.
    The sword is Link's destiny.  Fi tells Link Zelda is still alive and that she
    is another Chosen One.
    -End Cut Scene-
    
    Approach and withdraw the sword to hold it skyward.  Link now has the “Goddess
    Sword”.
    
    -Cut Scene-
    Zelda’s father enters the room and tells Link the tale of the hero.  Fi then
    tells Link to embark on a great journey to the realm of the surface.  Fi hands
    Link an “Emerald Tablet” that will light the way through the clouds.
    -End Cut Scene-
    
    Stand before the crest at the top of the steps, charge the sword and release
    the energy to the crest.  A pedestal will rise for Link to place the tablet
    in.  The way to the surface is now lit.
    
    -Short Cut Scene-
    Dialog with Fi and Zelda’s father. 
    
     
                          <<<<<<<<>>>>>>>
                          #3 The Academy 
                          <<<<<<<<>>>>>>>
    
    -Cut Scene-
    The scene begins with Link making final adjustments to his new uniform that
    the new Knight’s will be wearing this year.  It is surprisingly the same shade
    of green and the same style outfit Link has been wearing for the past
    twenty-five years.  Hmm!  Zelda’s father gives Link a pep talk and suggests
    that he talk to the Knight commander.  He also suggests that Link stop in the
    Bazaar to do some shopping before venturing out to find Zelda.
    -End Cut Scene-
    
    As Link leaves his room, Fledge approaches.  He compliments Link's new uniform
    and shows his admiration for Link.  Fledge then offers Link his hand made
    gift, the “Adventure Pouch”.  The pouch will hold four items, such as potions
    and a shield, which can be purchased at the Bazaar.  As Link leaves the
    academy from the lower level, Link will meet Owlan and he will give Link a
    gift, the “Wooden Shield”.  He tells Link that it can be destroyed by fire or
    by hard blows to it.  If destroyed or lost a replacement can be purchased at
    the Bazaar.
    
    Go to the Sparring Hall and talk to “Eagus”, the Knight Commander.  He will
    tell Link that his sword isn’t from Skyloft.  It is actually an ancient
    artifact, which can only be carried by the “chosen one”.  He then offers to
    teach Link the “secrets of defense”.  From here go to the Bazaar.  As Link
    passes through the double gate, Fi appears.  She gives Link an update and
    cautions him not to descend to the surface armed with just a sword.  She
    suggests that Link buy potions and a shield if he does not have one.
    
                          <<<<<<<>>>>>>>
                          #4 The Bazaar
                          <<<<<<<>>>>>>>
    
    As Link enters the Bazaar, from the South/West entrance, talk to the townsmen
    to the right.  They will give Link advice, such as “sleeping when you are
    tired” and that “Skyloft is a different place after the sun goes down”.
    Walking further, look to the right and talk to the townsman here.  He is
    "Gondo", the owner of the “Scrap Shop”.  He tells Link that he can upgrade his
    gear using the stuff he finds.  Directly across from him is the “Fortune
    Teller”, Sparrot.  Sparrot offers to tell Link his fortune at a reduced rate
    from the usual 10 Rupees to just 1 Rupee.  He tells Link that “all is
    revealed” and Link is to head into a densely wooded area.  He suggests that
    Link buy a “heart potion”.
    
    Further on in the Bazaar is the next woman on the left.  She runs the “Potion
    shop”.  She tells Link not to leave without stocking up!  She then asks if
    Link has an empty bottle.  She reminds Link that she can not sell him potions
    unless he has an empty bottle.  She then gives Link his first “Empty bottle”.
    Wow!! Now stand in front of the bowl of “Red” potion and fill the bottle for
    20 Rupees.  The woman will tell Link to see her husband at the caldron to the
    right.  He tells Link that he “infuses” the potions to increase their power.
    Link will need one or more of a certain insect for him to be able to infuse
    the potion.
    
    Directly across from the Potion shop is the “Gear Peddler”.  He is selling
    Deku seeds, arrows, bombs and a wooden shield.  To the right of the Gear
    Peddler is the young lady, Peatrice, who runs the “Item check” storage
    facility.  Here Link  can leave or pick up things he has collected.  Between
    the Item check and the Scrap Shop is a doorway.  Go down the steps and Fi will
    appear.  She will tell Link that the treasure chest he sees is an ancient
    relic and she does not know how it can be opened.  To the right are steps
    that lead to the back of the Scrap Shop.  Go up the steps and look to the
    right.  On the bench is an old “Robot”.  If Link talks to it, the only
    response is (…). 
    
                          
                          <<<<<<<<<<>>>>>>>>>>
                          #5 Back to the Plaza
                          <<<<<<<<<<>>>>>>>>>>
    
    Go out the South entrance and look up to see “Beetles Air shop”.  Link will
    need a bow or a slingshot to ring the bell hanging from the underside.  He
    will then stop and lower a rope to pick-up Link.  Now walk into the Plaza and
    look to the left to see a tall tower.  Climb the ladder on its right and talk
    to the gate repairman, who is Kukiel’s father.  He will tell Link, “folks here
    call this the Light Tower”.  He suggests that Link climb to the top for the
    view.  At the top is a plaque.  It reads:
    
    Let sound the goddess’s song
    Beneath the lights radiance
    Unto her chosen hero shall fall
    A piercing ray of guidance.
    
    From the Light Tower follow the path past the bridge and down the steps.  Talk
    to Kukiel’s mother.  She will ask if Link has seen her daughter.  Look to the
    left to see a wooden framework.  Inside, are a large treasure chest and a
    small treasure chest.  To the left is a well.  The entrance to the well is
    below Kukiel’s house and under water.  Go back up the steps, then turn left
    and cross the bridge.  Follow the path to the far house on the upper right.
    It is the Scrap Shop owner “Gondo’s” house.  He lives with his Mother “Greba”.
    Go inside and talk to Greba.  She will tell Link that her son works late hours
    trying to repair an old Robot he inherited.  Now lay down on the bed and sleep
    until night.  
    
    
    
                          <<<<<<<<<<<<>>>>>>>>>>>>
                          #6 Night time in Skyloft
                          <<<<<<<<<<<<>>>>>>>>>>>>
    
    When Link awakes, he will find Gondo working on the Robot.  He will tell Link
    that most of the townspeople don’t go out after dark.  Go outside.  Beware
    of Keese, rimlits and jelly blobs.  Follow the path down the hill to the left
    and inside a short tunnel where Link will find the door to the Gear peddler’s
    house.  Go in and talk to him.  Choose the “hmmm” option when it appears and
    the “make money” option when it appears.  He will tell Link that he does his
    buying at night and only buys specific types of treasure.  He will then give
    Link a list of what he is buying today.  Leave and cross the bridge.  Turn
    right and down the steps to Kukiel’s house.  Go in and talk to her father, the
    repairman.  He will say that Kukiel is sleeping nicely.  He tells Link that
    she was talking about someone she called “Uncle bat”.  He has no idea what she
    means.
    
    Go to the upper entrance of the Academy, enter and go to Karane’s room.  She
    will scold Link for entering a girl’s room at night.  Then she will mention
    that someone has been in the bath for a very long time.  Now go out to the
    hall and talk to Pipit.  He will tell Link that he can not fly at night
    because the Loftwings have poor night vision and only a few have had special
    training to fly at night.  Pipit suggests that Link sleep until morning.  Now
    go to the lower level to Cawlin and Strich’s room.  Talk to Strich and he
    will tell Link about the bugs he collects.  He offers to buy any bugs Link
    catches.  Say “sure”.  Strich then tells Link he only buys certain bugs on any
    given day and he only deals at night.  Lay down on the bed and sleep till
    morning.
    
    
                          <<<<<<<<<<>>>>>>>>>>
                          #7 Taking to the sky  
                          <<<<<<<<<<>>>>>>>>>>
    
    Walk to the center of the plaza and Fi will call.  She tells Link it is time
    to look for Zelda.  Run toward the extended wood platform and then dash.  As
    Link dives off the platform, call for his Loftwing.  Link is now flying!
    This is a good time to get the feel of the flight controls and to see what is
    up there.
    
    Surrounding Skyloft there are several dozen large floating rocks or chunks of
    land called islands.  Some of the rocks have a tunnel through them.  When Link
    flies through one of these, his Loftwing becomes a turbojet and is jettisoned
    out the other side very fast.  I call it a “Turbo Rock”.  Some of the islands
    have “Red Octorok” type creatures on them shooting rocks at Link.  They can be
    knocked off the rock if Link uses the dash attack, but it takes away some of
    his health.  There is also a renegade Loftwing flying about who will drop
    rocks on Link's head.  Watch out for the tornadoes, they will knock Link off
    his Loftwing.  Before going down to the surface we should investigate these
    floating islands.
    
    The first;
    Is due North of Skyloft.  It is “Bamboo Island”.  Go inside and talk to
    Peatrice’s father.  He will suggest that Link cut some bamboo.  It’s a
    contest!  Link must make at least 15 cuts to qualify.  The 1st prize is the
    “Evil crystal”.  The 2nd prize is a “Monster horn”.  He will tell Link that he
    should find a longer sword and try again for the better prize.  Outside of,
    and at the back of the building, is a treasure chest.
    
    Second;
    Go due East to an island with a well.  There are two treasure chests.  One is
    in an underwater cave at the bottom of the well.  The other is on the ledge
    above or upper level.
    
    Third;
    South/East from the well is another island with a living area of sorts, in
    the rock, and a caged area.  A sign reads: Beedle is out but to come back at
    night. There is a treasure chest on top of the living area and one inside the
    living area.
    
    Fourth;
    South/East of Beedle’s place is an island with two elevations.  The upper has
    grass, flowers and two pinnacles.  On the ledge between the two pinnacles is a
    vine-covered wall.  Climb down and move left, then up to find a treasure
    chest.  The lower level has a cave with a treasure chest inside, blocked with
    boulders.  Return here when Link can carry bombs.
    
    Fifth;
    South by South/West of the cave is “Pumpkin landing”.  From the pumpkin patch
    is a path to the left, which leads to some jars and pumpkins on a shelf. One
    jar contains an insect.  Go back up the path and in the back door of the
    building.  Talk to the innkeeper on the right.  He welcomes Link to the “Lumpy
    Pumpkin” rest stop, where Link can get their famous “pumpkin soup”.  Walk into
    the main room and talk to the man sitting to the right of the large round
    table.  He will tell Link that “there’s a fiendish demon living in Skyloft”.
    Go up the stairs and talk to Strich.  He will tell Link that he can get a
    “bug net” at Beedle’s Airshop.
    
    -Side Quest-
    Walk to the balcony and read the sign on the column to the left.  It warns
    Link not to “cause a ruckus” because it shakes the chandelier.  Dash and roll
    into the column a few times and the chandelier will fall on the large round
    table.  The innkeeper is furious.  He asks “WHY WOULD YOU DO THAT!?”  He tells
    Link to come to him “this instant”.  Before going, pick up the Rupees, and a
    “Piece of Heart”.  It takes four to make a new heart container.  The innkeeper
    tells Link that he will be working for him until Link has paid for the cost of
    the chandelier.  Link agrees.  Link's first job is to deliver soup to Eagus,
    the Knight Commander.  The innkeeper will fill Link's bottle with “hot” soup
    and tells Link that he has only five minutes before it cools.  If Link's
    bottle has something else in it, just empty the bottle so it can be filled
    with soup.  Go out the front door, next to the staircase.  To the right of the
    front door is a treasure chest.
    
    Take the soup to Eagus, it will make his day.  Return to Pumpkin Landing with
    Eagus’s compliments to the innkeeper.  Link is told that "you aren’t done
    yet", but the innkeeper needs time to think.  So come back later.
    -End Side Quest-
    
    Sixth;
    Due South of Skyloft and South/West of Pumpkin Landing is an island with a
    treasure chest.
    
    Seventh;
    North/West from the treasure chest and South/West of Skyloft is an island with
    an opening in the top and a ledge on one side with a treasure chest.  Inside
    are two large mushrooms and two small mushrooms.  On a high ledge is a
    treasure chest.
    
    Eighth;
    North/West from here and South/West of Skyloft is a small island with just
    grass and flowers.  Cutting the grass may yield Rupees and/or hearts.
    
    Ninth;
    North/West from here and again, South/West of Skyloft is a large disc shaped
    island with colorful designs all around and on top.  Land and talk to the
    clown.  He will tell Link that he wants to make it into a fun place for
    everyone.  It is called “Fun Fun Island”.  Directly below the island is a
    small chunk of land with a treasure chest.
    
    Tenth;
    This split island has three treasure chests.  The landing area has two
    treasure chests, one on the landing area and another below.  Go to the right
    of the ledge to see a vine-covered area going down.  Climb down to find the
    treasure chest. The other half, of the split island, has a caged cave with the
    third treasure chest.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THE SURFACE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                          <<<<<<<<<<<>>>>>>>>>>>
                          #8 The Sealed Grounds 
                          <<<<<<<<<<<>>>>>>>>>>>
    
    Fly into the light beam and dive through the hole in the clouds.  After Link
    lands on the surface, Fi will appear.  She will tell Link that he has landed
    at the “Sealed Grounds”.  She will also warn Link to proceed with caution.
    Follow the path and destroy the two Deku Babas using the horizontal swing for
    the one with a mouth opening up and down and a vertical slice for the one with
    a mouth opening side to side.  Walk a bit further and Fi will again appear to
    tell Link that she has the ability to provide him with information on a
    subject that he has “Z” targeted.  Destroy two more Deku Babas and drop down
    the ledge.
    
    -Cut scene-
    Link looks at the remains of an ancient temple.  He then looks down into a
    deep pit.  It turns to a blood red pool with shades of black.  The dark
    monstrous creature Link had dreamed of earlier, appears.  It starts to attack
    link, then fades away.  Link returns to his surroundings.
    -End cut scene-
    
    Walk toward the dark door of the temple.  Fi will appear and tell Link that
    the door has been opened recently and then sealed shut by a mysterious force.
    The path forks down to the bottom of the pit and to the left side of the
    temple.  Note: There is an insect on the wall to the left side of the temple.
    Taking the path down to the bottom Link will see many disk shaped objects on
    the ground.  Each has a hole in the center.  At the bottom is an object or
    pedestal with black fumes coming from beneath.  A voice calls, “…Young one,
    child of destiny from the sky…”.  Link is told to raise his sword and unleash
    its power on the “evil aura”.  When Link strikes, the fumes disappear and the
    disks on the ground begin to spray steam geysers into the air.  Fi appears and
    tells Link that she is sensing a change in the area.  She also detects an aura
    from Zelda correlating to Link's Sailcloth.  Fi then tells Link that she can
    lead him in the direction of the aura by “dowsing”.  It’s kind of like radar.
    Choose what Link is looking for with “C” and his sword will react with a
    beep.  When Link points his sword in the direction of the selected object, the
    beep is faster.
    
    Use the geysers in the ground to rise to the occasion.  Just walk into
    the geyser and it will raise Link up to the next level using the Sailcloth.
    Walk toward the temple door.  As Link approaches, it will glow bright for a
    few seconds, and then go dark.  Enter the “Sealed Temple”.  Go to the room on
    the left and smash the jars to find two insects.  In the main room, just to
    the right of the staircase, is a treasure chest. It contains “revitalizing
    potion” in a “glass bottle”.  Link now has a new bottle.  Walk up the stairs
    to meet an old priestess who is there to protect the temple.  She tells Link
    she has waited many years for his arrival and to fulfill her purpose as “your
    guide”.  She tells Link Zelda had arrived earlier in a shower of light and now
    “the gears of fate have begun to turn”.  She also tells Link that Zelda has
    gone to the “Faron Woods” and he should follow.  The priestess then says that
    paths are hard to follow.  So she gives Link the power to create “beacons”.
    Go out the now unlocked door and Link will see a beacon before him.  Climb the
    steps and follow the path to a ledge.
    
    
                          <<<<<<<<<<<<<>>>>>>>>>>>>>
                          #9 The Faron Woods 
                          <<<<<<<<<<<<<>>>>>>>>>>>>>
    
    Ahead are five “Red Bokoblins” harassing , the “Goron”, “Gorko”.  Defeat the
    Bokoblins using a combination of attacks.  The best is the spin attack.
    Gorko will thank Link and tell him that it has been a weird day.  He will say
    that he saw another like Link and he will tell him that he is “researching the
    ancient history of the woods”.  He goes on to say that ancient texts tell of
    the “Isle of the Goddess” far up in the sky and that the statue next to him,
    and others like it, serve as landmarks for those from the sky.  Suddenly the
    statue lights up.  Gorko notices that it reacted when Link got close to it.
    
    This statue allows Link to return to the sky, using the Sailcloth, where he
    will land on his Loftwing above the clouds.  Then, to return to the surface,
    fly into the beam of light as before.  When returning to the surface Link may
    choose the specific location to land provided the Bird Statue was activated.
    Returning to the statue at the surface, turn to the right and climb the
    vine-covered wall.  Follow the path through the tunnel and push the large wood
    log over the ledge, which reveals a shortcut to the sealed grounds.
    Return through the tunnel to the statue and follow the path through the open
    gate.   Ahead is a large wood log, push it forward to gain access to the ledge
    above.  Continue down the path.
    
    -Cut Scene-
    Fi appears and tells Link that he has entered the Faron Woods.  She tells him
    that Zelda is likely in the area and to continue using the dowsing ability to
    search for her.
    -End Cut Scene-
    
    Continue down the path to a small crevasse, leap on to the rope and swing
    across.  Ahead are two Red Bokoblins harassing a “Kikwi”.  The Kikwi peeks
    around, looks up to see Link and states  “now there is a green one”.   He runs
    off.
    
    Fi appears and comments on an interesting spike in the dowsing reading on the
    creature Link just encountered.   Fi also tells Link that Kikwis are highly
    intelligent beings.  She suggests that Link follow the creature.
    
    Follow the path up the hill to a ledge.   The Kikwi will be in the meadow
    below.  It will turn and look at Link, show surprise and hide behind a large
    mushroom to the left.  Do a dash roll into the mushroom.  The Kikwi will
    become startled and run to another mushroom on the other side of the path.
    Again do a dash roll into the mushroom; the Kikwi will become startled and
    run away again.  It will be hiding behind a tree, at the end of the path, on
    an island of grass.   The Kikwi tells Link its name is Machi, and thanks Link
    for defeating the Red Bokoblins.  Machi then tells Link he ran into another
    “funny animal” like Link but it was a girl.  Zelda!  Machi mentions that Zelda
    was attacked by the Red Bokoblins but was able to escape with the help of a
    Kikwi elder.
    
    Fi appears and says she has new information on Zelda’s current status.   Fi
    has marked on the map the position of the Kikwi.  Fi suggests that Link
    continue searching for Zelda.
    
    Machi asks Link to tell the elder that he is safe.  Continuing forward, push
    the large wood log over the ledge to create a shortcut to the path leading
    from the Temple.   Turn around and backtrack the path a short distance, look
    to the left and climb two ledges, then a log to another ledge.
    
    Note: to the right of the first ledge is a cave entrance, blocked by boulders.
    Return here when Link has bombs.  Inside is a piece of heart.
    
    Ahead is an “Octorok (Grass)”.   Avoid it and go past the upper ledge on the
    left and drop down to the large log.  Roll it down to create another shortcut.
    Go back and climb the upper ledge Link had just ran past, then another ledge,
    and then drop down a hole in the ground to the left of the tree, near the
    brick wall to the right.   Follow the path to the left where Link will see a
    tree and two bushes.  Look at the bush to the right, pick it up, to find that
    it is a Kikwi named “Oolo”.  He asks Link to tell the elder that he is here.
    Fi appears and tells Link that she has marked the location of Oolo on the map.
    To the left of the brick wall, drop down to Machi’s location.  Again climb the
    two ledges, a log and another ledge leading to the Octorok.  Turn right, go a
    short distance up the ramp to a ridge.  Turn left, and follow the ridge to a
    tightrope that leads to a new piece of heart.  Drop down to the water below
    and onto the land.
     
    Note: there is a cave under the water.  Return here when Link has the ability
    to dive.
    
    Also, the slender trees with a glowing section yield Rupees when struck with
    Link's sword. Defeat any nearby Red Bokoblins.  Flying overhead is a “Guay”.
    Stay clear of it, because it likes to poop on Link's head.  Follow the path
    through the archway and defeat the Red Bokoblins.  Roll the log on the right
    over the ledge to create another shortcut.  Continue up the path.  There will
    be a gate on the right that is “sealed shut”.  Follow the path as it circles
    to the left down to a rope hanging from a limb and tied to a shrub.  Cut the
    rope with the sword; leap from the ledge to the rope and swing across.   Talk
    to the elder Kikwi “Bucha”.  Link will ask him of Zelda and he tells Link he
    is very concerned about his people with so many monsters around and his memory
    of Zelda is hazy.  He is happy to hear that Machi and Oolo are safe.  He asks
    Link to search for two of his other tribesmen and make sure they are safe.
    
    Fi appears and shows concern that Zelda is no longer with the elder Kikwi and
    suggests that Link find the lost Kikwis.  She has added Kikwis as a dowsing
    option.
      
    At the base of the large tree is an opening.  Go through the opening to a
    vine-covered wall, which leads to a tightrope.  Cross over to the next ledge
    and drop on to the meadow below.  As Link approaches, the Red Bokoblin calls
    for reinforcements. Four more arrive.  Defeat them all and one of the missing
    Kikwi will call out to Link from a limb above.  He thinks Link is a good guy
    and asks if Link could help him down.  Do a roll dash to knock the Kikwi out
    of the tree.  He thanks Link and gives his name as “Lopsa”, while Fi marks his
    location.  Use the rope to swing to the ledge behind Lopsa.  Push the log over
    the ledge to create another shortcut.  To the left is a treasure chest on a
    ledge at the base of a very large tree.  To the right are several ramps
    leading to a statue on an observation platform.  Drop down and cross the
    valley below and turn left.  Walk toward the narrow pathway and climb the rock
    formation to the right.  Now climb the vine-covered wall to the ledge above.
    The other lost Kikwi is hiding among the grass.   Using the sword cut all
    the grass to expose him.  He tells Link his name is “Erla” and to tell the
    elder he is safe.
    
    Note: there is a cave entrance blocked by boulders.  Return here when Link is
    able to carry bombs.
    
    Return to the elder and tell him that the other two Kikwis have been found.
    The elder Kikwi thanks Link and suddenly remembers where Zelda went.  He tells
    Link that she had to travel to the temple deep within these woods.  As a
    reward for finding his other tribesmen he gives Link the “slingshot” and a
    pouch of “Deku Seeds”.  Now return to the valley and go to the observation
    platform.  At the base of the steps of the observation platform are two
    monuments.  Directly above is a coiled vine.  Shoot it with the slingshot and
    use the vine to swing to the ledge ahead of Link.  Move forward.
    
    -Cut Scene-
    Fi tells Link that he has entered a new area called the “Deep Woods”.  And
    that Link should continue toward the temple.
    -End Cut Scene-
    
                          <<<<<<<<<<<<<>>>>>>>>>>>>>
                          #10 The Deep Woods  
                          <<<<<<<<<<<<<>>>>>>>>>>>>>
    
    Moving forward another Red Bokoblin will see Link and call for reinforcements.
    Defeat them.  Look at the tree to the left.  It has a hornet’s nest hanging
    from it.  If Link gets close, the hornets will attack.  Shoot the nest with
    the slingshot.  Continue on the path to the right to find another tightrope.
    Before crossing, use the slingshot to break the hornet’s nest hanging above
    it.  On the other side climb the ledge to the left and follow the path to a
    large log.  Push it over the ledge to create a new shortcut around the
    tightrope.  Return to the path and continue forward and defeat the Octorok,
    using the slingshot to stun it and a forward thrust to destroy it.  Turn to
    the right and leap onto the thin ledge above, moving hand over hand to the
    next ledge leading to a tightrope.  Across the way is a Red Bokoblin.  Shoot
    him with the slingshot, he will be stunned for a short time and he will then
    start to cross the tightrope.  While he is crossing, shoot him again and he
    will fall off.  Cross to the next ledge on the tightrope and go up the steps.
    
    Note: On the tree in front of Link is an insect.  Return when Link has the bug
    net.
    
    Continue down the path and use the hanging rope to swing to the ledge across
    the way.  Move forward and turn left to find a treasure chest to the left of
    the tree.  It contains a Red Rupee.  Back to the path and defeat the “Quadro
    Baba”.  It changes mouth openings from horizontal to vertical and back, every
    few seconds.  Shoot it with the slingshot to stun it, then attack with the
    sword to destroy it.  Continue on the path and talk to the Goron that is
    head.  He will ask Link to help him do something.  He then turns to look at a
    decorative block he calls a “Goddess Cube”.  The Goron tells Link the ancient
    text states;
    
    “Summon forth the light from a heavenly blade, and may that sword’s master
    receive aid”.
    
    Walk up to the Goddess Cube, raise the sword and unleash the charged power.
    The cube will glow for a few seconds, and then disappear with a bright light
    rising into the sky.  The Goron goes on to say there are cubes like that one
    “all over this land”.   Talk to the Goron again and ask about the temple.  He
    will tell Link that the story tells of a visitor from the sky that will one
    day be received in the “Skyview Temple”.  The Goron also talks about a stone
    marker with writing that may be the key to getting inside.  To the right is a
    large log, roll it over the ledge to create a shortcut.  Turn to the left,
    then drop down and follow the path/ledges to the entrance of the temple.
    
    Fi will appear and will tell Link that she has detected Zelda's aura in the
    temple.  She also detects numerous monsters and feels it is unwise to continue
    on without being properly equipped.
    
    Note:  To the left of the entrance and past the tree is a patch of grass with
    two insects.
    
    To the right of the temple entrance and behind a tree is a stone marker that
    reads:
     
    “He who descended from above:
    Look to the star that the bird
    Rising heavenward gazes upon,
    And aim your shot there.”
    
    Go to the statue at the entrance and choose “return to the sky”.
    Fi will appear and she will tell Link that she sensed an energy reaction from
    the energy released from the Goddess Cube and it is marked on his map,
    “Pumpkin Landing”.   Fi advises Link to investigate.   
    
    Back at Skyloft, ring Beedle’s chimes with the slingshot.  He will lower a
    rope for Link to climb up.  Go inside and Beetle will greet Link.   Stand in
    front of the bug net to make the purchase for 50 Rupees.  Then move to the
    extra wallet, which will allow Link to carry 300 extra Rupees, for the
    purchase price of 100 Rupees.    Drop down and go into the Bazaar.  Fill the
    bottles with potion and replace the shield if needed, 50 Rupees.  From the
    Gear Peddler buy “the small seed satchel” for 100 Rupees.  It allows Link to
    carry ten more Deku Seeds.  
    
    Back in the air, head for Pumpkin Landing to investigate the energy reaction.
    Go to the treasure chest to the right of the front door of the Lumpy Pumpkin
    rest stop.  It will be aglow.  Open the chest to find that Link's adventure
    pouch has been enlarged to hold one additional item.  Return to the entrance
    of the Skyview Temple and activate the Goddess Cube due south of the entrance
    at the ledge.  Standing in front of the entry doors to the temple, look up to
    see a Red gemstone.  Shoot it with the slingshot.
    
    
                          <<<<<<<<<>>>>>>>>>
                          #11 Skyview Temple  
                          <<<<<<<<<>>>>>>>>>
    
    -Cut Scene-
    The door opens and Link enters the Skyview Temple.  Fi appears with bad news.
    The auras of many creatures reverberate throughout the temple and she will not
    be able to track Zelda.
    -End Cut Scene-
    
    Follow the steps a short distance to a spider web.  Dispatch any Keese that
    attack and cut the web.  Continue to a line of trees.  Slice them horizontally
    with the sword and move on.  To the right is a boarded up opening that can
    not be accessed.  Stay on the path and continue forward to another web.  Cut
    through it and Link will soon come to the end of the hallway.  On the left is
    a barred shut door.  Ahead is a stand of trees blocking access to a
    vine-covered wall.  Above the wall on the ledge, are a Deku Baba and a
    gemstone.  Cut down the trees and shoot the Deku Baba with the slingshot to
    stun it.  Quickly climb the vine to defeat the Deku Baba.  Hit the gemstone
    and the bars will open.  Go through the doorway to find a staircase ahead.
    Go to the left to find a stone marker that reads:
    
    “He who descended from the sky:
    Lend your ear to the wise voice
    Of the servant who brought you
    To the firm soil”.
    
    Fi appears and says she is the servant.  To the right of the stone marker is
    another barred door.  Go to the top of the staircase and Link will see an
    “eye” staring at him from above the door.  Equip Link's sword and note that
    the eye follows the movement of the sword.  Make a circular movement of the
    sword several times and the eye will get dizzy.  It then turns red and the
    eyeball falls to the ground.  The doorway is now unlocked.  Through the door
    and down the hall are two hanging Deku Babas.  Use the charged sword attack
    twice on each one to defeat them.  Upon entering a large room, turn around to
    see several “Walltulas” on the vine-covered wall.  Dispatch them with the
    slingshot and climb the wall.  Above is an opening that has been boarded up on
    each end.  Break the boards with the sword to access the hallway leading from
    the temple entrance, a shortcut.  
    
    Go back into the large room and follow the bridge ahead.  Defeat the “Green
    Bokoblin” and look to the left to see another barred door.  Walk toward the
    door but stop short of the stairs.  Turn left and drop down.  In an alcove
    below the door is a gemstone high up.  Shoot it with the slingshot to unlock
    the door above. Climb the nearby vines to reach the pathway and open the door.
    As Link enters this area he will see another Green Bokoblin and two
    “Skulltulas” on webs, one on each end of the bridge.  After defeating the
    Green Bokoblin, Link will need to position himself in the middle of the
    bridge.
    
    Turn to the first Skulltula and look up and to the right.  There are two
    coiled vines above.  Shoot them with the slingshot and they will uncoil.  Link
    can jump onto the vine and swing to the center of the bridge or Link can
    defeat the Skulltula if he wishes. 
    
    This is a tough cookie. The slingshot is useless here and any strikes to its
    upper side with the sword will only make it mad.  If Link attacks from the
    front, do so by slicing the web at the bottom horizontally.  The Skulltula
    will drop down and attack.  Now “Z” target and use the forward thrust to flip
    it over.  Attack using the fatal blow and it’s over.  If Link decides to use
    the vine to reach the center of the bridge, look toward the wall to the right
    of the bridge and up, to see a gemstone.  Shoot it and water will be released
    into the area below.  Jump to the second vine and to the other side of the
    room. Watch out for the Quadro Baba.  To the left is a set of steps with a
    stone marker next to it that reads:
    
    “Gaze upon the map until your
    eye finds the “X”, for it is there
    that you must strike a glittering
    gemstone to reveal a path”.
    
    “You will find a temple map in
    a room with two such gemstones”.
    
    Go up the steps, then left and then to the right.  Go through the doorway and
    then to the left to find a large treasure chest.  It contains the “Dungeon
    map”.  Jump down to the pathway where Link first entered and walk to the
    center of the room.  Turn to the right and shoot the gemstone above the barred
    door with the slingshot.  Go through the doorway, up the steps and through the
    web to the stairs on the right.  In the middle of the damaged bridge is a
    stone marker.  It is blocked, by a hanging Skulltula.  The best way to defeat
    this one is to approach the Skulltula using “Z” targeting and use a
    horizontal slice to make the Skulltula spin.  While it's spinning, “Z” target
    its underside and use a forward thrust twice to defeat it.  Now walk up to
    the stone marker.  It reads:
    
    “Two doors lead to rooms left and
    right, but they will only open
    when the gemstones are struck.
    One is above, one below.”
    
    Now drop down to the lower level and walk up to the wall on the left side of
    the room.  There is a crawl space behind the grass.  On the other side is a
    gemstone above a staircase leading to a Bird Statue.  Shoot the gemstone with
    the slingshot.  Water is again released.  Swim to the vine-covered wall to the
    left rear and climb up.  This leads to another crawl space that brings Link
    back into the previous room.  Leave this room and enter the main room.
    
    Link will see that the water has risen high enough to float two large logs.
    Jump on the log on the East side of the room.  Shoot the Walltula with the
    slingshot and climb the vines.  This will lead Link back into the room he had
    just left, but now he is at the other end of it.  Defeat the hanging
    Skulltula the same way Link did the other one.  Look around to see two
    eyeballs, one on each side of an iron barred room.  Position Link between them
    so that they are both looking at him.  Equip the sword and make a circular
    motion several times.  They get dizzy, turn red and fall to the ground.  The
    iron bars will lift and Link can retrieve a “small key” from the treasure
    chest.
    
    Go back into the main room and jump on the large log, then the steps at the
    North side of the room.  Use the small key to open the door.  As Link enters
    this next larger room there are two large Bird Statues before him, one on each
    side of steps leading to the iron barred door of a tall round structure.  Note
    the gemstone high above the door.  Shoot it with the slingshot and the bars
    will lift.  As Link enters the structure, bars will fall and block the door
    behind him and a “Stalfos” will assemble itself.  His attack can take one or
    more heart containers at once.  Use the shield attack and horizontal slice to
    take him down.  A large treasure chest will appear which contains a golden
    “Beetle”.  It can be used to cut threads that are out of reach or to attack
    small items.  Equip and launch the Beetle toward the web covering the hole in
    the ceiling.  Fly past the web to the outside and hit the gemstone above the
    door.  The bars will lift and Link can leave.
    
    Note:  You might want to practice the Beetle flying skills on the threads of
    several crates hanging from the ceiling.
    
    Go to the West side of the room and launch the Beetle toward a crawl space
    above the barred door.  Hit the gemstone and the bars will lift.  As Link
    enters, stop and look up to see a crawl space above the hallway.  Continue
    forward and drop down into the basement level.  Walk to the top of the broken
    staircase and turn around.  Link will see another broken staircase on the left
    leading to another level and a Skulltula on a web.  Launch the Beetle toward
    the Skulltula.  Fly past it and hit a hidden gemstone.  Water will be released
    allowing Link access to that level and a way out.  Turn around again and go
    through the door ahead.  Bars will lock the door behind Link and a Skulltula
    will drop down to attack.  Use the “Z” targeting and the forward thrust to
    flip it over, then attack with the fatal blow.  The bars will then lift
    allowing Link to leave.  Above the door is a balcony. To the left are vines on
    the wall leading up to it.  On the balcony launch the Beetle to cut the
    hanging thread holding the large crate to the right.
    
    The crate will fall without breaking.  Push it off the balcony, jump down and
    position it in the middle of the room.  Climb onto the crate and Link will see
    three eyes staring at him.  Do the sword routine and they will fall to the
    ground.  The bars blocking the entrance to a small room will lift and Link can
    open the large treasure chest containing another “small key”. Leave here and
    cross the water to the staircase in the other room.  A Skulltula is blocking
    the way. Using “Z” targeting, run up to the web and slice it quickly, using
    the horizontal slice.  While still “Z” targeting, backup, to the right rear,
    and jump in the water.  The Skulltula will follow but will not go into the
    water.  Go back up the stairs on the left, through the cut web and to a stand
    of trees.  Cut them down and go through the crawl space to land at the door
    Link originally came through.
    
    Back in the large main room, stand in front of a barred alcove at the North
    side of the center structure.  Launch the Beetle toward the top of the
    structure and hit a gemstone in an opening there.  Pick up the “piece of
    heart”.
    
    On the East side of the main room is a tightrope leading to a locked door.
    Above are five hanging Deku Babas.  Use “Z” targeting and the charged sword
    attack to defeat the first four.  The one in the back is too far away.  Get on
    the tightrope and purposely lose your balance.  Don’t fall off because there
    are two Quadro Babas below.  Link will now be hanging from the tightrope.  DO
    NOT climb back up, but instead, go hand over hand to the next ledge and
    quickly climb up onto the ledge.  Link can now easily dispatch the Deku Baba
    and open the door.  As Link goes through the doorway it will lock behind him.
    Follow the hallway to two boarded up doorways.  Break them down using the
    sword.
    
    In the next room is a “Staldra”.  A three headed, snake creature.  To defeat
    it, Link must use the spin attack to cut off all three heads at the same time.
    If Link misses one, the others will grow back quickly.  Go through the door to
    the left, up the steps and down the hallway.  Defeat the Green Bokoblin and
    then launch the Beetle to cut the web thread of the Skulltula.  It drops out
    of sight.  Do a run/dash to jump the gap in the pathway.  Ahead and to the
    left is a barred opening with a gemstone directly above it.  Hitting the
    gemstone raises the bars allowing access to the main room we were previously
    in.  Ahead is a barred room with a large treasure chest.  To the right is a
    tightrope and across is a Green Bokoblin.  Shoot him with the slingshot, let
    him start to cross the tightrope and shoot him again.  He’s gone.  Cross over
    and look to the left.  There is an alcove with a small treasure chest
    containing a Red Rupee.  To the right is an alcove with a vine-covered wall
    leading to a hanging rope tied to a shrub.  Cut it with the sword and do a
    run/dash to jump onto the rope.  Look to the right to see a vine-covered area.
    Position Link and swing to it.  Climb up and walk along the huge vine.  Look
    for two coiled vines high up.  Use the slingshot or the Beetle to uncoil them.
    Jump on the first vine, then onto the next one and into the barred room with
    the large treasure chest.  It contains the “Golden Carving”.  Climb up the
    vine-covered wall to the right and jump to a ledge.  Drop down and cross the
    tightrope on the left that Link had crossed earlier.
    
    
    ____________________________________________________________________________
    )))))))))))))))))))))))))) DEMON GHIRAHIM (((((((((((((((((((((((((((((((((( 
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Insert the Golden Carving, properly, into the slot, in the door.
    
    -Cut Scene-
    The door opens and Link enters.  A tall gaunt and ashen man, with pointed ears
    appears.  He tells Link that he thought the tornado he created had destroyed
    him.  He tells Link that “it’s just the girl that matters now…” and she is
    beyond the door.  He introduces himself as the “Demon Lord”, “Ghirahim”.  Link
    draws his sword.  Ghirahim questions Link’s action and says, “the girl should
    have fallen into our hands already”.  He fades away and tells Link that he is
    furious and outraged.  He wants bloodshed.  He then sneaks up behind Link and
    says that it is hardly fair to take out all his anger on Link.  He promises
    not to murder Link.  Ghirahim laughs.
    -End Cut Scene-
    
    Use the shield attack and horizontal slices.  Do not use vertical slices at
    this time because the Demon Lord will grab the sword.  If he does, shake and
    twist to break free.  As the battle moves along the Demon Lord will pull a
    sword from thin air.  When his sword is charged, it will release darts.  Move
    to one side as they approach to avoid them.  He will then prepare a running
    lunge attack with his sword.  Just before he reaches Link, “Z” target him and
    take several vertical slices to damage him.  He will disappear, then reappear
    in another location changing his attack.  Continue with the timed attacks.
    Soon he will stop and commend Link for putting up more of a fight than he
    expected.
    
    He will tell Link that Zelda's presence has all but faded and there is no
    reason for him to linger there.  Ghirahim says good-bye and warns Link that
    the next time, he will be dead.  He disappears and Link receives a new heart
    container.
    
    Go to the other end of the room to open the door.  It will glow and then fade
    away.  Follow the hallway and up the staircase to a platform.  Before Link is
    a large pond with three platforms and an altar, all surrounded by waterfalls.
    Jump down and go around the altar to find a Goddess Cube.  Strike it with the
    charged sword to send its energy into the clouds.  Climb onto the rectangular
    platform and stand on the Goddess symbol marking.  Before Link is the symbol
    of the Goddess on the altar.  Strike it with the charged sword.
    
    -Cut Scene-
    Fi appears with a message written by the Gods of old.  She translates.  “From
    the edge of time I guide you, the one chosen to carry out the Goddess’s
    mission.  The spirit maiden who descended from the clouds must travel to two
    sacred places to purify her body.  You stand in one of these places: Skyview
    Spring.  The other is known as the Earth Spring.  This second spring is
    hidden away deep within the scorched earth of “Eldin”.  The spirit maiden,
    ever mindful of the heavy task entrusted to her, has set out for this second
    place”.
    
    The hands of the Goddess Statue glow and Link receives the “Ruby Tablet”.  Fi
    then tells Link she is unsure how Zelda is traveling to Eldin.  She also
    suggests that Link take the tablet to the altar in Skyloft.
    -End Cut Scene-
    
    Link is now outside the temple and Machi calls to him asking if he found the
    girl, Zelda.  He wishes Link luck and walks away.  Now go to the Bird Statue
    and head for Skyloft.
    
    
                          <<<<<<<<<>>>>>>>>
                          #12 Skyloft Demon  
                          <<<<<<<<<>>>>>>>>
    
    At the altar in Skyloft, set the tablet in place.  A beam of light will shoot
    out of the Goddess Statue to a point in the clouds.  Fi will confirm the
    location of the new opening in the clouds.  It is North/East of Skyloft.  Fi
    suggests that Link make any necessary preparations and go to the new area on
    the surface.  As Link leaves the Goddess Statue square, he hears Kukiel’s
    mother calling out for her.  She turns and sees Link.
    
    -Cut Scene-
    Kukiel’s mother says “What perfect timing!” and asks for Link’s help to find
    Kukiel.  The mother says that a few people have said Kukiel was seen with a
    person who has a scary face.  Someone else thought Kukiel was carried off by
    a monster.  Kukiel’s mother thinks she was kidnapped.  She again asks Link to
    find Kukiel. –Say “You got it”- She thanks Link.
    -End Cut Scene-
    
    Follow the bridge down, turn right and head to the academy.  Talk to Fledge.
    He will be surprised Kukiel is missing.  He offers to look for her too.  Go to
    the Scrap Shop in the Bazaar and upgrade the shield.  It will require a
    couple of Amber Relics, a Jelly blob, a Monster claw and 30 Rupees.  Link
    receives the “Banded Shield”.  It has a metal band around the outer edge.
    After Link collects other items, such as tumbleweeds and ancient flowers, he
    will be able to upgrade other items that he possesses.  Go out the South
    entrance and talk to Parrow.  He will be surprised to hear about Kukiel and
    wonders if it has anything to do with the stories about a monster living in 
    Skyloft.  He tells Link that people say that it appears in the dead of night
    taking small children.
    
    Look up and ring Beedle’s chimes to enter his Airshop.  Buy another extra
    wallet for 100 Rupees.  Now Link can carry 900 Rupees.  Drop down, head for
    the Plaza and talk to Piper. He will tell Link that he saw Kukiel playing in
    the “graveyard” the day before.  Now go to the cluster of houses on the other
    side of the bridge and talk to the young girl on the path, Orielle.  She will
    tell Link there is an “old man” living nearby “who’s always Ranting about
    hidden monsters….”  She tells Link he is at the Lumpy Pumpkin.
    
    Take to the air and check the map. Link should see two new energy reactions,
    one at Pumpkin Landing and the other on an island due South of Skyloft.  Go
    there first.  Open the treasure chest to find a piece of heart.  Now head for
    Pumpkin Landing.  Fly over the Lumpy Pumpkin rest stop and drop down on its
    top.  Walk over to the front door over hang and slide down to it.  Open this
    treasure chest to find a “Gold” Rupee, worth 300 Rupees.  Drop to the ground
    and go inside.  Talk to the old man sitting at the large round table.  His
    name is “Rusta”.  He will tell Link of the Skyloft monster, but says that it
    is really a “Demon”.  He also claims that he saw it.  He tells Link that he
    was walking near the “big tree” in the cemetery during the middle of the
    night.  He saw the Demon hit the gravestone nearest the tree and it lit up.
    The Demon pushed the gravestone and the door to the “storage shed” opened.
    
    Fly back to Skyloft and find a bed.  Sleep until night and go to the cemetery.
    Strike the gravestone near the tree and it will glow.  Push it back and go
    into the now open storage shed.  Go down the ladder to a platform and follow
    the wood planks to an old house.  Link will hear a scream.  Open the door to
    find a horned, winged, demon in the middle of the room and Kukiel standing to
    the left.  Talk to Kukiel.  She will ask, “What’s wrong?” and why you look
    scared.  Equip the bug net.  The Demon begs Link not to hurt him.  He knows it
    looks bad, but they were just playing a game of “scream-as-loud-as-you-can”.
    He tells Link his name is “Batreaux” and he is the monster who resides in
    Skyloft.  He says that even though he is a monster, he would never dream of
    terrorizing people.  Since meeting Kukiel, he is happy and would like to
    become friends with the people of Skyloft.  He says there is an old tale:
    
    It says that when humans make other humans happy, the happy humans produce a
    substance known as a “Gratitude Crystal”.
    
    Batreaux would like to become human and asks Link to gather Gratitude Crystals
    to show to him.  Say yes and he thanks Link.  He tells Link that he can get
    pure crystals by helping people solve their problems.  The crystals can also
    be lying around anywhere you find people.  He says that Kukiel will be home by
    morning and to give her parents his regards.  He then asks Link to bring him 5
    crystals.  Talk to Kukiel and she will tell Link that Batreaux saved her from
    falling over the edge.
    
    Go to Kukiel’s house and talk to her mother, Wryna.  She is thankful and emits
    5 Gratitude Crystals.  Go back to Batreaux’s house and talk to him.  He will
    give Link a “medium wallet” which holds 500 Rupees.  Link can now carry 1,100
    Rupees.  He tells Link that he will need more crystals to become human.  He
    then asks that Link bring 10 crystals.
    
    Now go to the Plaza where Parrow will whisper to himself.  Walk up to him and
    he will tell Link that his sister went out for a quick flight and hasn’t
    returned.  He asks Link to help find her.  He tells Link she is curious about
    a colorful island.  To the left is Jakamar, Kukiel’s father, on the lower
    level of the light tower.  Talk to him and he will thank Link for finding
    Kukiel.
    
    Go to the Bazaar and see the Gear Peddler.  He will have an “Iron Shield” for
    only 100 Rupees.  Buy it!  Leave the Bazaar and fly toward Fun-Fun Island.  Go
    through a turbo rock and look ahead to an island with Orielle and her Loftwing
    lying there.  Land and talk to Orielle.  She will tell Link that her Loftwing
    is injured and can’t fly.  They can’t get home until her bird is better.  It
    will need “bird medicine”.  She tells Link that her brother has the bird
    medicine and to go see him.
    
    Fly back to Skyloft to see her brother and he will give Link “Mushroom Spore”.
    If the pouch is full, Link will have to make room for the spores.  Go to the
    Item Check girl to leave something.  She may hit on Link.  Go back to Parrow
    for the spores and he will give Link a bottle with the Mushroom Spores in it.
    He tells Link that he can keep the empty bottle.  Wow!  
    
    Head for the sky and the turbo rock, it will put Link on target.  Give the
    spore to Orielle and she will give them to her bird.  Her Loftwing stands up,
    healthy again.  She thanks Link and emits 5 Gratitude Crystals.  Fly back to
    Skyloft to see Batreaux.  In this visit he gives Link a piece of heart.  He
    then asks that Link bring him 30 crystals.  Walk to the Plaza and talk to
    Parrow.  He will thank Link for helping his sister and emits 5 Gratitude
    Crystals.  Link now has 15.  Back to the sky and head for the new light beam,
    North/West of Skyloft.
    
    
                          <<<<<<<<<>>>>>>>>>
                          #13 Eldin Volcano 
                          <<<<<<<<<>>>>>>>>>
    
    As Link lands, Fi appears to warn Link that items he may carry could burn in
    this area.  She also warns Link to be cautious.  She then brings up a map
    giving Link's location.  Link is in the “Eldin Volcano”.  As Link moves down
    the path a “Red Chuchu” may appear.  If Link touches it, his clothes and
    shield will catch fire.  Off the path, to the left is a Goddess Cube.  Drop
    down and strike it with the charged sword to activate it.  Further to the left
    is a cave that is blocked at the other end by boulders.  Return here when Link
    has bombs.  Back on the path, follow it and cross the lava flow.  Ahead, two
    mole creatures, the “Mogma”, come out of the ground.  One is named “Ledd” and
    the other is “Cobal”.  They love treasure.  At first sight they think Link is
    an enemy but soon see that he is not.  They warn Link of “Red Monsters”.
    Cobal says he saw Link's friend, who ran through very fast.  He suggests that
    Link follow.
    
    Down the path a short distance, to the left of the cave entrance, is a
    vine-covering the wall down.  Drop down to find a Red Rupee.  Go through the
    cave to a cavern.  Watch out for the “Flaming Keese”.  The lava level rises
    and falls like the tide.  When the lava level is down go to the left into
    another room.  Talk to the Mogma, “Kortz”.  He will tell Link about “Bomb
    Flowers”.  To the right is a small crawl space.  Roll a bomb flower in and
    find a Blue Rupee.  Then throw a bomb flower at the boulders, again on the
    right, to expose a Giant Red Chuchu.  When Link strikes it with the sword it
    divides.  As Link strikes each of those they again divide.  This happens
    several times until they are small enough to destroy.  If Link stops, the
    smaller Chuchus will merge together as one.  Blow up the boulders on the ledge
    to the left for more Rupees.  The tent on the right has a “Volcano Ladybug”.
    Blow up the boulders blocking the cave ahead so that Link can leave.
    
    Go in and watch out for the Flaming Keese.  Follow the path to a Bird Statue
    and turn left.  Follow the path a short distance and look to the left to see
    a small crawl space.  Roll a bomb flower in to blow up the rocks blocking the
    other end.  Crawl through and open the treasure chest to find a Red Rupee.  Go
    back through the crawl space and up to the path.  Continue down the path, past
    an intersecting path on the right, to the end where Link will find a Goddess
    Cube.  Strike it with the charged sword to send its power into the clouds.
    Go back to the intersection and turn left.  Talk to the Mogma, “Merco”.  He
    looks up to a cave in the rock and tells Link that he saw a “funny-dressed
    character go into that hole over there”.  Walk past Merco a short distance to
    the ledge.  Look up to the right and high on a ledge is a piece of heart.
    Now look ahead and down.  Link will see a “Pyrup”.  It looks surprised and
    slithers into a crawl space to the right.  Then flames come shooting out.
    Drop down and pick-up a bomb flower.  Throw or roll it into the crawl space to
    destroy the Pyrup.  Go in to find a Rupee.
    
    Past the crawl space is a ledge.  Go up.  A Red Bokoblin will see Link and
    call for reinforcements.  Defeat them to receive an “Ornamental Skull”.
    Continue up the path as it curves to the left.  On the right and below is an
    area with two Pyrups that are hiding inside large skull bones.  Drop down to
    a small ledge. (If you have already dropped down to the area below, hall butt
    to the ledge) From here, toss bomb flowers at the Pyrups to destroy them.
    Drop down and look to the right to see several ledges going up.  Climb them,
    maybe four, past the Pyrups and drop down to the ledge below to find a piece
    of heart.  Go back to the area were Link defeated the Pyrups and look at the
    pathway crossing the lava flow.  It looks like an ordinary pathway, but it is
    not.  Quickly dash across to the other side.  A Mogma will think Link is
    attacking.  He complains about the Red Bokoblins and tells Link they were
    coming up the “hole over there”.  The one that Merco had shown Link.  So he
    sank the road leading to it in lava.  He warns Link to stay away from the plug
    holding back the lava.
    
    Now dash across the sinkable pathway and roll a bomb flower across it.  The
    bomb flower will roll right up to the plug and kaboom.  The plug is gone.
    Dash across again and climb the ledge.  To the right the path is blocked with
    boulders.  Follow the path to the left and walk into the column of steam.
    Link's sailcloth will carry him up to the cave opening.  Below is a ledge with
    one column and a protruding ledge above with a treasure chest.  The ground
    level has three columns and a protruding ledge on the opposite side.  One of
    the columns has a Goddess Cube.  From the platform at the cave entrance, turn
    to the left, jump off and guide Link to the ledge with the treasure chest to
    receive “Eldin Ore”.  While Link is at it, leap from here to the Goddess Cube
    and strike it with the charged sword to send its power into the clouds.  Also
    there are Rupees and hearts in the windows above that can be reached with the
    Beetle.  Drop down.  There is a doorway to the left, and a ledge to the right,
    that leads to an opening in the floor with a column of rising air.  This will
    carry Link back out to the path leading to the cave opening.
    
    Go through the doorway to the left and talk to the Mogma “Tylo”.  He will tell
    Link that no one had come through there but they may have gone through the
    tunnel to the right.  He asks if Link would get rid of the Red Bokoblins in
    the cave ahead.  There are five on the ground.  As Link defeats these
    Bokoblins others will come to their rescue.  The leader is on a wooden walkway
    to the right and will continue calling for more reinforcements until Link
    takes him out.  To the left of this cave is a high ledge with a treasure
    chest.  Leave here and talk to Tylo.  He offers Link “Rupees” or “A way
    forward”.  Decisions, decisions.  Tylo gives Link the “Digging Mitts”.  Link
    can now dig up things in soft ground.  Tylo suggests that Link try digging in
    the soft spot near him.  Do so to open a column of steam.
    
    Ride the column to the opening above and follow the tunnel to the fork veering
    left.  Dig up another steam column, ride it up to a ledge and go up the
    ladder.  At the top Link will see three tents and a Red Bokoblin.  After Link
    takes him out, look to the right of where he came in to see three caves.  Take
    the middle one.  Link will slide down to the treasure chest on the high ledge.
    It contains Eldin Ore.  Drop down and look up to the left to see an alcove and
    a soft soil spot below it.  Dig the soft soil and ride the column to the
    alcove.  Dig here for many Rupees. 
    
    Leave this room past “Tylo” to the column and into the tunnel.  Veer right at
    the fork into another room.  There is a maze made up of hallways and crawl
    spaces that may have Pyrups in them.  Turn left and talk to the Mogma,
    “Nackle”.  He tells Link that he may dig up Rupees, hearts and Eldin ore.  He
    warns Link that sometimes a red Chuchu will pop out of the hole.  Go to the
    right of Nackle and then left.   To the right is a crawl space.  Dig the soft
    soil spot here for hearts.  To the left, the soil spot has Rupees.  Turn
    right and look to the left to see some grass and bomb flowers.  Turn right to
    see flames coming out of a crawl space to the left.  Blow up the Pyrup inside
    with a bomb flower.  Move forward to see flames coming out of a crawl space.
    Blow it up and receive a Rupee.  Turn right and then left to find yet another
    Pyrup in a crawl space.  There are several more Pyrups to dispose of or Link
    may want to collect hearts and Rupees.  Link may leave now.
    
    Go into the tunnel ahead, then into a room with a high ledge that has a column
    of air rising from its floor.  To the far right is a soil spot with Eldin Ore
    and a few Rupees.  On the far left are two soil spots with many Rupees.  Dig
    up the soil spot in the middle to open a steam column.  Ride the column to the
    ledge above and then ride the air column to the outside.  Link lands on a
    pathway across the lava flow from where he found the Goddess Cube.  Dig any
    soil spots here and on the ledge below for Eldin ore and Rupees.  Follow the
    path a short distance to a Mogma,” Zanc”.  He is startled and tells Link one
    of his people, dressed in black, charged through there earlier.  He looks
    over at a bridge leading to a temple and says that the person in black “Just
    danced right over it”.  He could not believe the person jumped the gap.  To
    Zanc’s right is a path blocked with large boulders.  Blow them up with the
    bomb flower on the path.  This is a short cut to the cave entrance.
      
    Now go to the bridge.  As Link approaches, a ramp slides out to take up the
    gap.  From above the temple, a person in black calls out, “You, the Goddess
    Chosen Hero…Zelda is ahead…hurry”.  Cross the bridge and look to the left to
    see a fallen wooden tower.  The wall on the other side is bombable.  Blow it
    up with a bomb flower to find a treasure chest with a Red Rupee.  The ramp on
    the right leads to a cave blocked with boulders and to two soft soil spots
    with hearts and Rupees.  In the center is a Bird Statue save point.  Go into
    the tunnel on the left and cross the lava flow.  Watch out for Flaming Keese.
    The area ahead is steep, so Link must dash to go forward.  Dash to the ledge
    on the left.  Roll a bomb flower down to a wall of boulders to open a tunnel.
    This tunnel leads back to where Link first came in.
     
    Dig up the soft soil spots for Rupees.  Defeat the Red Bokoblin on the nearby
    platform.  Further up is a Red Bokoblin holding a boulder above his head ready
    to throw it at anyone coming up the hill.  Equip the Beetle and attack from
    the right side.  Chase him with the Beetle and then dash up the hill before he
    can attack Link.  Defeat him and several others that come out of their tents.
    To the left are two tents with a tunnel between them blocked by boulders.
    Blow up the boulders with bomb flowers and go in.
     
    -Scene–
    Link enters a large room with many colorful objects.  The ground in front of
    Link has dust floating over it.  Suddenly a large Mogma, “Tubert”, pops up.
    He thanks Link for stopping by.
    
    He runs a game called “Thrill Digger”.  The object of the game is to keep
    digging up Rupees until Link hits a bomb.  He gives a choice of “No, Thanks”,
    “Expert”, “Intermediate” or “Beginner”.  The cost is 30 Rupees.  If Link's
    hearts are low, sit on the stool and they will build up.  Intermediate cost 50
    Rupees.  Expert cost 70 Rupees.  Go to the back of this room and dig in a soft
    soil spot.  Zanc will pop up and tell Link he knows a way to make him rich.
    Pay Zanc 20 Rupees and he tells Link:  “the color of the Rupee you dig up will
    tell you how many bad holes are around you”.  A Green Rupee, no bad holes.  A
    Blue Rupee, one or two bad holes.  A Red Rupee, three or four bad holes.  A
    Silver Rupee, five or six bad holes.  A “rare” Gold Rupee has seven or eight
    bad holes.
     
    Back outside there will be a Red Bokoblin on a wood tower.  Pick a bomb flower
    and toss it at the tower.  It will fall, knocking the Bokoblin off and
    creating a bridge to a tunnel on the other side.  Follow the tunnel to a
    vine-covered wall, climb up and follow the path to the right.  A giant Red
    Chuchu will appear.  Dispatch it with multiple sword slices and move on.  A
    short distance ahead is a gap.  Jump it, using a dash.  Ahead is a steep hill
    with two platforms.  One to each side, and a third up in the center.  Dash up
    the center between the two lower platforms avoiding a boulder rolling toward
    Link and get on the platform to the left.  If Link is lucky the Red Bokoblin
    didn’t see him.  Sneak up behind him to make the attack.  Do the same to the
    Bokoblin on the other platform.  On the center platform above are two Red
    Bokoblins.  One is tossing boulders down the hill and the other is a sentry.
    Wait for the Sentry to walk to the left and then dash up the hill to the right
    of the platform.  Three more Red Bokoblins will be tossing boulders from
    above.  If Link is lucky they will take out one or both of the Bokoblins on
    this platform and not Link.  Equip the beetle and attack the red Bokoblin on
    the right from the right.  Quickly dash up the hill and climb the ledge to
    dispatch the other two Bokoblins.  Climb the next ledge to the plaza in front
    of the entrance to the temple.
    
    -Short cut scene-
    Two Mogmas, Ledd and Nackle, are discussing something that is buried nearby,
    but they can’t find it and they aren’t sure what it is, but think it is a key.
    “They busted up the key to that door and hid the pieces all over the place.”
    There are five pieces.  Ledd tells Nackle he is reminded that the girl (Zelda)
    was taken away too.  They discuss what they are going to do with the treasure
    inside and disappear into the ground.
    -End cut scene-
    
    Fi appears and confirms the detected objects (key) are made of the same
    material as that of the door mechanism and she has registered the material as
    one of the dowsing targets.  The soft soil spot where the Mogmas were has a
    Red Chuchu.  Avoid it.  To the left is a stone wall.  Around it to the left,
    is another soft soil spot with many Rupees.  Further to the left is another
    soft soil spot where Link will find a piece of the key.  Continue on the path
    on the left to a ledge.  Before Link is a steep hill going down to a wooden
    tower.  Roll a flower bomb down the hill to knock the tower over.  A soft soil
    spot is then revealed, which contains another piece of the key.  Go back up
    the hill to where Link found the first piece of key, turn left and walk a
    short distance to another soft soil spot.  Dig in it to open a steam column.
    
    On the ledge above is an alcove blocked with boulders.  Pick one of the flower
    bombs and dash to the steam column to carry Link and the bomb to the ledge.  A
    Goddess Cube will be revealed.  Strike it with the charged sword to send its
    power into the clouds. Walk back out to the edge of the ledge and look to the
    right to see another ledge with hearts.  It has a soft soil spot containing
    several Rupees.  Head back to the temple entry plaza to where Link entered.
    Facing the valley below, look to the left for two bomb flowers near a ledge.
    Walk over to them and look down the hill to the left to see a cave that is
    blocked by boulders.  Roll a bomb flower down the hill to blow up the
    boulders.  Now drop down to the lower platform on the left and dash back up
    the hill to the cave to dig up a third piece of the key.
    
    Now go back up to the plaza and turn right.  Walk past the staircase on the
    right and into a compound with four tents.  Defeat the Red
    Bokoblins on the ground and look to the left to see a wooden tower with
    another Red Bokoblin at its top.  The second tent on the right has bomb
    flowers.  Roll or toss a bomb flower into the tower.  It will fall over and
    create a bridge to a tunnel on the other side.   Behind and to the right of
    the tent in the center, is a pathway leading down to a Goddess Cube.  Strike
    it with the charged sword to send its power into the clouds.  To the left is
    a lava flow and a tunnel entry with two columns on other side.  The distance
    is too far to jump at this time.  Go back into the compound and turn right to
    cross the new bridge into the tunnel ahead.  Watch out for the Flaming Keese
    and the Red Chuchus.
    
    As Link comes out of the tunnel look to the left for a soft soil spot for a
    few Rupees.  Across the divide is a stone archway. The gap is too far to jump.
    Look to the left near the soft soil spot Link had just dug up and drop down
    onto the edge.  Go hand over hand to another ledge to the right.  Climb up.
    To the left is another ledge.  Climb up, turn around and look across to yet
    another ledge.  Dash across to it.  Follow the path to its end and look across
    to see a vine-covered wall.  Leap onto the vines, climb down and cross under
    to the opposite side of the archway.  Then climb up to reach the entry.  Go
    through the archway and look to the left to see a square plate on the ground.
    It's a switch.  There are also soft soil spots that contain Rupees and “Eldin
    Rollers”.  Step on the switch to release a ramp extending the divide.  Link
    now has a clear pathway back to the temple.  To the right of the room is what
    looks to be a boulder, but in fact it is hollow and has a rising column of air
    inside.  Continue forward into a hallway leading to a super hot room where
    Link's clothes will catch fire.  Quickly run dash into the room, veering to
    the right where Link will drop off the ledge onto a steep slope that branches
    in different directions.
    
    Note: If Link slides down the slope to the far left it will carry him back
    into an area in the volcano.  Dig up the two soft soil spots to find hearts
    and Rupees.  Follow the path forward and jump the gap to a large round rock in
    the middle of the lava pool.  Turn to the right and jump the gap here.  Look
    slightly to the left and see a boulder blocking the lava flow.  Go through
    the doorway, pick up a bomb flower and go back out the doorway; toss the bomb
    flower at the boulder to release the lava.  Go back through the doorway into
    the room to find the lava level has dropped exposing an alcove blocked by
    boulders.  Pick up a bomb flower and roll it across the slope on the right so
    that it rolls into the boulders to the left.  Dash across to the alcove and
    dig the soft soil spot to find a piece of the key. Go back out the doorway, up
    the pathway, jump the gap to the round rock, turn right and jump the gap to
    another pathway.  Go past the vine-covered wall to the left, to a soft soil
    spot here and one on the ledge below, to retrieve Rupees and other goodies.
    Behind the vine-covered wall is a cave entrance.  The path to the right leads
    to a rising column of air.  Jump into it to carry Link back to the hollow rock
    in the room before the slope.
      
    Note:  If Link slides down the slope to the right and misses the plateau to
    the left halfway down, he will land in front of the doorway to the rising
    column of air.  Try to control the slide on the right slope to land on the
    level plateau to the left.
    
    Look to the left to see two steam vents spewing randomly.  If Link times his
    jump just right, they will carry Link to another plateau with another soft
    soil spot, containing the other piece of key.  Drop off this plateau onto
    another downward slope that will carry Link to one of the two landing spots.
      
    Go back into the room with the rising column of air, and follow the fork to
    the left to see the pathway blocked by boulders.  Use a bomb flower from
    outside the doorway to blow up the boulders.  This leads us back to the first
    temple entrance where the person in black spoke to Link.  Again follow the
    path to the left of the Bird Statue.  Watch out for the Flaming Keese.
    Continue up the path past the platforms and up the steep slope to the
    Bokoblin compound.  Cross the wood bridge, up the vine-covered wall, up the
    pathway and across the gap.  Dash up the slope past the platforms and then to
    the temple door.  
                
    
                          <<<<<<<<<>>>>>>>>>
                          #14 Earth Temple 
                          <<<<<<<<<>>>>>>>>>
    
    Before entering the Earth Temple, Fi will appear and will give Link a new
    object to add to his dowsing.  It is a heart.  Follow the dowsing sword to
    the cooking pot in the Bokoblin compound.  Use the dash roll attack to hit the
    pot.  Out pops a heart.  Insert the key into the temple doors.  They will
    open.
    
    -Short cut scene-
    Link sees blinding heat coming from below and follows a staircase into a
    cavern.
    -End scene-
    
    Link can roll dash into the elephant columns on either side of the walkway to
    receive hearts and Rupees.  Cross the lava flow ahead using the floating
    stepping stones and look to the right.  At the base of a stone wall is a soft
    soil spot.  Dig it up and a steam column will open.  Ride it to the alcove
    above to find a treasure chest which contains a Red Rupee.  Drop down and
    move forward to the blue stone path.  Cross the lava flow using the two
    floating stones, beware of the Flaming Keese, and walk into the cavern ahead.
    Talk to the Mogma, “Cobal”, and he will tell Link that his partner is missing
    and that the Red Bokoblins are everywhere.  He is reminded that he saw a
    blonde girl (Zelda) get dragged away.  Dig up the three soft soil spots near
    the wall to reveal hearts, Rupees and a Red Chuchu.  Leave the cavern,
    crossing the lava flow; turn left and go up the staircase.  Before Link, are
    two floating rocks, rising and falling.  Use the floating stepping stones to
    cross to the next staircase. Turn left at the bottom of the staircase and walk
    up to a cogwheel device.  Cut the rope holding the cogwheel and a ramp will
    begin to descend.  It stops part way down.  Turn around and look to the other
    end of this platform to see another cogwheel device.  Cut the rope here and
    the ramp will begin to descend again and then stop at mid-point.  Turn to face
    the ramp.  Look to its right to see another cogwheel just beyond the break in
    the wall. Equip the beetle and cut the rope.  The ramp will complete its
    descent allowing Link to cross.
    
    Just ahead is a “Lizalfos”.  To defeat him, avoid his armored arm and use
    forward thrusts and horizontal slices.  To the left are two soft soil spots
    and to the right is one soft soil spot.  Dig them up to reveal Rupees and
    other goodies. In the lava flow to the right is a “Magma Spume”.  If Link gets
    within its range, it will spit a flaming ball in Link's direction.  To the
    left of the Magma Spume is a pile of rubble from the temple.  Growing from its
    side are bomb flowers.  Equip the Beetle to hit the bomb flower and blow up
    the rubble.  As the rubble collapses, a round object in the shape of an
    eyeball will drop into the lava and float to a point in front of Link.  Jump
    onto the eyeball.  Orient Link's direction and walk slowly, causing the
    eyeball to roll in the direction Link wants to go.
    
    
    Using the eyeball roll on over to the right side of this chamber and to the
    right of the mesh wall ahead to speak with the Mogma, Ledd.  He tells Link he
    has lost his bomb bag and asks if he will get it for him.  He was attacked by
    “those creeps” and panicked, leaving his bomb bag behind the boulders beyond
    him.  Drop down into the drainage ditch behind Ledd and crawl under the metal
    mesh fence.  Defeat the Red Bokoblin.  Pick up a bomb flower and roll it down
    the drainage ditch Link came through, to blow up the boulders.  An ornate
    stone entry is revealed.  As Link goes through the doorway an iron grate will
    fall and block the exit. Just ahead is a central platform with two Lizalfos,
    surrounded by six other platforms.  These are all surrounded by rising and
    falling columns of lava.  Move forward to the central platform attacking the
    Lizalfos using the forward thrust and horizontal slices.  Defeating the first
    Lizalfos rewards Link with a “Lizard Tail”.  After defeating the second
    Lizalfos the Iron Gate will rise allowing Link to leave.  A large treasure
    chest will appear in the central platform, which contains a “Bomb Bag”.
    
    Take the bomb bag back to Ledd.  He thanks Link and asks that he give it back.
    Link asks him if he can borrow it.  Ledd understands that Link could use it to
    go further into the temple.  He asks, “How’s my pal?” Link's answer “worried”.
    He admires his pal’s concern about him, and Links concern about his friend,
    then offers the bomb bag to Link as a gift.
      
    Get back on the eyeball and go to the far side where Link saw a rising,
    falling rock with an alcove above, blocked by boulders.  Pick one of the bomb
    flowers nearby and toss it on the rising rock, timing it correctly to blow up
    the boulders above, revealing a treasure chest containing a Golden Skull.  Get
    back on Link's new mode of transportation, the eyeball.  Staying to the left,
    go through the archway to an area on the other side with grass, soft soil
    spots and a treasure chest, which contains a “Blue Bird Feather”.  From here,
    ride the eyeball, again staying to the left and forward of the treasure chest
    location.  Ahead is a stone platform with a plunger protruding from its center
    resembling the eyeball Link is riding.  Using the eyeball, push the plunger
    in.  Link will jump from the eyeball to the platform as a portion of the
    platform rises. Climb on to this platform and down the steps ahead.  Turn
    right and go up the staircase.  Toss a bomb flower on the rubble before Link,
    to blow it up.  Move forward jumping two gaps and defeat the Lizalfos.
    
    Now open the door and go into a large chamber.  On the right is a Red
    Bokoblin.  Shoot him with the slingshot to stun him then dash to the
    platform and take him out.  Use the floating stepping stones to get to
    a platform on the left with another Red Bokoblin. Turn and look toward the
    back of the chamber to see a rising, falling rock.  Jump onto it and ride up
    to a staircase leading to a treasure chest containing a “Dungeon Map”.  Defeat
    three Red Bokoblins before opening the chest.  If Link is in need of hearts,
    dig in the soft soil spot to find three.  Now leave this chamber and return to
    the central chamber.
    
    With the new found Dungeon Map look for a red “X” near a wall on the right
    side of the chamber.  Get back on the eyeball vehicle and roll on over
    to the wall.  Toss a bomb at the wall and it will crack.  Another bomb and it
    is open.  Roll on past the dragon's head spewing lava; go into the
    alcove on the right where there are two soft soil spots.  The one on the left
    contains a Red Chuchu; the one on the right has several hearts.  To defeat the
    Magma Spume positioned outside the alcove, toss a bomb its way.  Get back on
    the eyeball and look to the left directly in front of the dragon's head
    spewing lava to see a crack in the wall.  Two bombs will blast an opening
    through so that Link may proceed.  Ahead and around the curve to the left, is
    a gate blocking the way.  Stop and look directly above the gate to see a
    cogwheel with a rope.  Equip the Beetle to cut the rope.  The gate will rise
    slightly and stop.  Equip the Beetle again; fly through the tunnel on the
    left, past the two Bokoblins, and down the tunnel exiting to the other side
    where Link will see another cogwheel and rope.  Cut the rope and the gate will
    rise to allow Link to pass.  Using a bomb, dispose of the Magma Spume blocking
    the way and watch for the dragon's head spewing lava to stop.  Quickly pass
    the dragon’s head and stop.  Before Link is a narrow lava path pouring over
    each side, curving to the left and right.  Move slowly and stay in the center,
    to reach the tunnel ahead.  Continue through the tunnel and Link will emerge
    in the main chamber.
    
    To the left will be a landing point with a Lizalfos and another treasure
    chest containing a Red Rupee.  If needed, the soft soil spot here contains
    four hearts.  Dispose of the Magma Spume and get back on the eyeball.  Look
    towards the central platform where the plunger is located.  Roll the eyeball
    up to the matching side and push forward.  The remainder of the platform will
    rise allowing access to a new doorway.  Go through the door and jump the gap
    ahead onto a landing.  Before Link is a steep incline of marble slabs.  Equip
    and use the Beetle to survey the area.  About midway up the incline and to the
    left is an alcove.  Directly above the alcove is a wood framed rack holding
    boulders. This is a trap.  Further up the incline is another overhead trap.
    Dash and run up the incline to the alcove avoiding the boulders that have been
    released.  Wait a few seconds for the boulders from the second trap to pass
    by, then run and dash to the top of the incline before they can reset.
    
    Jump across the lava ditch to see another steep incline with two overhead
    boulder traps.  Look to the left to see an alcove blocked with boulders.  Turn
    to the right and go through the crawl space.  To the right of this area are
    two soft soil spots, one containing hearts and the other a steam column that
    will carry Link to a landing above.  Follow the staircase to the top, turning
    left to cross a walkway leading to a balcony.  Slightly to the right is a
    damaged portion of marble.  Equip a bomb and toss it to this spot.  It will
    roll down and blow up in front of the boulders.  Now follow the staircase down
    and back to the base of the incline.  As Link dashes up the incline, just past
    the alcove, the rear trap will release its boulders followed by the front
    trap, both with a solid wall of boulders.  Quickly jump into the alcove and
    wait for the boulders to pass, then back out onto the incline and dash to the
    top.
    
    Before Link is a central platform with a large dragon's head spewing lava
    above a locked doorway to the right.  To the far left is a staircase leading
    to a steep narrow ramp.  At the top of the ramp is the “Big” treasure chest,
    which contains the “Dragon Sculpture”.  Above the treasure chest is a very
    large stone carving of a dragon's head .  As Link starts to go down the ramp,
    the dragon's mouth opens and a large stone ball falls onto the ramp.
    
    Run dash down the ramp and then turn left to the staircase.  The stone ball
    will continue down the ramp, gaining speed, and will launch into the air,
    landing in the mouth of the dragon head spewing lava.  The lava stops, giving
    Link access to the door.  As Link jumps the gap to the pathway leading to the
    locked door, the dragon head above him closes its jaw, with the stone ball
    still inside.  Align the key and the doors will open.  Link will walk through
    and the doors will close behind him.  Ahead is a walkway leading to a landing
    with a chain attached to the floor and a staircase on the other side of the
    landing.  Overhead is, what looks like, the skeletal remains of a giant snake
    on its back.  As Link reaches the landing he hears a clank and the rumble of
    the stone ball.
    
    Fi appears, to tell Link that Zelda was likely tied down by the chain sometime
    earlier and was able to escape.  Go up the steps and walk up the incline.  As
    Link reaches the middle, his old adversary, “Demon Lord”, “Ghirahim”, appears
    above the dragon's head.  Ghirahim says, “Oh, it’s you!”  But then he can’t
    remember Link's name.  He says it is of no matter, then tells Link that Zelda
    had been captured, but when he arrived, he had found that the agent of the
    Goddess escaped with Zelda.  He then says that he must have Zelda to resurrect
    his master.  He then tells Link that there is someone special he wants Link to
    meet.  Ghirahim then disappears and the dragon's mouth opens releasing the
    stone ball.  As Link tries to escape, the ball rolls past him and hits the
    wall of the staircase.  The ball shatters and legs begin to emerge from the
    fractured stone.  It is the “Pyroclastic Fiend”, “Scaldera”.
    
    ____________________________________________________________________________
    )))))))))))))))))))) PYROCLASTIC FIEND – SCALDERA ((((((((((((((((((((((((((
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    This fellow has a protective armor of stone plates with a red-hot center core.
    He has six legs and is very agile.  His weak point is his one eye, which is
    protected by the stone plates.  To defeat this monster, Link must toss a bomb
    at it or lead it into one of the bomb flowers near the top of the incline.
    This will cause him to roll back down the incline.   When Scaldera is back on
    his feet, he will open his mouth and draw in air.  Now is the time to throw a
    bomb in his direction.  Link does have to be close enough so that he sucks the
    bomb in with the air.  If not, Scaldera will start firing off large balls of
    fire.  Each time he does suck in a bomb, it will explode inside and blow off
    one of the protective plates of stone, exposing his eye.  Get in as many hits
    as Link can before he recovers.  There are hearts and bomb flowers at the
    landing above if Link needs them.
    
    After about twenty hits to his eye, he is toast.  Scaldera disappears and a
    new heart container floats down.  Open the door at the top of the landing.
    
    -Cut Scene-
    Link enters a beautiful area with columns and a staircase before him.  At the
    top of the staircase is the agent of the Goddess and Zelda.  Zelda turns her
    head to see Link and starts to run toward him, but is stopped short by the
    agent of the Goddess.  She reminds Zelda of what they had discussed and tells
    Zelda to restrain herself.  Link takes a few steps forward.  Zelda turns away
    with a tear in her eye saying, “I have to go.  I’m sorry”.  Zelda disappears
    into a column of light and Link runs forward, only to be stopped by the agent
    of the Goddess.  She tells Link that it took far too long to get there and she
    fears the Goddess made a mistake in her choice of agents.  The agent feels
    that “you have no hope of defending Zelda”.  She asks Link if her words offend
    him.
    
    The agent then tells Link that the truth is, “you were late, and you failed to
    protect her”.  She tells Link that she sent Zelda ahead to learn more of her
    fate.  She then tells Link that, to help Zelda, he must summon courage and
    face the trials laid before him.  She then turns and walks into the light.
    Link is left standing in the middle of a large platform, surrounded by shallow
    water and before him are several platforms leading to an altar.
    -End Cut Scene-
    
    Move forward to the last platform and look at the altar to see a symbol of the
    Goddess.  Strike it with the charged sword, but before you do, look behind
    the altar for six fairies to put in Link's bottles.
    
    -Cut Scene-
    Fi appears telling Link she has a message written in the language of the God’s
    of old.  She translates:
    
    “From the edge of time I guide you, the one destined to carry out the
    Goddess’s mission.  The spirit maiden who descended from the clouds has passed
    through the springs and makes her way to a fated place.  The parched desert of
    Lanayru…That is where the chosen will pass through the “Gates of Time” into a
    distant land.
    
    At the altar, the outstretched hands of the Goddess Statue glow and the “Amber
    Tablet” is given to Link.  Zelda's image appears on the Goddess Statue and
    then is gone.
    -End Cut Scene-
    
                          <<<<<<<<<<<<<>>>>>>>>>>>>>
                          #15 Return to Skyloft 
                          <<<<<<<<<<<<<>>>>>>>>>>>>>
    
    Fi appears and tells Link that Zelda has cleansed herself in this fountain.
    Fi then tells Link that Zelda is on her way to “Lanayru”.  She suggests that
    the tablet be taken to the altar in Skyloft.  Link is now outside the Earth
    Temple.  Go to the Bird Statue and select – go to the sky-
    
    
    
    Back in the air, go to the altar of the Goddess Statue and place the third &
    last piece of the tablet in place.  A light beam will open a new place in the
    clouds.  Fi will confirm its location, to the South/West.
    
    Now go to the Bazaar and see the Gear Peddler.  Buy a “Small Bomb Bag” for 150
    Rupees.  This will add 5 bombs to Link's bomb bag.  Stock up on potions and
    pick up any thing else Link might need.  Now make a visit to Beedle’s Airshop
    and buy the “Life Medal” for 800 Rupees.  It bestows mysterious and mystical
    effects on Link.  Then buy another Adventure Pouch add-on for 300 Rupees.
    This will allow Link to add another item to his pouch.  
    
    Now take to the sky and check the map for energy spots, there should be four
    of them.  One to the South/West, and three to the North/East.  The first is on
    Island #10, the split Island and the treasure chest contains a “small seed
    satchel”.  Link can now carry an extra 10 seeds.  From here let’s go to Island
    #1, Bamboo Island.  The treasure chest here, it’s around the back, contains a
    Gold Rupee (300).  Now to Island #2, the one with the well.  Land on the upper
    level and open the treasure chest containing a Silver Rupee (100).  Now go to
    Island #4 with two pinnacles.  Drop down onto the vine-covered wall between
    the pinnacles.  Climb up and to the left, then up to find the treasure chest
    containing the “Treasure Medal”.  When the medal is carried, treasure will
    appear more often.  Take to the air and drop down onto the lower level of the
    same Island.  Equip a bomb and blow up the boulders blocking the cave.
    Another treasure chest is revealed.
    
    Back to the sky and see Beedle at his Airshop.  Buy another adventure pouch
    add-on for 600 Rupees.  (If you don’t quite have enough, go up to the lower
    wall of the Academy.  You will see four jars.  They contain from five to forty
    Rupees and replenish every time you go in the Academy and come back out.)  Now
    go into the Bazaar and see the Item check girl to pick up the Treasure Medal.
    Leave the Bazaar and take to the sky.  Head for the new opening in the clouds.
    
    
                          <<<<<<<<<<<<<>>>>>>>>>>>>>
                          #16 Lanayru Mine 
                          <<<<<<<<<<<<<>>>>>>>>>>>>>
    
    Link lands on top of a tower.  Fi appears and tells Link that this area was
    transformed into a desert over hundreds of years.  Fi then tells Link that
    Zelda passed through the area recently.  Climb down the ladder and walk around
    the left side of the tower.  Link will see a Goddess Cube.  Strike it with the
    sword to send its energy into the clouds.
    
    On either side of the tower, lying on the ground, is a “LD-301 Series” robot.
    They mine “Timeshift” stones and do maintenance.  When Link tries to talk to
    it, the robot replies (…).  Fi appears and tells Link the robot has been
    broken for many years and she can not analyze its speech.
    
    Follow the path in front of the ladder.  It will drop down several levels into
    a tunnel.  Watch out for Keese.  Push the mining cart through the doorway and
    over the ledge.  It will land on another set of tracks.  Drop down to the cart
    and two “Yellow Chuchus” will attack.  They can generate electricity, giving
    Link a shocking experience.  The piles of rock Link sees can be blown up to
    get Rupees.  Push the mining cart up to the next wall.  Climb on to the cart
    and up to the next level.  Follow the tunnel to another set of tracks and turn
    right.  Dispose of the two Yellow Chuchus and replenish any bombs.  Push the
    cart to the end of the tracks and step out of the tunnel.
    
    There are several robots scattered around the area and doors closing off two
    other tunnels.  In the center is a blue carved stone, mounted on a pedestal.
    Strike it with the sword and it will begin to glow.  As it rises, everything
    around it rejuvenates and begins to function.  Talk to the robot circling the
    center area and it will tell Link that they are collecting Timeshift stones.
    The stones are then taken to the “Lanayru Mining Facility”.  The robot then
    warns Link to stay away from the “Blue Stones”, because they are dangerous to
    humans.  Fi appears and tells Link that a time shift has occurred here.
    Striking the stone causes a sustained disruption in its surrounding area and
    that it is in a “Past Time State”.  Note: In this area Link will find an
    “Ancient Flower”.
    
    Get in the mining cart parked at the end of the track.  It will take Link past
    the door and into a cave.  Open a treasure chest for a Red Rupee.  Talk to the
    robots.  One will tell Link to put on a helmet and get to work.  The other
    tells Link that strange things have been attacking them lately.  Get back in
    the cart to leave.  Now get in the cart Link had pushed to the end of the
    track earlier.  The rail is now complete, and the cart takes Link into the
    tunnel ahead where it will stop at the edge of the Timeshift zone.  Blow up
    the piles of rock to reveal a Blue Stone.  Strike it with the sword and
    another Timeshift zone is activated.  Talk to the robot and it will tell Link
    that they are powered by the Blue Stones.
    
    Ahead is a stone slab that has a large protruding stone receptacle.  Toss a
    bomb into the receptacle and the slab falls flat on the ground.  Go through
    the doorway.  Watch out for Yellow Chuchus.  Ahead is rippling, moving sand
    and four more stone slabs.  Link must run dash to the next solid island of
    ground or Link will be sucked into the sand.  Toss a bomb into the receptacle
    of the first slab to lay it down.  Jump onto the slab and turn right.  Do the
    same hoop shot to the slab across from Link.  Cross over and go through a
    small crawl space.  In the next room are jars, Yellow Chuchus and a treasure
    chest containing a Red Rupee.  There are also several “Lanayru Ants”.  Leave
    here and go through the tunnel running from one island to another.
    
    In the chamber ahead are several “Electro Spumes”.  This guy spits electrified
    spit-wads in Link's direction when Link is nearby.  They too can be defeated
    with bombs.  The floor is moving sand, with just a few islands scattered
    about.  Look forward and shoot the Electro Spume with the slingshot to stun
    it.  Dash to the island in front of Link; grab the stamina plant and dash to
    the island on the right.  Turn around and toss a bomb at the Electro Spume.
    Dashing from one island to another, zig-zag to reach the other side of the
    chamber.  Push the mining cart under the beam of light.
    
    Go up through the tunnel to a small chamber with a closed door and another
    tunnel to the left.  Blow up the piles of rock to get Rupees and to clear the
    track.  Go into the tunnel on the left, stop, and stock up on bombs.  The
    floor ahead is moving sand.  Some distance away is a pile of rocks.  Toss a
    bomb in that direction to blow up the rocks.  Now roll a bomb to the other end
    of the tunnel to blow up the pile of rocks there.  Now exposed is another Blue
    Stone.  Equip the beetle and strike the stone.  A new Timeshift zone is
    created.  The moving sand is now solid ground and Deku Babas pop up here and
    there.  A fun, new way, to dispose of these guys is to toss a bomb in their
    direction and they will pick it up in their mouth.  They get some bad
    indigestion.  Follow the tunnel ahead and to the left to find a treasure chest
    containing a Golden Skull.  Go back to the cart and ride it past the door as
    it automatically opens.
    
    -Cut Scene-
    Link is in the cart as it exits the tunnel.  He steps out and steps over the
    Timeshift zone.  Fi appears and tells Link that the area has changed over many
    years.  She warns Link of the “Sink Sand” and to refer to the map.  Fi then
    tells Link that Zelda has passed through here and he should catch up to her.
    
    
                          <<<<<<<<<<<<<>>>>>>>>>>>>>
                          #17 Lanayru Desert 
                          <<<<<<<<<<<<<>>>>>>>>>>>>>
    
    Blow up the pile of rocks to the right of the mining cart to reveal a Blue
    Stone.  Strike it.  A new Timeshift zone is created.  Now look to the right,
    to see a vine-covered wall.  Climb up and follow the path to its end, then
    turn right and look up.  Grab the hand ledge and go hand over hand to the
    left.  Drop down and follow the new path a short distance.  Look to the right
    and down.  Link will see a treasure chest.  Link can drop down or follow the
    path to the left and then through a tunnel, to open the chest and find a Blue
    Bird Feather.  Turn around and go through the tunnel.  Walk to the ledge and
    look down.  There is a large ant like creature with a nautilus type shell on
    its back.  It is called an “Ampilus”.  They generate electricity and can
    easily cross Sinksand.  Their attack is to wind up into a fast spin and roll
    over Link.  This will take at least three of Link's hearts.  They can easily
    be defeated, by positioning Link between them and a solid object.  As it
    attacks, step aside and it will hit the solid object, stunning him.  Then a
    few slices with the sword and it’s over. There is a tall cylindrical object,
    like a cactus, with a reddish top.  When hit with the beetle it releases a
    heart.
    
    Go down the valley following the wall on the left.  Link will see a
    rectangular structure with a dirt ramp, in the middle of this area. Go up the
    ramp and open a treasure chest that contains a “Tumbleweed”.  Look north to
    see three cages.  Jump onto the one on the right and toss a bomb in the hole
    in the top of the middle cage.  This will blow up the pile of rocks inside to
    expose another Blue Stone.  Jump down and walk up to the cage.  Strike the
    stone with the charged sword.  A small Timeshift zone will be created and an
    armed “Technoblin” will appear.  They are Bokoblins with sophisticated
    electrical weapons.  Then the robot in the cage will ask for Link’s help.
    Defeat the two Technoblins and talk to the robot.  He thanks Link and notices
    he has a Beetle, which is an older model.  In his gratitude, he upgrades the
    Beetle Link has, to a “Hook Beetle”.  He also modified the pincers.  The
    Beetle can now grab things.  Turn toward the West of this area to see Sinksand
    and a corner wall with two slabs.  Launch the hook beetle toward the tree in
    front of Link, and grab a Bomb Flower.  Drop one into each slab receptacle to
    bring them down and reveal two Blue Rupees.
    
    Now move South/West to another Sinksand area.  Bring down the slabs and the
    “Electro Spume” using the Hook Beetle.  Cross the Sinksand.  To the right are
    several “Hroks” flying overhead.  They regurgitate boulders and drop them on
    Link.  Ahead is another Sinksand area.  To the left of this area is a Goddess
    Cube.  Using the Hook Beetle, grab a bomb flower from atop a tree and drop it
    on the Ampilus.  The shell will remain intact for about fifteen seconds.  Dash
    to the Ampilus’s shell, stop to replenish Link's stamina, and dash to the
    island in the middle of the area.  Do the same with the next Ampilus to reach
    the Goddess Cube.  Then strike it with the charged sword to send its energy to
    the clouds.  Finish crossing this area and go through the doorway.  Turn to
    the left and climb two ledges.  Follow the ledge to the mining cart and push
    it over the edge.  Return to the doorway and look North to see another
    Sinksand area.  Using the same method, find a way to the far North edge.
    
    Climb the two ledges to the left and follow the ledge to its end.  Use the
    stepping stones in front of Link to reach another ledge, and follow it to
    another mining cart.  Push it over the edge and return to the doorway Link
    came from.  Go through the doorway and into a tunnel.  Link emerges in a new
    area.
    
    Move forward and to the right.  At the mining cart turn right and look to the
    top of a mound to see a Blue Stone.  Equip the Hook Beetle and strike the
    stone to create a new Timeshift zone.  Several Technoblins will appear.  Be
    ready.  Get in the cart to cross to the next piece of land.  Walk up to the
    next mining cart and turn to the left.  Look toward a bottle shaped rock to
    see a blue hue near the top.  It is a Blue Stone.  Equip the Hook Beetle and
    grab a Bomb Flower from the cactus plant near Link, and drop it down the
    opening.  A new Timeshift zone replaces the one Link just left.  Equip the
    Hook Beetle again and fly into the tunnel.  Strike the Gemstone on the left to
    open the gate.  Equip the Hook Beetle yet again to take a dinner of bomb to
    the hanging Deku Baba.  Now get into the cart and let it take Link to the
    other side.
    
    Ahead is a narrow path leading to a large open area with several “Octorok
    (rock)”.  They can be easily disposed of by equipping the Hook Beetle and
    dropping a bomb on them.  To the right of this area are several pillars with
    piles of rock at their top.  Bomb the rock to reveal a Blue Stone.  Walk
    toward the rubble ahead and talk to the Goron, Gorko.  He is excited to tell
    Link about the “Temple of Time”.  He tells Link that he saw a human living on
    the legendary “Isle of the Goddess”.  He tells Link the human looked just like
    Link.  He was with another person.  Gorko wanted to follow them, but there was
    an explosion that destroyed the entrance.  Equip the Hook Beetle and strike
    the Blue Stone to create a new Timeshift zone.  Two Technoblins and a robot
    will appear.  Take out the Technoblins by dropping bombs on them.  Now talk
    to the robot near the mining cart.  He thanks Link and tells him this is the
    Temple of Time and the “Gate of Time” is within.  He tells Link that the
    Temple of Time and the Lanayru Mining Facility are connected underground.  The
    robot tells Link his map is inaccurate and then fixes it.
    
    Fi appears to tell Link that his map is only 35% accurate and the fix made by
    the robot shows past terrain that is below the Sinksand.  Directly across from
    the mining cart tracks is a cave with a Blue Stone.  Strike it with the Hook
    Beetle to create a new Timeshift zone. [GLITCH WARNING - SEE THE BEGINNING OF
    THIS WALKTHROUGH FOR DETAILS] Get in the cart, raise the sword skyward to
    charge it and strike the Goddess Cube as the cart passes it, to send its
    energy to the clouds. Equip the Hook Beetle and pick up a Bomb Flower from a
    cactus plant to dispose of the two Octoroks ahead.  Follow the path and enter
    the tunnel.
    
    Link emerges in a new area.  Following the wall to the right, dash across the
    Sinksand to the island ahead and turn left.  As Link dashes forward Fi will
    appear and tell Link that her readings indicate there is a submerged pathway
    beneath the Sinksand.  She recommends using Beacons to mark a safe route.
    Continue to the next island. Place a marker on the map at this point.  Turn
    right, crossing the Sinksand to a collapsed portion of wall that is like a
    ramp.  Dash to the top and turn left.  Follow the wall to a large device of
    some sort, and turn left to see two piles of rock.  Blow them up to reveal a
    Blue Stone.  Strike the stone and a new Timeshift zone will be created.  Two
    Technoblins will appear.  Take them out.  Then walk toward the strange device
    and talk to the robot to the right.
    
    He tells Link that the device is a power generator mechanism that opens the
    entrance to the Lanayru Mining Facility.  The robot tells Link he must
    activate remote “power nodes” and set three dials on the device correctly.
    Fi appears and tells Link the materials used in the generator are the same as
    those in the vicinity and adds this to the dowsing ability.  From the device
    turn and look to the north to see the upper portion of a structure.  Go to the
    front of the structure and look for a crack in the wall.  Place a bomb here to
    reveal an opening.  Go to the right of this chamber and walk forward to the
    end of the platform.  The floor is Sinksand.  Now roll a bomb toward the pile
    of rocks on the platform in the center of the chamber to reveal a Blue Stone.
    Equip the Hook Beetle and strike the stone to create a Timeshift zone.  The
    Sinksand will disappear and a lower level will be revealed.
    
    Several Technoblins will appear.  Drop down into the lower level and deal
    with them as needed.  Link will also find an “Ampilus Egg” which still
    generates electricity.  It can be carried by the Hook Beetle.  Move to the
    South/West corner of the lower level and open the treasure chest that contains
    a Red Rupee.  Turn around and go through the passage way to the right and veer
    to the left.  Open the treasure chest here to reveal a Blue Rupee.  Turn
    around and walk to the North/East portion of the chamber to find some sort of
    electrical device.  Fi will appear and tell Link that the device can be made
    operable by inserting a source of energy.  Aha!  The Ampilus Egg.  The
    platform directly in front of the device raises a grate when stepped on.  Pick
    up the nearby Ampilus Egg, step on the platform and roll the egg into the
    opening.  The device is now activated raising a gate, allowing access to
    another chamber.
    
    In this room is another device having a dial in the center, similar to the one
    on the power generator outside.  It is a remote power node.  Talk to the robot
    standing next to the device.  It thinks Link is suspicious looking and tells
    him not to mess with the device.  Position Link in front of the node, equip
    the sword and use the forward thrust to insert the sword in the slot.  Turn
    the dial to the left and push in.  This is one of the three power nodes.  It
    is now activated.  Return to the outside and equip the node dowsing.  Now
    strike the Blue Stone near the power generator. Turn to the right of the
    generator and follow the top of the wall to its end.  Look across the
    Sinksand, slightly to the right (South/West) to see two vertical slabs with
    receptacles and a third already laid down.  Equip the Hook Beetle and grab a
    bomb flower from the top of a cactus.  Drop it into the receptacle to bring
    the slab down.  Do this again with the second one.  Then look closely at the
    wall above the slab that was already down to see a crack.  Place a bomb here
    to create an access to another Blue Stone.  Open the map and place a beacon at
    the base of the wall Link is standing on, as a reference.  Walk down to the
    beacon and cross the Sinksand on the hidden pathway to the opening above the
    center slab to find another power node.  Insert the sword, turn it to the left
    and push to activate it.
    
    Leave this room and move next door to the Blue Stone to strike it to activate
    a new Timeshift zone.  Now go back to the power generator, then to the
    Blue Stone nearby, strike it to activate the Timeshift zone.  Walk to the Bird
    Statue.  Open the map and notice that all the pathways form three rings.  The
    Bird Statue is in the second ring where Link is now standing.  In a clockwise
    direction from Link's point, place three markers, one on each hidden
    intersection.  Follow that pathway to the large landmass on the eastern side
    of this area.  Turn to the left and walk up the ramp of rubble to the top of
    the wall. Walk a short distance to an intersecting wall, turn right and walk
    to its edge.  Look across the Sinksand to a rock wall with a crack near the
    bottom.  Roll a bomb to the crack to blow it up.  Drop down onto the hidden
    pathway and into the cave.  Cautiously walk through the cave past several
    Yellow Chuchus to find a treasure chest containing a piece of heart.
    
    Go back through the cave to the hidden pathway and dash across the Sinksand to
    the landmass where Link will have to deal with several Ampiluses.  Continue
    across this area to a large rectangular building and go through the door at
    the southern end.  Turn to the left and follow the wall to a lower platform.
    Blow up the rocks here.  Look to the center of the chamber to see a large cube
    with a pile of rocks to its left.  Roll a bomb to blow up the rocks to reveal
    a Blue Stone.  Equip the Hook Beetle and strike the stone to create a new
    Timeshift zone.  The Sinksand disappears revealing a basement area where Link
    will have to deal with several Technoblins.  Near the South/West corner of
    this area is a treasure chest containing a Blue Rupee.  Follow the “S” shaped
    maze to the North/East corner to find a treasure chest containing another Blue
    Rupee.  Climb the crate to the left then to the top of the larger crate,
    equip the Hook Beetle, turn to the right and strike the Blue Stone.  The
    Sinksand will return with an Ampilus pacing nearby. Use a bomb to take down
    the Ampilus, then dash to his nautilus shell and ride it on the moving
    Sinksand to the other end of the chamber.
    
    Look to the left and climb the crate to the top of the larger row of crates.
    Watch out for a Yellow Chuchu.  Move forward to find a treasure chest
    containing Eldin Ore. Equip the Hook Beetle and strike the Blue Stone yet
    again.  Equip the Hook Beetle again and pick up an Ampilus Egg.  Carry the egg
    to the electrical switching device controlling the entrance to the next room.
    Link may have to drop the egg part way and then pick it up again before the
    time runs out in order to complete the trip.  Walk to the switching device,
    step on the platform and roll the egg into it to open the door.  Go in the
    next room to find the third power node and two treasure chests that contain a
    Monster Horn and Blue Rupee.  Approach the power node, equip the sword,
    insert in the dial, turn it to the left and push in to activate it.
    
    Fi appears to tell Link that all three power nodes have been activated.  She
    then tells Link to make his way to the power generator in front of the Lanayru
    Mining Facility.   Exit this chamber and turn right, look toward a wall to see
    a gate.  Walk toward it and look to the left.  There is a lever on the wall
    near the gate.  Position Link in front of it.  Dash forward and up the wall.
    Link will grab the lever and pull it down allowing the gate to open.  Do not
    enter.  Now go back to the Blue Stone near the main power generator following
    the markers Link left behind.  Strike the stone to activate the Timeshift zone
    and walk up to the generator.  Insert the sword, rotate the dial to the nine
    o’clock position, push in then rotate the dial to the four o’clock position
    and push in.  Finally rotate the dial to the twelve o’clock position then push
    in.  The symbols should be, water at nine o’clock, electrical bolt at 12
    o’clock, and fire at four o’clock.  The generator is now fully active.  A
    large structure rises from the depths of the Sinksand; it is the Lanayru
    Mining Facility.  Around the back of this structure is a damaged portion of
    the building.  Dash up and turn right.  On the wall of this side is a
    climbable area.  Go up the wall to find a treasure chest containing a Blue
    Bird Feather.
    
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
                          #18 LANAYRU MINING FACILITY
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
       
    Enter the doorway.  Link goes down a darkened, torch lit staircase, then
    emerges in a large, long chamber.  Moving about are several “Aracha”.  They
    are quite ferocious and are often beneath the sand. Their attack consists of a
    leap at any moving object. They can easily be defeated by one slice of the
    sword.  To the right is a doorway to another room blocked by iron bars.
    Before Link is a set of steps that leads to a walkway that leads to a door
    blocked by a grate.  To the left of the door on the west wall is a slab with a
    receptacle.  Equip the Hook Beetle and pick up a bomb flower from the pedestal
    to the left of the steps and drop it in the receptacle to bring it down flat.
    Dash across the Sinksand to the slab, run up the wall and grab the lever.  The
    grate will lift giving access to the door.  Now move to the right side of the
    chamber and dash across the Sinksand to another slab.  Run up the wall to a
    lever, which will release the iron bars to the room on the right.  Dash back
    across the Sinksand to the doorway and enter to find a treasure chest that
    contains a Red Rupee.  Now go back up the steps and down the walkway to the
    door in the center of the chamber.
    
    Entering the next room Link sees two Staldra.  Dispose of them with a spin
    attack to remove their heads simultaneously.  There are also several Arachas.
    The pathways in this chamber are two intersecting bridges leading to doorways.
    The doorway to the right is chained and locked.  The doorway to the left is
    blocked by an Iron Grate.  Straight ahead is a broken staircase leading to a
    doorway.  Move to the right of the staircase and push a crate up against the
    wall near the staircase.  Climb onto the crate and up to the platform
    accessing the door.
    
    As Link enters the next chamber he sees the raised walkway leads to the left,
    the center and to the right.  The doorways to both the left and center are
    blocked by Iron Grates.  Follow the walkway to the right to see two wooden
    crates blocking Link’s access to a ladder.  Toss a bomb atop the crates to
    blow them up.  Run dash across the gap to the platform and up the ladder. Turn
    left and open the treasure chest to find a “Small Key”.  Go back down the
    ladder and into the previous chamber.  Follow the walkway to the locked door
    on the left and enter.  Look to the left for a newfound enemy, a “Froak”.  Do
    not strike it with a sword as it will explode and take away some of Link's
    health.  It is best to equip and strike it with the Hook Beetle.  Follow the
    wall a short distance to a doorway that is blocked by barbed wire, turn right
    and follow the pathway, which is actually a stopped conveyer belt, across the
    room to a climbable wall.  The doorway ahead of Link is blocked by more barbed
    wire.
    
    Turn to the right and look above the ladder on the wall to see a wooden crate
    blocking the way.  To the right of the ladder, on a pedestal above the entry
    door, is a bomb flower.  Equip the Hook Beetle, grab the bomb flower and drop
    it on the crate.  Now go up the ladder; step down on the switch plate.  Link
    sees the cage of a ceiling mounted pedestal rise exposing a blue stone.  Equip
    the Hook Beetle to strike the stone creating a Timeshift zone.  The piles of
    rubble found in and around this chamber reassemble into ‘Beamos”.  It fires a
    laser beam at any moving object within its range.  To dispose of the Beamos
    Link must use a forward thrust to the pedestal holding the rotating eye.  The
    head will fall to the ground.  Make another forward thrust into its eye to
    finish the job.
    
    The walkway or conveyor belt is now operating.  The barbed wire blocking the
    doorways has now become electric beams.  The Sinksand has disappeared,
    exposing a lower level.
    
    Drop down and dispose of the two Beamos on the platform.  Moving forward to
    the ladder drop down and turn around to see another conveyor belt.  Dash
    across it quickly to the left to avoid the electric beams.   Go up the ladder
    and look up on the wall in front of Link to see a lever.  Run up the wall and
    pull it down.  On the other side of the room, a grate blocking an alcove with
    a treasure chest, will open.   Go back down the ladder and turn to look at the
    conveyor belt coming toward Link.  Link will see randomly deposited debris and
    stamina plants on the belt.  Now jump onto the belt, dashing forward to avoid
    the debris and collecting stamina plants.  Get off the belt on the left side
    and go up the ladder.  Sneak past the Beamos to the treasure chest to receive
    a red rupee.
    
    Go back down the ladder, quickly cross the conveyor belt, turn right and go up
    the steps.  Turn again and go up a staircase where Link will find another door
    blocked by an iron grate.  To the right of the door is another conveyor belt
    coming toward Link.  At the top of the conveyor belt on the right is a tall
    Beamos.  Dash up the conveyer belt and take out the Beamos.  With the
    Beamos out of the way, look to the wall for another lever.  Run up and pull it
    down to open the grate blocking the door at the bottom of this conveyor.  Go
    back down the conveyor and through the now open door.
    
    Before Link are several Froaks.  Don’t bother with them unless it's necessary
    because they will regenerate.  In this room are twenty large cubes positioned
    in rows on the floor below Link.  Several of these cubes have large cubes
    stacked on them.  Drop down to the right and climb the ladder to the ledge,
    then turn left.  Leap to the first cube, equip the Hook Beetle, strike the
    Froak floating in front of the pile of rocks.  It will blow up along with the
    rocks.  Quickly leap across the next two cubes before the Froak can
    regenerate.  Turn left, leap across two more cubes, turn right, jump to the
    platform and climb the ladder to find a treasure chest containing a “Gust
    Bellows”.  The bellows will deliver a concentrated stream of high-pressure air
    at whatever it is pointed at.  It does have a limited distance.  Look to
    either side of the treasure chest to see the sand piles.  Equip the Gust
    Bellows and give it a try.  Link will be pleasantly surprised with Rupees, but
    the possibilities are endless.
    
    Go back down the ladder.  Turn around and look to the cube to the right.
    Again, using the Gust Bellows, clear the cube of Arachas.  Now leap to that
    cube, turn right and leap to the next cube.  Use the Gust Bellows to push away
    or dispose of the Froak and jump to the next cube. Note there is a treasure
    chest on the lower level to the right in the center of four cubes.  It
    contains a Golden Skull.  Turn left and leap to the next platform.  Make way
    to the other end of the platform and push the crate over the edge.  Turn
    around and look to the left to see a ladder.  Climb up and equip the Gust
    Bellows to blow away a tall pillar of sand to reveal a door. Go through the
    door and enter the main chamber.
    
    Link is now on the ledge above the treasure chest where he found the small
    key. Push the crate aside and climb down the ladder.  Turn around and look to
    the left and climb down to the lower platform and leap the gap to the main
    walkway.  Walk a short distance and turn to the left and go through the
    doorway.  Drop down.  Using the Gust Bellows, blow away the sand surrounding
    the crate.  Blow away the sand pile in the corner to expose a switch plate.
    Push the crate onto the switch plate.  The grate blocking the door on the West
    side of this chamber is now open.  Go through the doorway and dash across the
    Sinksand from platform to platform making way to the South/East corner of this
    chamber.  Equip the Gust Bellows and blow away the tall pillar of sand
    exposing a Blue Stone.  Strike the stone and the Sinksand will disappear,
    leaving the area a total void.
    
    Turn and leap onto a platform with a pole, which has three paddles on its top.
    Equip the Gust Bellows to blow air at the paddles.  As they spin, the platform
    will move to the next walkway.  The door in front of Link is blocked with an
    Iron Gate.  Turn to the right and walk to the end of the walkway.  Equip the
    Gust Bellows and blow the left side of the paddles to bring a platform toward
    Link.  Jump on and use the Gust Bellows again to move the platform midway to
    the far platform and stop.  Jump down to the treasure chest below to find a
    Monster Horn.  Turn around and return to the Iron Gate.  Look above the gate
    to see a colorful pinwheel.  Equip the Gust Bellows and use it to spin the
    pinwheel.  The gate will rise.  In the hallway ahead is a tall Beamos.
    Dispose of him and walk a short distance to the ladder on the right.  Drop
    down and move to a position near the movable platform.  Equip the Gust Bellows
    and carefully move the movable platform to the extended platform at the end of
    this walkway.
    
    Jump onto the movable platform.  Again using the Gust Bellows, move this
    platform back to its original position.  Leap across to the new walkway and
    climb the ladder.  Quickly defeat the Beamos and look to the left of an iron
    gated door to see another pinwheel.  Equip the Gust Bellows to spin the
    pinwheel and open the Iron Gate.  As Link passes through the doorway, the door
    closes and an Iron Gate falls to block the entrance.
    
    Before Link are two Staldras.  Quickly defeat them using the spin attack.
    Look to the right to see a pile of rubble blocking a doorway.  Look to the
    far wall to see a crate.  Use the Gust Bellows to remove the sand around it
    and move the crate to a position directly below the opening on the ledge
    above.  Climb up the wall to the ledge.  Before Link is an Iron Gate blocking
    the doorway to a small room that contains a treasure chest.  To the left of
    the treasure chest is a tall pile of sand.  Equip the Gust Bellows to blow the
    sand away, exposing a Blue Stone.  Position Link, close to the gate and raise
    his sword skyward.  Release the power into the stone to activate it.  The pile
    of rubble blocking the doorway reassembles itself into an “Armos”.  He is a
    tough one and requires agility and accuracy from Link.  The best way to defeat
    this dude, is to equip the Gust Bellows and, while “Z” targeting, blow air at
    the paddles on its head.  Once the paddles are spinning fast enough, its mouth
    will open, exposing a gemstone.  Quickly strike the gemstone and repeat.  The
    Armos will explode leaving several hearts behind.  The Iron Gate near the
    treasure chest now opens.  Open the treasure chest to find the “Dungeon Map”.
    Now leave this room through the new exit.
    
    Link has now reentered the main chamber where he found the small key.  Move
    toward the Iron Gate and look to the left to see a switch plate on the floor.
    Step on the switch plate to open the gate.  This just creates a new point of
    entry.  Turn and look up the left side of this chamber.  Now look at the map
    and note the hidden pathway under the Sinksand leading to an island in the
    sand.  Once at the platform equip the Gust Bellows and blow away the sand pile
    against the wall, to expose a crawl space.  Follow the crawl space to a small
    room that contains a treasure chest.  Open the chest to reveal a Blue Bird
    Feather.  Return to the island in the Sinksand.  Using the map again, continue
    forward on the hidden path.  Link will have to stop along the way to dispose
    of an Electro Spume and a Yellow Chuchu.  Carefully continue on the path to
    an exposed stone ledge.  Walk to the end of the ledge, turn left and cross
    over to the next island.  Equip the Gust Bellows to blow away the sand pile
    against the wall to expose another crawl space.  Enter the crawl space and
    follow it to a new chamber.
    
    Link is in an alcove far above the floor, which is mostly covered in sand.
    There are Arachas and Froaks scattered about.  Drop down and look to the
    left to see holes in the floor that contain spikes that will quickly rise
    when Link approaches them.  This is a maze.  Equip the Gust Bellows to remove
    the sand as Link works his way through the maze.  Near the end of the maze
    Link will uncover a switch plate.  Step on the switch plate to release the
    iron gate blocking the door at the top of the staircase.  As an added bonus,
    open the nearby treasure chest to reveal a Red Rupee.  Go up the staircase and
    exit this area.
    
    Link is now in the main chamber near the North/West corner.  To the left is a
    lever that is already in the down position and in front of Link is a mining
    cart with ore and a Blue Stone.  Walk to the right side of the cart, equip the
    slingshot and shoot the Blue Stone, which will create a small Timeshift zone
    surrounding the cart.  The cart will then cross the void on a newly created
    bridge connected to a central platform.  The lever is now in the up position.
    Pulling the lever down will cause the cart to return.  Walk behind the cart as
    it crosses the bridge.  It will stop at a closed Iron Gate.  A new enemy
    appears.  It is a flying sentry drone called “Sentrobe”.  Its defense is an
    array of missiles and bombs.  Avoiding the Sentrobe, equip the Gust Bellows to
    spin the pinwheel that will open the gate.  Follow the cart through the gate
    to the central platform.  Be aware of Beamos on either side of the newly
    created bridge. It is best to stay on the opposite side of the cart from the
    Beamos for protection.  The cart will come to a stop at a tall Beamos.
    Approach it from the back and dispose of it.  Continue following the cart to
    the next locked Iron Gate.  Equip the Gust Bellows and spin the pinwheel above
    the gate to open it.  Link now has easy access to the main entrance.  Turn to
    the left, follow the bridge and equip the Gust Bellows to remove piles of
    sand exposing another mining cart with ore and a Blue Stone.
    
    Look to the right to see a lever in the down position.  Equip the slingshot
    and shoot the blue stone.  The cart will move forward on a newly created
    bridge and Link should follow behind it.  Again be aware of a Beamos to the
    right side of the chamber standing on a platform leading to a doorway blocked
    by an Iron Gate.  A short distance further to the right is a pinwheel mounted
    on the wall.  Equip the Gust Bellows to spin the pinwheel and open the Iron
    Gate.  Dispose of the Beamos and open the door.
    
    Inside the new chamber look to the right to see a broken ladder, then turn
    left and walk to the still conveyor belt.  Follow the conveyor belt to the
    other side of the chamber avoiding the jets of steam.  Equip the slingshot and
    dispose of Arachas crawling on the wall.  This is a climbable wall.  Look up
    to the left and to the right to see three steam jets.  Climb up the wall a
    short distance and then to the far right and up the wall, avoiding the lower
    steam jet.  Go past it and stop.  Wait for the upper jet to complete its cycle
    and complete the climb.  At the top of this ledge, watch out for the new
    “Thunder Keese”.  They generate electricity and will shock Link's socks off.
    Turn to the right and walk to the wall.  Turn right again and look to the
    left of the wall to see two upright slabs with receptacles.  Toss a bomb into
    each receptacle for the slab to fall flat.
    
    Now cross the chamber to the other side.  Equip the Gust Bellows to blow away
    the piles of sand to expose another Blue Stone.  Strike the stone to create a
    new Timeshift zone.  Cross back to the other side of the chamber using the
    downed slabs and dispose of the Beamos.  Before Link, are three short, rapidly
    moving conveyor belts, with debris deposited on them at intervals.  Quickly
    dash across the conveyor belts between those debris intervals.  To the right
    is a lever.  Run up the wall to pull it down.  A movable platform will arrive
    to carry Link to the other side of the chamber.  Equip the Gust Bellows to
    move the platform.  Turn right and look down the pathway ahead to see three
    slabs with receptacles.  The first one is down.  In the alcove behind this
    slab are two stacked symbols of halting robots.  Toss a bomb in the receptacle
    of the second slab.  It will fall revealing a stack of three symbols of
    halting robots.  Do the same with the third slab to reveal one symbol of a
    halting robot.
    
    Turn around to see a movable platform suspended on a rail in the middle of the
    chamber.  Equip the Gust Bellows and carefully spin the paddles to move the
    platform to the column on the right.  Now jump onto the platform Link arrived
    on, and move it to the same column.  Step onto the column and onto the new
    platform.  Using the Gust Bellows move the platform to the North end of this
    chamber.  Walk to the crate and push it to one side allowing access to the
    ladder.  At the center of this walkway is a closed Iron Gate. Continue past
    the crate and the gate to find another movable platform.  To the left and past
    this platform, are three slabs with receptacles, mounted on the wall.  Using
    the Gust Bellows, ride the platform to the first receptacle and deposit a
    bomb.  The slab will fall revealing a gemstone.  Move the platform to the
    second receptacle and again deposit a bomb to reveal a second gemstone.
    Continue on the platform to a column and jump to it.  Deposit a bomb in the
    third receptacle to reveal a third gemstone.  Turn around and look to the
    opposite side of the chamber to see the stacked symbols of halting robots.
    They reveal the sequence in which to strike the gemstones. With the gemstones
    hit in the correct sequence, the Iron Gate is lifted giving access to another
    room.
    
    In the next room are two Armos.  Move to one side or the other to defeat the
    Armos individually.  With this completed an Iron Gate will lift allowing
    access to a small room with a large treasure chest.  It contains an “Ancient
    Circuit”.  The previously gated door in the chamber we were just in, is now
    open.  Leave this room and go down the ladder just outside the door.  Turn and
    follow the walkway to the East side of this chamber to see a tall Beamos.
    Dispose of the Beamos and continue down this walkway to a conveyor belt.  The
    conveyor belt is rolling toward Link with randomly placed debris; stamina
    plants and, for good measure, jets of steam.  This is the only route to the
    door recently unlocked.  Once Link has made it across, go to the door and
    return to the main chamber.  Look to the left and climb the ladder.  Follow
    the walkway to the end to find a treasure chest.  Watch out for the Thunder
    Keese. Open the chest to receive one Red Rupee.  Turn right then left
    following the walkway to a crate.  Move the crate to allow access to a ladder.
    Turn around and return to the other end of the walkway.  Drop down the ladder
    and go up the staircase to find another mining cart with ore and a Blue Stone
    inside.
    
    Equip the slingshot and shoot the Blue Stone.  Between this platform and the
    central platform is a gauntlet of steam jets.  To the left of the mining cart
    is a movable platform that is only usable while it is within the Timeshift
    zone of the mining cart.  To reach the central platform Link will have to
    activate the Timeshift zone on the mining cart and simultaneously ride the
    movable platform at the same pace as the cart to protect it from the steam
    jets.  There are two levers on columns to Link’s right; they do control the
    movement of the cart from this platform to the central platform and back.  Now
    at the central platform, turn right and walk up to the golden door.  Fi will
    appear telling Link that the door is locked tight.  Walk up to the door and
    insert the Golden Circuit.  The door will open and Link will enter.
    
    ____________________________________________________________________________
    )))))))))))))))))))) THOUSAND YEAR OLD - MOLDARACH (((((((((((((((((((((((((
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Upon entering this new chamber, the doors will close behind him.  Link looks
    at the ground to see movement beneath him.  As he tries to move away a large
    scorpion like creature emerges.  It is the “Thousand Year Arachnid” –
    “Moldarach”. Its weakness is its eyeballs. One each mounted inside its two
    claws. The other in the center of its forehead.  Its main weapons are the two
    claws and the stinger in the tail.  After six or eight strikes with the sword,
    the eyeball and the claw will be destroyed. When both claws are destroyed,
    Moldarach will disappear under the sand.  It will then randomly strike at Link
    with its stinger.  Equip the Gust Bellows to blow away the sand around
    Moldarach to expose its body.  “Z” target the third eye and use a forward
    thrust to damage it.  After several strikes to its eye, the battle is over.
    Moldarach collapses and disintegrates.  A new heart container floats down from
    above and the sand floor sifts away to lower Link and the heart to the bottom
    of this room.  A door with the Goddess symbol begins to glow.  Pick up the
    heart container and leave this room.
    
    
                          <<<<<<<<<<<<>>>>>>>>>>>>
                          #19 TEMPLE OF TIME
                          <<<<<<<<<<<<>>>>>>>>>>>>
    
    Link is now in a long corridor lined on each side with busts of robots, or
    maybe an ancient race of people.  Below is an empty void and above hanging
    from the ceiling is a cage with a Blue Stone.  Equip the Hook Beetle and
    strike the stone to cause a Timeshift in this chamber.  Link gets in the cart
    and the cart takes him to the other end of the chamber.  Ahead is a doorway
    leading to a staircase.  Enter it now.  Link emerges from the facility to the
    outside to find the Goddess’s agent and Zelda standing before, what looks
    like, a time gate.  Zelda turns to see Link.  Link rushes forward.  Suddenly
    there is a loud rumble and the Demon Ghirahim crashes through the stone wall.
    The Goddess Agent breaks away from Zelda to defend her from Ghirahim’s attack.
    A battle ensues and the Goddess Agent tells Zelda to leave.  As she does,
    Zelda throws the Goddess’s Harp to Link, telling him he will need it where he
    is going.  Ghirahim then thrusts his sword through the Goddess Agent’s
    protective barrier, knocking her to the ground.  Link then leaps into the
    battle and the Goddess Agent asks Link to protect Zelda.  (Note you have a
    choice of three answers:  “Protect Zelda!”, “Go!” or “Am I late?”.)  Choose
    “go” and the agent will thank Link.  The Goddess Agent calls to Link to say
    that he must go now and to return to the old woman (Priestess) at the sealed
    grounds and tell her what happened here.  She will know where Link must go.
    Zelda calls to Link and says I will see you again, the Agent pulls her back.
    Zelda says, “I promise”.  The Goddess Agent drops an energy ball at the base
    of the gate and it is destroyed.  Ghirahim is outraged that he lost Zelda yet
    again.  He tells Link that he does not have time to deal with this now, but if
    they meet again, he will end it.  Fi appears to tell Link that she can no
    longer detect Zelda's aura.  Link can no longer search for her using his
    dowsing ability.  She suggests that Link travel to the Sealed Temple.
    
    Turn around and follow the pathway across the bridge to exit the entrance to
    the Temple of Time.  Walk up and talk to Gorko and he is surprised to see that
    Link made it inside.  He tells Link that he is going to explore inside and
    return to the Sealed Grounds later.
    
    
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
                          #20 Return to the Sealed Grounds
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
    
    Take to the sky and head for the Faron Woods cloud opening.
    
    -Cut Scene-
    As Link drops through the clouds, Groose follows.  Groose grabs Link’s legs,
    hanging on for dear life.  But even with the Sailcloth they crash land.
    Groose is shocked at what he sees around him.  Tiny birds, and a Goron.  He
    rattles Link’s cage asking, “What’s going on here?”  Link explains it all to
    Groose and tells him that Zelda is OK.  Groose is relieved.  He thinks this
    place needs a name and tells Link it will be called “Grooseland”.
    
    Groose tells Link that he does understand that the Priestess knows where Zelda
    is.  Groose tells Link that he has done a great job and can go home now.
    Groose will continue the search for Zelda on his own.  He plans to save Zelda,
    then return her to Skyloft and be her boyfriend.  Groose turns and leaves to
    find the Priestess. (Go to the temple and open the door)
    
    As Link enters, he hears Groose is surprised to hear what the Priestess told
    him.  Groose dares the Priestess to say it again.  The Priestess says, “I only
    speak the truth.  You are not the one who will save her.  The spirit maiden,
    your Zelda, can only be saved by another.  It has been his fate to do this
    thing, and in doing so save us.  As it was decided long before you were
    brought crying into this world”.  
    
    Groose says, “Shut it grannie”.  He tells the Priestess, “If anyone is going
    to save Zelda, it’s Groose”.  Groose then asks the Priestess, if he’s not the
    one, then who is?”.  She tells him it is Link.  Groose does not believe it.
    Link steps up to them and Groose says he thinks it is all a joke.  He says
    Link is no hero.  Groose turns and runs away.
    
    The Priestess greets Link and asks if he was able to catch up with Zelda.
    Link explains what happened.  The Priestess tells Link that Zelda’s guardian
    is named “Impa”.  Now that the Time Gate is destroyed, there is only one way
    left to find them.  She tells Link that he must make use of the harp, given to
    him by Zelda.  The Priestess then teaches Link how to play the harp and the
    “Ballad of the Goddess”.  At the bottom of steps, a stone slab rises out of
    the floor.  The Priestess says, “The melodies it brings to life have the power
    to produce a variety of strange and worldly effects”.  The Priestess tells
    Link that the slab before him is the “Gate of Time”.  It is the last of its
    kind and is the only portal between this world and that where Zelda is.  The
    building begins to shake.  The Priestess feels that the seal has been broken.
    She tells Link she will explain later and for him to rush to the bottom of the
    pit outside. (Go to the doors and open them)
    
    Groose and the Priestess are outside.  Groose is scared.  The Priestess tells
    Link to check the “Sealing Spike” at the center of the pit, with caution.
    (Drop down to the pit and walk toward the spike)  Dark fumes are coming from
    the Sealing Spike.  Suddenly a monstrous creature emerges from below.  It is
    the “Imprisoned”.  The same creature Link had seen in his dreams at the
    beginning.  The Priestess, standing high above on the cliff, confirms the seal
    has broken.  She tells Link that the Beast can not be allowed to escape the
    pit.  It must not reach the temple.
    -End Cut Scene- Finally
    
    ____________________________________________________________________________
    ))))))))))))))))))))))))))) THE IMPRISONED BEAST (((((((((((((((((((((((((((
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Attack the Beast's white toes, three on the front and one at the back of each
    leg.  With the toes destroyed, the Beast will fall to the ground.  The Sealing
    Spike is protruding from its head.  Run to its head and drive the spike in.
    This will cause damage, but not destroy him.  Attack the toes again.  When the
    Beast falls, it will start to crawl up the circular path while growing new
    toes.  Use the geysers to get up to the path and ahead of the Beast.  Attack
    the toes again and drive the spike back in.  The Beast takes more damage.
    Repeat the attack.  This time the Beast sends out a stronger electrical pulse
    each time its foot hits the ground.  If Link is close, he will lose a few
    hearts.  The third time the spike is driven in, the Beast turns bright white
    and explodes.  The spike falls into the opening at the bottom of the pit.  The
    Priestess tells Link to strike the Sealing Spike with a skyward strike to
    restore the seal.  Do so and the spike is set.  A triangle appears.  With the
    sword, make a left diagonal slice, a right diagonal slice and a horizontal
    slice to make the seal permanent.
    
    -Cut Scene-
    Groose is now behind Link and says “Nice going”.  The Priestess walks up to
    Link and tells him how impressed she is, but Link has only gained a little
    more time in which to act.  She tells Link that the Beast has great power and
    that the seal may give way again soon.  She asks Link to return to the Sealed
    Temple, as there is much to discuss.  The Priestess and Link walk away leaving
    Groose alone in the pit.
    
    They walk up to the “Gate” (slab) and the Priestess tells Link it is sleeping
    for now.  To wake it, will require great power.  She feels a skyward strike
    might do it.  As Link starts to walk up to the gate, the Priestess stops him
    to say that his sword lacks the power needed.  She says that Link and his
    sword must grow together.  Then her words are:
    
    “Faron Woods…Eldin Volcano…and Lanayru Desert…
    a sacred flame is hidden somewhere in each of
    these lands.  Seek them out, and purify your
    sword in their heat”.  Only then “Will it be
    fully imbued with the Great Power”.
    
    She tells Link that there are clues to finding the Sacred Flames in the lyrics
    of the Ballad of the Goddess.  She tells Link to return to Skyloft to find
    someone who has knowledge of the Ballad.
    
    Link has a vision of Zelda playing the harp.  Groose walks up to the Priestess
    and nods his head.  As Groose turns to leave, he says, “I guess you got it all
    figured out, grannie”.  Groose feels he is useless, but the Priestess says he
    is not and he has a role to play in all this.  Groose leaves the temple. (open
    the doors of the temple)
    
    Link is outside walking toward Groose.  Groose tells Link that he couldn’t do
    a thing and that he is totally useless.  Groose then runs up to a wall and
    begins to pound it with his fist.
    -End Cut Scene-
    
    Head back into the Faron Woods, where Link will run into Gorko.  Talk to him
    and he tells Link that “there are walls and statues that respond to beautiful
    tones”.  Then Gorko asks Link if he has heard of a “Blessed Butterfly”.  Say
    “Nope”.  Gorko tells Link that it is blue and they have some kind of sixth
    sense.  Gorko goes on to tell Link that certain walls, called “Goddess Walls”,
    have things within them only accessible by the hero.  Leave the area and
    return later.
    
    Go back to the Faron Woods, where Link will run into Gorko again.  He tells
    Link that he has found some, Blue butterflies that is.  But Gorko can’t carry
    a tune.  Walk up to the spot and strum the Goddess Harp.  A “Gossip Stone”
    will appear.  It tells Link that butterflies gather near Gossip Stones.  Now
    head back to Skyloft.
    
    
                          <<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>
                          #21 Skyloft - Clues in the Ballad
                          <<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>
    
    Go to the Academy and talk to Zelda's father, the Headmaster.  He will ask how
    things are going down there and if Link is any closer to finding Zelda.  He is
    curious why Link wants to know the lyrics to the song Zelda sang at the
    ceremony.  He can’t carry a tune so he recites the words:
    
    “Oh youth, guided by the servant of the
    Goddess…unite earth and sky, and
    Bring light to the land.”
    
    He says that’s the first part and there is a second verse.
    
    “Oh youth, show the two whirling sails
    the way to the light tower...and
    before you a path shall open, and a
    heavenly song you shall hear.”
    
    The Headmaster tells Link that the light tower does exist but he has no idea
    what the whirling sails could be.
    
    Go up behind the Scrap Shop owner's house to a windmill and talk to Kukiel’s
    father, Jakamar.  He thanks Link for finding Kukiel and mentions that he likes
    to go to the Lumpy Pumpkin for soup.  Walk up to the windmill and Jakamar will
    call out to Link.  He sees that Link is interested in the windmill.  Jakamar
    tells Link that it was designed to be turned in any direction.  It once had a
    propeller to do it, but it fell off years ago and is beneath the clouds.
    
    Fi appears and suggests that Link find the propeller.  Jakamar tells Link he
    can put the propeller back on but wonders how Link could ever find it.  Then
    he remembers that Gondo told Jakamar that someone in his family once had a
    flying robot to haul junk from beneath the clouds.
    
    Go to the Bazaar-  As Link passes the Fortune teller, he calls to him.
    Sparrot tells Link that he will use his mystical vision to find answers for
    him.  Pay her 10 Rupees.  Sparrot tells Link he sees structures with whirling
    sails turned toward a tower.  Now talk to Gondo at the Scrap Shop.  He can see
    that Link has a favor to ask.  He asks Link if it’s about the old robot.  He
    then understands that Link needs it to pick up something.  Gondo calls the
    robot “Scrapper”.  He tells Link that extract from an Ancient Flower will
    revive the robot.  Link gives him the Ancient Flower and he extracts its oil.
    Gondo then works on the robot and it is soon flying and talking.  Scrapper
    asks who the green-clad kid is?  Gondo tells Scrapper that Link saved him, and
    he should be thankful and help Link.
    
    Scrapper does not want to help a kid.  Fi appears and gives Link the material
    for dowsing the propeller.  She tells Link that he can not carry the propeller
    in his pouch while returning to the sky.  Scrapper interrupts and talks to Fi.
    Scrapper agrees to carry anything, anywhere.  Scrapper refers to Link as
    “Master Shortpants” and offers his assistance.  Scrapper tells Link that he is
    in tune with Fi's thoughts.
    
    While in the Bazaar, stock up.  Get the shield repaired, upgrade the bomb
    bag, buy some potion and have one infused.  See the Gear Peddler.  He has the
    “Sacred Shield” in stock for only 500 Rupees.  Buy it.  Leave the Bazaar and
    take to the sky.
    
    Open the map to see three treasure chests that the Goddess Cube energy has
    made accessible.  Go to island #7 and land outside.  Open the chest to receive
    the “Heart Medal”.  Interestingly enough Link will receive another Heart Medal
    when he opens the silver treasure chest at island #2 later in the game.  Now
    go to island #3, Beedle’s place.  Land on top of his house and open the chest
    to find a piece of heart.  Then we return to island #4.  Land on the lower
    level and open the chest in the cave blocked by boulders.  Link will find a
    Silver Rupee.
    
    Go to Pumpkin Landing and talk to the innkeeper, Pumm.  He has another job for
    Link, picking pumpkins.  Go out the back door to the pumpkin patch and talk to
    Kina.  She is happy to hear that Link will be helping her.  Kina tells Link it
    won’t be easy because she wants him to start by carrying five pumpkins at one
    time.  It’s tricky.  When Link is finished, go back to Pumm.  He will be
    impressed, but Link isn’t done working off the debt.  He tells Link he needs
    time to think about Link’s next job.  Now go to Eldin Volcano. 
    
                         
                          <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
                          #22 Eldin Volcano - Propeller
                          <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    
    Descend to the Temple entrance and turn left.  Go past the rock outcropping
    and turn left to the down slope.  Go down and to the right.  Walk to the
    propeller and Fi will appear to confirm it is the one needed.  She tells Link
    to use the robot.  She calls for it.  A few moments later, Scrapper arrives.
    Scrapper picks up the propeller and tells Link he will be waiting in the sky
    and not to take too long.  Go to the Bird Statue and back to the sky.
    
    
                          <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
                          #23 The Windmills of Skyloft
                          <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    
    When Link lands on his Loftwing, Scrapper will be right behind him.  As Link
    approaches Skyloft the scene cuts away to Link landing near the windmill and
    Scrapper following with the propeller.  Jakamar is standing nearby.  Scrapper
    drops the propeller and tells Link to call him anytime.  Jakamar asks Link
    about the robot.  He then sees the propeller and realizes that the Gondo
    family story is true.  Jakamar installs the propeller and tells Link he needs
    to find a way to spin it.  Jakamar’s wife calls for him and he leaves.
    
    Equip the Gust Bellows and use it to spin the propeller.  When the windmill is
    aligned with the light tower, it will stop and a green light, near its top,
    will light.  Go to the West side of Skyloft to the other windmill and do the
    same.  A gazebo will rise from the top of the light tower.  Climb to the top
    of the tower and strum the Goddess Harp once.
    
    The symbol of the Goddess will appear.  Fi will also appear nearby.  Strum the
    Goddess Harp to the beat of the radiant coming from the Goddess symbol.  
    
    -Cut Scene-
    Fi is in amazement as Link plays the Goddess Harp with the prowess of a
    seasoned musician.  The gazebo rotates and locks in place to show the sun
    light through a focused lens.  The powerful beam shoots into a tall cumulus
    cloud, called “Thunderhead”.  Fi tells Link that the beam should lead him to
    clues as to where the three flames are.
    -End Cut Scene-
    
    Follow the light beam and fly into the cloud.
    
    
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
                          #24 Thunderhead – Isle of Songs
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
    
    Link enters another world.  Instead of Loftwings flying about, he is attacked
    by flying dragons.  There are seven islands here.
    
    Island #1 is in the South/West area and is vacant.  
    
    Island #2 is also in the South/West and due West of #1.  It has two soft soil
    spots with hearts and Rupees.
    
    Island #3 is also South/West and due North of #2.  It has a small castle like
    structure with jars, hearts and hornets.  The perimeter is fenced, but has
    several platforms.  One very small wooden platform has a treasure chest.
    
    Island #4 is West and is due North of #3.  It is round with a small landing
    area on its South side.  Here is a yellow soft soil spot that is empty.  On
    two other sides are caged areas, each with a treasure chest and a yellow soft
    soil spot.
    
    Island #5 is the North Island called the “Isle of Songs”.  It has a very tall
    building and four small isles nearby.  There is a treasure chest on its roof
    and one at its base.  Open this one for a Gold (300) Rupee.
    
    Island #6 is nearly due East of #5.  It has two structures with an arched roof
    on each.  One is tall, the other is short.  Beneath the short structure is a
    soft soil spot.  Dig it up to open a jet of air.  This will carry Link up to
    the arch where he will find a treasure chest containing an Evil Crystal.  The
    other structure has a vine-covered wall with several Walltulas spread about.
    In the arch is a treasure chest.
    
    Island #7 is South of #6 and South/East of #5.  It is covered by a rainbow and
    has heart plants all around its edge.
    
    Now go back to the Isle of Songs and land on the larger, of the four isles.
    Fi appears.  She tells Link she has memories of this island, and it may have
    been left by the Goddess, for Link.  Fi does not know how to get in the
    building and suggests that Link investigate.
    Nearby is a stone that reads:
    
    
    “Rotate the center pedestal to
    complete the bridge that allows
    you to step to the Great Tower
    on the Isle of Songs”.
    
    To the left of the center pedestal is a device with three gemstones.  Looking
    down on the isle, there are three rings around the center pedestal.  Each ring
    has a square pedestal.  Each ring also has a symbol or marker on it.  The
    middle and inner square pedestals have a slab in front of them.  Using the
    center control pedestal, move the outer square pedestal to the left and in
    line with the inner square pedestal.  Now strike the gemstone on the right and
    the middle slab moves to the right marker in the middle ring.  At the same
    time the slab in front of the inner square pedestal disappears.  Use the
    center control pedestal to move all three square pedestals simultaneously.
    When the middle square pedestal hits the slab, STOP.  Push one more time on
    the center control pedestal and all three square pedestals will be in line.
    Now strike the center gemstone.  The slab in the middle ring disappears and a
    slab appears in each of the other two rings.  Now push the center control
    pedestal one time so that all three square pedestals move one space.  Strike
    the gemstone on the right once again for the middle slab to return and the
    others to disappear.  Link can now use the center control pedestal to move all
    three square pedestals to align the bridge.  Cross the bridge and enter the
    crawl space.
    
    Go down the walkway to its end.  Standing in the circle, look forward to see a
    Goddess Symbol.  Use the skyward strike to activate the symbol.
    
    -Cut Scene-
    A large Goddess Statue rises from the depths.  Fi appears and tells Link that
    she has a message from the Goddess that was given to Fi long ago.  Fi tells
    Link it was intended for him and it reads:
    
    “He who seeks the Sacred Flames, listen
    well, for I guide you from my place at
    the edge of time.
    
    The Sacred Flames are three in number.
    To obtain them, you must also earn
    Relics known as the three Sacred Gifts.
    
    For each trial you overcome, you shall
    Be blessed with one of the gifts…
    Make use of the Power of these Gifts, 
    and you will find your way to the
    Purifying Sacred Flames.
    
    Now I bestow unto you a melody.
    It will serve as a key, opening the
    First trial that awaits you deep in the
    Wilds of Faron Woods”.
    
    Fi goes into a flying dance while a stream of light radiates to Link.  Link
    begins to play the Goddess harp while visions of Loftwings fly above him.  Fi
    tells Link the song is called “Farore’s Courage”, and its rousing melody will
    guide him.  The Goddess Statue sinks into the depths and Fi confirms what was
    told by the Goddess.  Fi has given Link the dowsing ability to find the gate
    to the first trial.
    -End Cut Scene-
    
    Take to the sky, leaving Thunderhead the same way Link came in, and go to the
    Faron Woods.
    
    
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
                          #25 Gate to the First Trial
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
    
    Drop into the Faron Woods via the Sealed Grounds landing point.  Fi will
    appear to say that the gate is nearby.  Go to the Sealed Temple and talk to
    the Priestess.  She feels that the seal will not last long and the Beast will
    break through.  She also tells Link that Groose is hard at work preparing
    something for the next assault.  She tells Link he must move fast.
    
    Leave the temple and go to the valley that is North/East of the pond with the
    cave underwater.  Link will see Blue Butterflies hovering over a barren area.
    Walk over to the area and strum the Goddess Harp.  Fi will appear over a
    medallion that is emitting a pulsing light ring.  Strum to the beat of the
    light ring and bright leaves will radiate from the medallion.  Fi confirms the
    mark.  Step over the mark and thrust the sword downward.  The whole area is
    transformed into a new realm.  Fi tells Link that she can not follow him
    because this trial calls to him only.
    
    Areas like this are known as “Silent Realm”, accessible only to the chosen
    hero.  This trial, “Farore’s Silent Realm” tests Link’s courage.  Link will be
    undertaking the challenge in spirit only.  Link receives the “Spirit Vessel”.
    It represents his spirit.  Link must fill the vessel to complete the trial.
    He must look for the “Tear of Farore” to fill the vessel.  There are many of
    them in this world.  Link turns and Fi points to a Tear of Farore saying he
    needs to collect 15.  She says it is not an easy task and that he should not
    step out of the protective circle he stands in, or the “Guardians” will pursue
    him.  Link will fail the trial even if hit just one time by a Guardian.
    
    The task is not all that difficult.  Link must be aware of several types of
    guardians and alarms.  The “Flying Sky Watchers” hover overhead casting a
    bright light.  If Link is caught in the light, all the guardians will be
    alerted.  The “Earth Watchers” are stationary, but if Link gets too close they
    too will set off the alarm.  There are two trees surrounded by liquid called
    “Waking Water”.  If Link touches the water the guardians will be alerted.  One
    tree has a log crossing the water.  The other tree has water that rises and
    falls like the tide.  When it's down, Link can pick up the Tear.  Spread about
    the land are “Light Fruit”.  When picked, all the Tears will send up a light
    beam indicating their location.  The beam only lasts a short time.  As soon as
    Link steps out of the circle, the alarm is set and the Guardians come after
    him.  As soon as Link grabs a Tear the alarm is turned off, but only for a
    period of time, say 45 seconds.  Look at the top of the vessel on Link’s
    heads-up screen to see a flower.  As time runs down the leaves turn dark.
    This happens every time Link picks up a Tear.  Also note that every time Link
    picks up a Tear it will be shown on his map.  This means that each time Link
    fails the trial, the Tears he had found before will show up on the map.  This
    makes it a little easier to find them the next time.
    
    Now leave the circle and move straight ahead to pick up the first Tear.  Then
    walk and dash to the left avoiding the Flying Sky Watchers.  Ahead is a Tear.
    Leave it and go up the slope to the right and to a vine-covered wall.  This
    leads to a ledge with a Tear.  Jump down and go to the wall across the way to
    a crawl space avoiding the Tear there.  On the other side turn right and pick
    up the Tear in front of Link.  Then go to the tree and wait for the liquid to
    go down, then pick up another Tear.  Just keep up this pace watching the
    flower clock and Link will have all the Tears in no time.  When Link picks up
    the last Tear, he still has to make it back to the circle to complete the
    trial.  Link will receive the “Water Dragon’s Scale” as his gift.  This allows
    Link to explore underwater.  Link returns to the real world and Fi appears
    with her congratulations.  She tells Link that he now has the power to proceed
    to the location of the First Flame.  Fi tells Link the flame is within the
    Faron Woods.  Turn around and talk to the Elder Kikwi.  He notes that Link has
    the Water Dragon’s Scale and suggests that Link look in places he couldn’t get
    to before.  Turn to the left and walk to the water on the right.
    
    
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
                          #26 The way to Lake Floria
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
    
    Dive into the pond and into the tunnel.  Link emerges inside the giant tree
    that was behind the Elder Kikwi.  Climb up the vine-covered wall in front of
    Link and turn around to see several Froaks floating around.  Hanging from the
    ceiling, are two platforms.  On the second platform is a Blue Bokoblin.  Equip
    the Hook Beetle to destroy the Froaks and to scare the Blue Bokoblin.  He will
    jump off the platform.  Leap onto a platform and equip the Gust Bellows.  Use
    blasts of air to make the platform swing, then jump to the next platform.  Do
    the same to reach the next ledge and then go in the tunnel.
    
    Link emerges outside the tree on a wooden platform.  Turn left and climb up
    several more platforms to find a vine-covered wall.  Take out the Walltula
    using the Slingshot.  Climb up the wall to the left and drop down to another
    ledge.  There are four more Walltulas to deal with and a hornet's nest.  Climb
    up this wall and to the left to another ledge, and a tunnel.  Go in.
    
    Link is back in the tree.  On the narrow pathway ahead is a “Wooden Shield
    Moblin”.  To defeat him, toss a bomb his direction to blow away his shield.
    Then shoot him with the Slingshot to stun him.  Now a few vertical slices with
    the sword and he is done.  Go through the tunnel and Link is back outside.
    There is a Bird Statue here.  Turn left and follow the path.  A Blue Bokoblin
    calls for reinforcements and three Red Bokoblins show up.  Defeat them all and
    pick up an Amber Relic in the alcove.  Continue up the path.  Soon Link will
    hear something strange.  Fi will appear and ask Link if he heard it.  At the
    end of the path, climb the vine-covered wall to another ledge.
    
    Link walks out to an overhang and Fi appears telling him that he has reached
    the top of the tree.  She suggests that Link look around to see if there is an
    area he hasn’t explored.  Link and Fi turn their heads to see a new Kikwi.  Fi
    thinks the noise they hear is the snoring of the Kikwi.  Hit the Kikwi with
    the Hook Beetle to wake him up.  He is an old Kikwi hermit named “Yerbal”.  He
    tells Link that he watches over the forest.  Yerbal asks if Link can see him.
    Yerbal says that some Kikwis can’t see him.  He then asks Link what his
    business is.  Link tells him.  Yerbal says that the flame is most likely
    Farore’s Flame, which was given to the “Water Dragon”, a spirit who resides
    over Faron Woods.  The flame is to be passed on to “the one from the sky”.
    Yerbal tells Link that the dragon’s lair is deep in the lake in the South of
    the woods.  The problem is that the gate is sealed shut.  Yerbal tells Link
    that he can open the gate if he “Channels the Power of the Goddess into the
    symbol carved into its doors.  But the symbol is incomplete and must be made
    whole.  Link must find a complete symbol in the woods to know what it looks
    like.  Yerbal puts a red “X” on the map and tells Link to search there.  As
    Link turns to leave, Yerbal mentions that the dragon is “persnickety about
    manners…so watch yours”.
    ____________________________________________________________________________
    )))))))))))))))))))))))))))) SIDE QUEST (((((((((((((((((((((((((((((((((((( 
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -Side Quest- 
    Let’s let Link, take a moment to open two treasure chests and activate three
    Goddess Cubes.  Follow the path back down to the overhang to the left.  Go to
    the edge of the pathway where it meets the overhang on the low side.  Drop
    down to a cliff below.  Walk across the tightrope and strike the Goddess Cube
    with the charged sword to send its energy into the clouds.  Another Goddess
    Cube is on a large branch of the giant tree that lies over the pond.  Go up
    past the Bird Statue but before the last place Link dropped from.  Just short
    of the first alcove, look to the edge of the path to see a dull point or an
    angle curve.  Drop down from here to land on the branch.  Charge the sword and
    strike the Goddess Cube to send its energy into the clouds. Go back through
    the tree to the first “wooden” platform, turn left and up to the next large
    wooden platform.  Look to the right to see another Goddess Cube.  Jump down
    and strike it with the charged sword to send its energy into the clouds.
    Finally go back through the water tunnel again and get on the first swinging
    platform.  Turn to the left and use the Gust Bellows to get to the ledge.
    Turn right and follow several ledges to a pathway.  Turn left and go into the
    tunnel.  Watch out for Keese.  Link will be facing a Deku Baba.  Toss a bomb
    to it and it's toast.  Leap to the Deku Baba’s location and turn right to find
    a large treasure chest containing a Gold (300) Rupee.  Now leave the tree and
    go to the North/West area that has a vine-covered wall leading to a ledge.  On
    the ledge is a cave, blocked by boulders.  Blow up the boulders and open the
    large treasure chest inside the cave to find a Blue Bird feather.
    -End Side Quest-
    
    Now go to the place on the map marked by the red “X”.  Near the observation
    platform, on the floor, is the symbol Link is looking for.  Fi appears and
    suggests that Link memorize its shape.  It has a ball or sun encircled by two
    crescents on one side, one over the other. O)).  Go to the gate to see that
    the ball or sun is missing.  Stand in front of the gate and raise the sword
    skyward to charge it.  Then move the sword like a pencil to draw the circle.
    The sun appears and the gate opens.  Walk to the end of the pathway and dive
    into the lake.
    
    
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
                          #27 Water Dragon’s Lair
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
    
     Link is now in Lake Floria.  He swims through a tunnel to an open area.  A
    weird looking creature sees Link and says “Ahh!  Another human!”.  It then
    backs away, and goes underwater.  Swim to the next area to see another one of
    these creatures.  Swimming further Link runs into the first one he met.  It
    says stop following or he will tell her Excellence.  It slips through a
    boarded opening and thinks it is safe on the other side.  Swim into the boards
    using the spin attack to break them.  It is stunned.  It sees Link’s Water
    Dragon’s Scale and thinks Link is an emissary of the Goddess.  It thinks Link
    might be able to help the Water Dragon.  It tells Link that a weirdo came in
    with monsters and went after her Excellence.  In the ensuing battle she was
    injured.  The Water Dragon is healing but needs more special water to make a
    full recovery.  Link is asked to talk to the Water Dragon.
    
    Follow it through the tunnel and spin to break a boarded up exit.  It will
    stop to say his friend isn’t there, and the path is blocked by a boulder.
    There are a few Froaks swimming around.  Lure one of them near the boulder and
    spin into it to cause it to explode.  The boulder is gone. In this pool there
    are several caves blocked by boulders and one large pile of rocks at the
    center.  Use the spin attack to hit Froaks to clear the boulders and rocks to
    collect Rupees.  One is a Silver Rupee (100).  Follow Jellyf to another area.
    On the other side of this area is a barred gate that Link can not get past by
    swimming.  Go to the opposite side, turn and dive.  Swim straight toward the
    gate and then head for the surface.  Before reaching the surface do a spin
    attack.  Link will fly out of the water and over the gate.  I call this a
    spin/jump.  Jellyf says the Water Dragon’s Scale made it possible.  The other
    side of this new area has a narrow crevice that Link can not pass through.
    There is a ledge above the crevice.  Do a spin/jump to reach it.  To the left
    is a Bird Statue.  In the center is another water chamber.  Follow the path to
    the left a short distance and turn left again.  Take this path to a large
    treasure chest that contains a “Goddess Plume”.  Go back to the main path and
    back to the Bird Statue.  Follow the pathway between the two pools of water
    back and over the archway to find a Goddess Cube.  Strike it with the charged
    sword to send its energy into the clouds.  Now back to the Bird Statue and
    into the water.
    
    
    Follow Jellyf through another tunnel to another chamber.  A large fierce
    looking fish appears.  Jellyf tells Link that this fish is one that the weirdo
    had brought with him.  Do a couple of spin attacks and the fish is filleted.
    On the other side of this chamber is a locked door.  Jellyf says, “At last,
    we’re here!”  She uses the tip of her head like a key to open the lock.  The
    doors then open.  Swim through the doorway and Link emerges in the main
    chamber.
    
    Go to the center of the chamber and climb onto the platform.  In the center
    of the platform is a carved stone vessel shaped like an egg.  Inside is
    “Faron”, the Water Dragon.  Talk to her.  She tells Link that he has intruded
    into her home, where few are permitted.  She tells Link to explain how he got
    there and to do it quickly.  She sees that Link has one of her Water Scales.
    Faron says, that a sacred gift, like the scale, could only be carried by the
    chosen hero.  She questions if Link is the one.
    
    Link tells her of the hermit Kikwi, Yerbal.  Faron says, the next time she
    sees him, he’s dinner.  She asks if Link is seeking the Sacred Flame.  She
    feels a test is in order.  Faron tells Link that Ghirahim attacked her and
    that she was wounded.  She is recuperating in the vessel of Sacred Water”.
    But the water’s properties have diminished.  She asks Link to bring her a
    fresh container of Sacred Water.  Do this and she will show Link the way to
    the Sacred Flame.  Fi appears and gives Link the ability to dowse for this
    water.
    
    Leave the Water Dragon’s platform and spin jump to the ledge on the left side
    of the chamber.  Turn left and follow the path to a large treasure chest
    containing a Silver Rupee.  Turn around and follow the path back to its end
    and leap to the ledge in front of Link.  Follow this pathway to the right to
    its end to find another large treasure chest containing an Evil Crystal.  Turn
    around and follow this pathway back to its end and turn right to leave this
    chamber.
    
    Upon exiting the Water Dragon’s chamber Link beholds a beautiful grotto fed by
    a high waterfall.  Before Link, is a pathway leading to the middle of the
    grotto.  Just beyond the waterfall is the entrance to a temple.   Turn to the
    left to see Blue Butterflies.  Equip the Goddess Harp and strum.  A Gossip
    Stone will appear.  Talk to the Gossip Stone and it will tell Link:
    
    “They say drawing a symbol
    of love upon certain walls
    will heal your wounds.”
    
    Looking toward the waterfall, walk past the medallion and down the steps.
     Turn and look to the left.  On the ledge to the left of the tree is a Gold
    Rupee.  Equip the Hook Beetle to retrieve it.  Turn around and look to the
    left of the tunnel Link entered from.  High on the ledge is a Goddess Cube.  
    Go back up the steps, turn left and head for the Faron Woods.
    
    
                          <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>
                          #28 The Sacred Water at Skyview Temple
                          <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>
    
    In front of Link is a large log, push it over the ledge to create a short cut
    to this area.  Drop down and deal with the Wooden Shield Moblin.  Leave this
    area and make it back to the entrance to the Deep Woods, then to Skyview
    Temple.  The alternative is to use the Bird Statue at the grotto, go to the
    sky and then return to the deep woods landing in front the Skyview Temple.
        
    As Link enters the Temple, Fi appears to say that she detects the presence of
    the Sacred Water.  But, unfortunately the dowsing ability is not possible
    within the temple.  She estimates the Sacred Water is in the deepest part of
    the temple and has marked the location with a red “X”.   Turn right and start
    down the staircase.  A Quadro Baba will drop down from the ceiling.  Equip the
    Hook Beetle to cut his vine.  Now cut a way through the spider web and a
    stand of trees.  In front of Link are several Blue Butterflies and a soft soil
    spot that contains Rupees.   Equip the Goddess Harp and walk toward the wall
    near the Blue Butterflies.  The Mogma, Kortz, comes up from the soft soil spot
    and tells Link he met him in the Volcano.  And he asks if Link is here to do
    some treasure hunting.  Say “Yes” and he will ask if the Big Stone Guy tipped
    you off.  Say “Tip” and Kortz will tell Link to strum a chord where
    butterflies dance. Kortz disappears into the ground.
    
    Go to the wall again, using the Goddess Harp, strum and a Goddess Symbol will
    appear on the wall.  Kortz comes back up from the ground and tells Link that
    he thinks Link is going to swipe all the treasure for himself.  But Link is in
    for a disappointment.  Walk up to the symbol, raise the sword to the sky to
    charge it and draw a heart.  About a dozen hearts, pop out of the wall to
    replenish Link’s life.   Turn around and go through the large crawl space in
    the wall. In the next large chamber are two Green Bokoblins and several
    Froaks.  One Bokoblin is on a floating log and the other is on the pathway.
    Take out the one on the pathway in the usual manner.  Equip the Hook Beetle to
    blow up the Froaks and to knock the other Green Bokoblin off the log.
    Continue down the walkway and go to the door on the left.
    
    As Link enters the new room, Kortz will pop up out of a soft soil spot to tell
    Link that he had a small key and lost it.  Kortz then tells Link he put it in
    a hole, but can’t remember which one.  Turn around and leave this room the way
    Link came in.  Follow the pathway to the door on the other side of the
    chamber.  Enter this room, slice through the web and turn to the right.  Dive
    into the water and go through a crawl space at the bottom of the wall, on the
    left.  In the next room, look to the left and climb the vine-covered wall to a
    large crawl space.  Walk forward to find a soft soil spot that contains the
    small key.  Dig it up and leave through the small crawl space next to Link.
    From this room, go to the center of the main chamber.  Turn right and jump
    onto the floating log.  Now leap onto the vine-covered wall, up the steps, and
    unlock the door.
    
    In this next large chamber, go to the North end and into a hallway leading to
    another smaller chamber.  At the top of the steps is a tightrope reaching the
    other side of a deep void where two Green Bokoblins are standing.   They are
    equipped with a long-range bow and arrow making Link an easy target.  Position
    Link behind a mushroom to act as a shield.  Directly above the tightrope is
    the curled branch of a tree with a bomb flower hanging beneath it.  Equip the
    Hook Beetle to grab the bomb flower and drop one on each of the Bokoblins.
    Now carefully cross the void using the tightrope.   As Link reaches the other
    side, Kortz pops out of the ground again to say that he can not find any
    treasure and there is nothing but water now.  Kortz then disappears into the
    ground.  Walk to the door and open it.
    
    As Link enters this chamber three Stalfos will assemble themselves.  To defeat
    them, place a bomb nearby causing an explosion so that they will drop their
    swords.  They will be stunned for a few seconds.  Get in as many slices as
    possible before they pick up their swords.  The jars surrounding the room
    contain hearts and bombs if needed.  Once defeated, the door at the North end
    of the room will be aglow with the Goddess Symbol.  Go through the door and up
    the steps.  Link enters an area he has been in before, the Skyview Spring.  Fi
    appears to tell Link she detects the Sacred Water nearby.  Walk up to the
    second waterfall feeding the spring.  Equip an empty bottle and scoop the
    water.  Link now has a container of Sacred Water.  Fi appears and suggests he
    take it back to the Water Dragon as soon as possible.
    
    
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
                          #29 Water Dragon’s Promise
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
       
    Link is now outside the Skyview Temple.  Get Link back to the Water Dragon’s
    Lair as quickly as possible.  Get on the central platform, walk up to the
    vessel and talk to the Water Dragon.  She will confirm that the water Link
    is carrying is what she needs and asks Link to pour it in the vessel.  Link
    pours the water into the vessel and the Water Dragon submerses herself in the
    water.  The vessel begins to rumble and the revived Water Dragon emerges.  She
    stands tall, healed and whole once again.  She thanks Link and tells him she
    will grant him the favor to lead him to the Sacred Flame.
    
    Now outside her chamber, in the grotto, Link stands before the Water Dragon.
    She says to Link “Behold” as she raises her hands.  The waterfall recedes
    revealing the entrance to the “Ancient Cistern”.  The Water Dragon bids Link
    farewell and vanishes from the grotto.  Dive into the water and use a jump
    spin to land at the entrance.
    
    
                          <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>
                          #30 Ancient Cistern & the Sacred Flame
                          <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>
    
    Link walks down a dark, torch lit hallway and enters a large chamber with a
    structure shaped in the image of a Buddha.  At its base is an entrance door,
    chained and locked.  To the right of this door is a stone marker that reads:
     
    “Carved into the great statue
    Are inscriptions of gratitude.
    They reveal the secret order of
    this temple.
    
    First the back, then the rear, 
    Then the back of the right hand, 
    And finally the back of the left hand.”
    
    Swim to the back of the Buddha to see an archway underwater.  Inside the
    archway is a pattern on the wall like that of a flower.  One of the petals is
    painted blue.  Above the archway and above the water is another pattern of
    petals with one painted blue.
    
    Swimming over the Buddha’s hand will cause it to close and Link may be caught.
    By using the spin attack to pick up the Silver (100) Rupee, the hand will
    close and lock, revealing the position of petal.  The positions on these petal
    designs are twelve, six, nine and three.
    
    To the West side, of the chamber, is a high waterfall with a lever to the
    right and one behind it.  Just to the left of the waterfall is a high ledge
    with another lever, a Bird Statue and a stone marker.  To the right of the
    waterfall, continuing around to the East side of the chamber, are numerous
    ledges.  Several with iron barred doorways and one with a vine-covered wall
    above it. On this side of the chamber is an Ironed Gated doorway with a lever
    on the wall to the right.  Run up the wall and pull the lever to open the
    door.
    
    Link is standing on a balcony above a pool of lily pads.  On the opposite side
    of the room is a column of water that leads to a walkway that can be used to
    return to this door.  Drop down into the pond and turn to the left to see two
    large Skulltulas hanging from their webs.  The best way to defeat them is to
    use a spin attack against the web.  The Skulltula will climb down to make its
    attack.  As it approaches, use an upward thrust to flip it on its back.  “Z”
    target the Skulltula and use the fatal blow attack.  Continue down the hallway
    through a doorway and turn right.  To the left, a short distance away, is
    another stone marker that reads:
    
    “Strike the gemstones pointing in 
    four directions wisely.  The way
    will open for one who knows
    the temple’s secret order.”
    
    Walk up to the door and look closely.  There is a pointer with several red
    gems.  It is in the 12 o’clock position.  In the center are four gemstones in
    a small cluster, one at each position, 12 o’clock, 3 o’clock, 6 o’clock and
    9 o’clock.  Equip the sword and strike these gemstones at 12, 6, 9 and 3.  The
    door will then open.
    
    In this room there are seven lily pads in the water and two Skulltulas hanging
    from the ceiling.  Equip the Hook Beetle to cut the web of each Skulltula.
    They will drop to the water and explode.  On the right side of the room are
    two huge ledges with vine-covered walls below them.  The one in the lower
    right corner has a Red Rupee in the cave below it.  Climb the vine-covered
    wall, and drop down on the lily pad to flip it over, giving Link access.  The
    vine-covered wall in the upper right corner has a Walltula.  Hit it with the
    Hook Beetle and climb to the ledge.  Look down at the lily pad at the North
    center of the room and drop onto it to flip it over.  The exit is below the
    lily pad.  There is an underwater tunnel to the left of the room that has a
    few Rupees.
    
    Swim into the tunnel and turn right.  Spin into four boarded up barriers, and
    turn right to enter another room.  Climb the vine-covered wall, then up the
    steps and open the door.  Walk to the end of the balcony and open the large
    treasure chest to find a small key.  Leave this room and go back to the main
    chamber.  Go to the Buddha statue and open the door.  Link enters and looks
    far to the top of the statues high ceiling.  He sees a lock.  Fi appears to
    tell Link that she has found a locked door near the top of the statue.  There
    is a walkway circling this room and a platform on the other side.  On the
    platform is a raised grate and a four-blade paddle, or maybe it is a key.
    Below is another room with a raised grate, a paddle and a door.  As Link drops
    down, a “Stalmaster” assembles itself.  It has two swords, like that of a
    Stalfos.  Using a bomb or a thrust attack only seem to irritate him.  After a
    few attacks, he grows two more arms holding swords.  The only way to defeat
    him is to attack when he raises his arms in readiness to strike.  With the
    Stalmaster out of the way, leave this room.  Open the large treasure chest to
    receive the “Whip”.  Go back into the lower room of the statue.  Walk up to
    the paddle and equip the Whip.  Hit the paddle and yank horizontally and it
    will turn, allowing a column of water to rise from the grate.  It is a valve.
    Ride the water column to the walkway above and do the same to the valve there.
    Ride the new water column to another circular walkway having another grate,
    valve and door.  Use the whip and do the same with this valve.  Ride the
    column to another walkway.  Before Link is a stone marker that reads:
    
    “Look for a key that lies
    Beneath the earth.”
    
    Fi appears to tell Link that the key mentioned here, is the key required to
    unlock the device ahead.  The lock that Link saw earlier is to his right and
    there are steps to his left.  Drop down, using the sailcloth, and ride the
    water columns.  Either to the first level to go outside, or to the second
    level that takes Link to a balcony that is just below the Buddha’s mouth.  
    Get back on the walkway near the chamber entrance and follow it around the
    East side.  Go up several ledges to see what looks like a coat hook, mounted
    on the wall.  Equip the Whip to swing to the next ledge and to the next.  Go
    to the end of this ledge and open a large treasure chest to find the “Dungeon
    Map”.  Turn around and a “Furnix” will attack Link.  It is a spirit bird that
    consumes fire and expels fireballs.  Equip the Whip and hit its tail.  Yank it
    down to the ground and attack with the sword.
    
    Drop into the water and swim to the waterfall.  To the right of the waterfall
    is a flipped lily pad with its tentacles pointing up.  Climb on the lily pad
    in front of it.  Equip the whip and strike the tentacles.  Give the whip a
    yank to flip the lily pad over.  Leap onto the lily pad and equip the whip
    again.  To the right of the waterfall is a lever.  Use the whip to yank it
    down.  A gate will drop, closing off the waterfall. Dive into the water and go
    into the tunnel at the base of the waterfall.
    
    Link emerges in a small room with a barred door and a Skulltula.  Defeat the
    Skulltula and then walk around the sculpture of a fish to find a treasure
    chest containing a Red Rupee.  Walk back to the Iron barred doorway blocking
    the way to the next room.  Look to the left of the next doorway to see a
    lever.  Strike and yank it to raise the bars.  In the next room is a deep
    water pit and several ledges with a rotating stone column between them.  On
    the right is a Green Bokoblin with a bow and arrows.  Take him out quickly.
    On the left side of the water pit, are Blue Butterflies.  Walk to the wall and
    strum the Goddess Harp.  A Goddess symbol will appear.  Raise the sword,
    charge it, and draw a triangle.  Bombs will appear.  Go back to the ledge on
    the right side.  Equip the Whip and swing to the vine-covered wall.  Climb to
    the top and toss a bomb to the two Quadro Babas to dispose of them.  
    
    Look slightly to the left to see the huge rotating stone cylinder covered in
    vines.  Quickly jump onto the vines and climb up half way, and then drop down
    on the platform on the other side.  Take out the Green Bokoblin here.  Walk to
    the edge of the platform where there are vines. Equip the Hook Beetle and
    dispose of the Walltula on the vines of the opposing wall.  Now equip the Whip
    and get on the hook mounted on the wall.  Stop Link from swinging and line up
    with the lever on the left side of the opposing wall.  Swing and grab the
    lever to pull it down.  A barred gate will open above the vine-covered area of
    this wall.  Climb back up to the previous ledge using the vines.  Again equip
    the Whip and swing to the vine-covered wall.  At the top, toss a bomb to the
    three Deku Babas and they are toast.  Equip the Whip and give a yank on the
    valve.  A door opens at the bottom of the deep, water pit.  Step out the
    doorway to a balcony and jump in.
    
    Link is sucked into the whirlpool and emerges in a room with Skulltulas
    hanging from the ceiling.  The floor of the room is filled with water and has
    several lily pads floating about.  On the opposite side of the room is a
    barred wall.  Equip the Hook Beetle to cut the web of the Skulltulas.  As the
    Skulltula falls it hits the lily pad and flips it over.  It then rolls into
    the water and explodes.  A tunnel below the barred wall is now open.  Swim
    into it to get on the other side.  To the left is a locked door.  To the right
    is another barred wall.  On the other side of the wall is a Green Bokoblin.
    Equip the Whip and “Z" target him.  Give the Whip a yank and Link now has a
    small key.  Leap across the channel of water and unlock the door.  As Link
    enters this area he looks to the left to see a large treasure chest at the
    bottom of a pit.  Fi appears to confirm the presence of the chest and that it
    likely contains the key Link needs.  Follow the water channel and dive in the
    water.
    
    Link is sucked into a large pipe and comes out in a chamber that is North of
    the main chamber.  Go to the Iron barred gate at the end of the chamber and
    pull down on the lever to the right.  This raises the bars.  To the left of
    the chamber is a ledge that Link can spin/jump onto.  From the ledge, flip the
    upside down lily pad using the Whip.  Get on the lily pad, dispose of the
    Walltula on the vines and jump on the vine-covered wall.  At the top turn left
    and go up the steps to find a Quadro Baba.  Give him a bomb for lunch.  Walk
    to the balcony edge and look down to see a lily pad in the center of the
    chamber.  Jump down on the lily pad to flip it over.  Now Link has access to
    the tunnel below the lily pad.
    
    The tunnel comes up at a staircase on the West side of the chamber.  Go up the
    steps and dispose of the hanging Deku Baba, using the Hook Beetle to cut its
    vine.  Turn right, equip the Whip and walk up to the valve to open it.  A
    water column rises from the grate in the tunnel below the lily pad.  Go to the
    other side of the chamber and up the steps to the balcony.  Equip the Whip to
    flip the lily pad back over.  Cross to the next walkway and follow it to a set
    of steps.  At the top of the steps follow the hallway to an Iron Gated
    doorway.  Use the Whip to pull down the lever on the right.  When the gate
    opens go out and a Furnix will attack.  Use the Whip to pull it down and
    defeat it.  Turn to the right and look at the wall to see a vine-covered area.
    
    Climb down the vines to a ledge directly under the one Link is on.  Open the
    treasure chest to find a Red Rupee.  Get back on the vine-covered wall and
    cross over two more vine areas to reach the next ledge to the South.  Equip
    the Whip to turn the valve.  The grate below will have a column of water rise
    from it, giving Link access to the ledge from the main chamber.  To the left
    of the valve is a lever.  Hit it with the Whip and pull down.  The Buddha
    statue will lower into the water.  The entrance that Link used before has
    disappeared and the second level door is now at water level.  Go in the new
    entrance of the Buddha statue and drop down, using the Sailcloth.  Go out the
    door.
    
    Link is in a large cavern with pools of red/black liquid all around.  As Link
    moves forward, several “Cursed Bokoblins” emerge from the ground.  They are
    startled by shiny things, like the Sacred Shield.  Cursed Bokoblins can not
    be destroyed by any ordinary hits with the sword.  They just get back up and
    attack.  Link must use the fatal blow when they are down, to destroy them.
    Use the Hook Beetle to pick up skulls floating in the red pools to get hearts.
     Don’t touch the liquid or Link will be “Jinxed” for a short period of time.
    
    Turn left and follow the pathway to a tunnel.  Watch out for Fire Keese.  When
    Link sees the Blue Butterflies, equip the Goddess harp and strum a few bars.
    The Goddess Symbol will appear on the wall.  Raise the sword to charge it.
    Draw a triangle on the wall to receive hearts.  Further ahead is a wall of
    flowing red liquid and a stone marker that reads:
    
    “A gemstone shines deep within
    the eye.  Strike it to shut the
    mouth and dam the flow.”
    
    Go back through the tunnel and turn right to see a line of lily pads.  One
    will have to be flipped back over.  Now on a large platform, equip the Hook
    Beetle and send it into the eye above the waterfall to strike the gemstone
    inside.  The fall of red liquid stops.  Ahead of Link is a narrow walkway.
    Look to the left to see a pedestal with a boulder on top of it.  Equip the
    Hook Beetle and pick up a bomb flower from inside the tunnel.  Drop the bomb
    flower on the boulder to clear the way.  Walk midway to the end of the pathway
    and turn left.  Use the Whip to swing to the pedestal.  Before Link are two
    huge rotating cylinders covered with vines.  Jump onto the vines and climb to
    the top.  Leap to the next cylinder and drop down to the ledge on the other
    side.
    
    Follow the pathway to the right and leap to a vine-covered wall.  At the top
    is an Iron Gate blocking the way.  Look to the right to see a lever.  Equip
    the Whip and yank the lever to the left.  This will change the rotation of the
    stone wheel below.  Jump down on the stone wheel and race across it to the
    pathway on the other side.  On the way up the path, take out a couple of
    Cursed Bokoblins.  In front of Link is another huge rotating cylinder covered
    in vines.  Jump onto it and then quickly drop down to the pathway on the left.
    At the end of the pathway, leap to the vine-covered wall.  At the top is the
    same Iron Gate blocking the path.  Look to the left to see the lever.  Use the
    Whip to flip it to the right.  The stone cylinder will reverse direction.
    Jump down to the pathway and onto the stone cylinder.  Quickly drop onto the
    pathway on the other side.
    
    This leads to a round cavern with a bright light shining down and a rope
    hanging above from the center.  To the left is a tunnel with a valve.  Next to
    the valve is a ledge with another cavern below.  It’s the one Link first
    entered.  Equip the Whip to open the valve.  A column of water will rise from
    a grate below giving Link easy access to this tunnel.  Go to the center of the
    cavern and climb the rope.  Cursed Bokoblins will come out of the ground and
    try to follow.
    
    At the top is a stone maker that reads:
    
    “Return the stone giant to its
    original form and descend
    below the earth again along
    the thread.
    There you will find the key to
    The path ahead.”
    
    Link is actually in the main chamber on the first ledge to the left of the
    chamber entrance.  Walk to the wall on the right and pull the lever down.  A
    short ledge extends out to the lever that lowered the Buddha statue.  Walk up
    to the lever and use the Whip to flip it up.  The Buddha statue will rise.  Go
    back down the rope into the round cavern.  Turn and go through the tunnel to
    the first cavern.  Look to the left.  The door to the Buddha is gone and a
    large treasure chest sits at the bottom of the pit.  Open the chest to find
    the “Blessed Idol”.  It is a wooden statue that can be used to open the lock
    at the top of the Buddha statue.  Suddenly an army of Cursed Bokoblins come
    out of the ground and the Buddha statue begins to lower into the pit.  Equip
    the Sacred Shield and move quickly to the ledge before the statue sets down.
    
    Now outside the pit, go in the statue and raise the water columns to the top.
    Insert the key in the lock and the doors above open.  Turn to the left and go
    up the steps to find four valves.  Open the valves in a clockwise order and
    the Buddha statue rises through the chamber ceiling.  Before Link is a
    staircase.  Go up the stairs.
    
    -Cut Scene-
    Link is in a large room with many pedestals and valves surrounding a globe
    containing a red gemstone.  Sitting above the globe is Ghirahim.  He says “You
    certainly are persistent…I’m terribly busy trying to find the clues that will
    help me revive the demon king.  Your incessant buzzing around my head like
    some irksome gadfly when I’m THIS busy is…Well, it’s making me very
    disagreeable.”  Ghirahim disappears.  All the pedestals and valves in the room
    move toward the globe and assemble into the -Ancient Automation – Koloktos.
    -End Cut Scene-
    
    ____________________________________________________________________________
    )))))))))))))))))))))) ANCIENT AUTOMATION - KOLOKTOS (((((((((((((((((((((((
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    It looks like an Indian goddess statue with six arms.  Several arms have
    curved bladed axes.  Two of the hands cover the center of the body that
    contains the red gemstone.  This is its weakness.  The joints of its arms have
    the paddle valve assembly.  By striking the vale assembly with the Whip and
    giving it a yank, the arm falls off.  Do this to several arms and the red
    gemstone will be vulnerable.  Strike it with the sword as many times as
    possible.  The debris on the floor hampers Links movement, so be careful of
    strikes from the axes it wields.  One hit takes a heart away.  After each
    attack from Link, Koloktos will reassemble its arms.  After several attacks by
    Link, Koloktos will assemble legs and put bars over the red gemstone.  It can
    now follow Link and attack with all six arms at the same time.  Wait for him
    to make an attack and several of his swords are stuck in the floor.  Equip the
    Whip and remove three arms.  Quickly pick up a large Gold sword and take two
    horizontal slices to Koloktos’s legs.  With his legs gone, use the Gold sword
    to remove the other three arms.  Strike the bars covering the gemstone and
    hack away.  Koloktos will reassemble and then send three Cursed Bokoblins
    after Link.  Use the Whip to stun them.  Koloktos will try to strike out at
    Link only to take out the Cursed Bokoblins.  Repeat this attack a few more
    times and Koloktos will be destroyed.  A heart container will float down.
    Pick it up and go through the glowing door.    
    
    -Cut Scene-
    Link is inside a small round chamber with steps leading to a Goddess symbol
    embedded in the floor.  In front of Link is a Goddess Symbol floating inside
    an altar.  (Raise the sword skyward to strike the symbol)  It spins and a tall
    green flame shoots up into the air.  Fi appears in front of the flame and is
    engulfed by two balls of the flame, becoming one.  This ball of flame bounces
    to the walls and then to Link’s sword.  Fi instructs Link to raise his sword.
    
    As Link raises his sword the green flame encircling Fi engulfs the sword.  It
    glows green for a short time and then shines bright.  Link is told that the
    Flames of Farore made the sword longer and sharp enough to do twice as much
    damage.  Link holds the sword high and then masterfully puts it in its sheath.
    Link looks at his hand to see the image of a triangle light up.  One corner is
    aglow.  Fi appears to confirm the improvements to Link’s sword.  She tells
    Link that he is ready to learn a new melody and should return to the Isle of
    Songs.
    
    As Link emerges from the Ancient Cistern, the Water Dragon, Faron, greets him.
    She sees that Link’s sword is much improved.  She tells Link that he does not
    yet possess the strength to wield the full power of the blade.  Faron tells
    Link that he must train further.  She bids him farewell and disappears.
    -End Cut Scene-
          
    Swim to the walkway and walk to the Bird Statue.  Choose “to the sky” and go
    to Thunderhead.
    
    
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
                          #31 Return to the Isle of Songs
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
        
    At the Isle of Songs, go through the crawl space and down the walkway to its
    end.  Standing in the circle, look forward to see a Goddess Symbol.  Use the
    skyward strike to activate the symbol.
    
    -Cut Scene-
    A large Goddess Statue rises from the depths.  Fi appears and tells Link that
    she has a message from the Goddess that was given to Fi long ago.  Fi tells
    Link it was intended for him and it reads:
    
    “He who seeks the Sacred Flames, listen
    well, for I guide you from my place at
    the edge of time.
    
    Two Sacred Flames remain.  Should you
    Desire to possess them, you must obtain
    the other three Sacred Gifts.
    
    For each trial you overcome, you shall
    Be blessed with another gift…
    Harness the Power of these Gifts, and 
    Let there be no doubt you shall find
    Yourself standing before the majesty
    Of the Sacred Flames.
    
    Now I give you another melody.  It will
    serve as a key, to unlocking your next
    trial, which awaits you within the
    shifting sands of Lanayru Desert”.
    
    Fi goes into a flying dance while a stream of light radiates to Link.  Link
    begins to play the Goddess harp while visions of Loftwings fly above him.  Fi
    tells Link the song is called “Nayru’s Wisdom”, and its rousing melody will
    guide him.  The Goddess Statue sinks into the depths and Fi confirms, what was
    told by the Goddess.  Fi has given Link the dowsing ability to find the gate
    to the trial.
    -End Cut Scene-
    
    Take to the sky, leaving Thunderhead the same way Link came in, and go to the
    Lanayru Desert.  But before you do, stop at Beedle’s Airshop in Skyloft and
    buy his last adventure pouch for the incredibly low price of 1,200 Rupees.  If
    Link is short of Rupees, he can sell a few insects to Strich or some artifacts
    to the Gear Peddler.  Of course only at night.
    
    
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
                          #32 Gate to the Second Trial
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>
    
    Go to the point in Lanayru Desert near the power generator.  Look for Blue
    Butterflies near the North entrance where the power node was found.  Equip the
    Goddess Harp and strum.  Fi will appear.  She is above a medallion that has a
    pulsing ring.  Strum to the beat of the ring.  A nice cut scene takes place.
    Fi tells Link to thrust his sword into the center of the mark.  Do so and the
    area transforms.  Fi calls to Link and tells him that she can not follow, as
    he is only here as a spirit.  She tells Link this is "Nayru’s Silent Realm"
    and it will test his wisdom.  As before, Link receives a spirit vessel.
    He must collect 15.
    
    The task is not all that difficult.  Link must be aware of several types of
    guardians and alarms.  The “Flying Sky Watchers” hover overhead casting a
    bright light.  If Link is caught in the light, all the guardians will be
    alerted.  The “Earth Watchers” are stationary, but if Link gets too close they
    too will set off the alarm.  There is a liquid called “Waking Water”.  If Link
    touches the water the guardians will be alerted.
    
    One of the spirits is at the top of a tree.  Use the dash/roll to knock it out
    of the tree.  Another spirit is on a wall that is only accessible by climbing
    on a mining cart to reach the wall.  Another is just out of reach in the air.
    The only way to get it is to move a mining cart under it.  The mining cart is
    in Wake Water that rises and falls, like the tide.  Another is at the very top
    of the Lanayru Mining Facility.  One spirit is above a cage and can only be
    reached by moving a mining cart close to it.  When all the spirits are
    collected, return them to the medallion and Link will receive the “Clawshots”.
    It’s just like the old Hook Shot.  All those round shields with three stripes
    in them can now be used to access new areas.  The shields will herein be
    called “Claw Shields”.  Link returns to the real world and Fi appears to
    congratulate him.  She tells Link that the Clawshots are one of the Sacred
    Gifts.
    
    Now would be a good time to activate Goddess Cubes and open treasure chests.
    Go to the tunnel on the East side of this area and emerge at the treasure
    chest.  Use the Clawshots to maneuver Link's way through the canyon and to a
    pathway.  Cross to a ledge to find a Goddess Cube.  Charge the sword and
    strike it to send its energy into the clouds.  Drop down and walk to the
    island in front of Link.  Turn right and go to the landmass.  Continue on to a
    rectangular structure with a Claw Shield.  Use the Clawshots to get on
    top.  Open the treasure chest to find a Dusk Relic.  From here use the hidden
    walkways under the sand to get to the South West of this area, or at the 8
    o’clock point from the mining facility.  Look for the Claw Shield and use
    the Clawshots to get on the wall, turn left and go to the end.  Turn right and
    go to the end.  Turn right again, go a short distance to an intersecting wall
    and turn left.  Walk up to the Goddess Cube, raise the charged sword and
    strike the cube, to send its energy up to the clouds.  Return to the point
    where Link got onto the wall and continue forward to an intersecting wall.
    Turn left and push the mining cart over the edge.  Turn around and go to the
    end of this wall to find a treasure chest containing a Red Rupee.
    
    Now go to the far West side of this area where the walls of sand are coming
    down.  Equip the Clawshots and strike the Claw shields to get to the
    entrance above.  Go in and follow a dark tunnel.
    
    
                          <<<<<<<<<<<<>>>>>>>>>>>
                          #33 Lanayru Sand Sea 
                          <<<<<<<<<<<<>>>>>>>>>>>
    
    Link emerges in a larger tunnel and ahead is a large chamber.  Near the center
    are Blue Butterflies.  Strum the Goddess harp and a Gossip Stone will appear.
    It tells Link:
    
    “They say somewhere in this vast desert,
    there’s a dragon who loves putting the 
    abilities of those who visit him to some
    kind of test.
    If you can master the challenges he
    throws at you, you’ll be rewarded with
    a shield stronger than any other”.
    
    To the right is a ledge with a locked door above it.  A plaque reads:
    
    Ahead is Lanayru Sand Sea,
    an area covered in an ocean of
    sand!  There are lots of ancient
    ruins there.
    
    Near the plaque is a large treasure chest containing a Monster Horn.  Fi will
    appear and tell Link that some Bokoblins carry Monster Horns on their belt.
    Link can use the Whip to take them.
    
    To the left of the chamber is a ledge with a tunnel.  A plaque next to it
    reads:
    
    “Ahead is Lanayru Mine.  It is
    there that I will solve the
    mystery of the Timeshift
    Stones!”
    
    At the back of the chamber is the Goron, “Golo”.  He is researching the legend
    of the three dragons.  He asks Link what he is doing here.  Link tells Golo of
    the Sacred Flame.  Golo is not sure he has heard of it.  Then he remembers
    reading the Ancient Scrolls, which spoke of the Lanayru Sand Sea.  He tells
    Link that he can get to the Lanayru Sand Sea by going straight through here.
    But Link will need a key.  Golo gives him the key.
    
    [[[[WARNING – DO NOT TALK TO GOLO AGAIN – WARNING]]]]
    
    Equip the Clawshots to get up to the door via the Claw Shield.  Unlock the
    door and go into the tunnel.  Link emerges on a balcony.  Fi appears and tells
    Link that the area was once covered by an ocean and served as a seaport.  The
    ocean evaporated long ago leaving only sand.  Equip the Clawshots and use the
    Claw Shield to get to the other side of the void.  This area looks like an
    old port with a dock and a small boat resting in the sand.  To either side are
    tunnels blocked by cargo.  Go to the right and to the second row of crates.
    Climb to the top of the large crates and look to the crates in front of the
    third tunnel to see a Claw Shield.  Equip the Clawshots to get over there.
    Go into the tunnel.  About 20 Arachas will come at Link.  Dispose of them and
    look to the left of this cavern to see a Goddess Cube.  Charge the raised
    sword and strike it to send its energy into the clouds.
    
    Go back outside and to the end of the dock.  In the rear of the boat is a Blue
    Stone.  Strike it with the sword and a small Timeshift Zone opens.  The boat
    is floating in water and the Blue Stone drops below the deck of the boat.
    The robot on the dock is now active and is wearing a captain's hat with a
    plume.  It is an old LD-301N Skipper model.  Talk to the robot and it asks
    Link who he is…a human!  The robot says it is the skipper of the ship that
    protects Nayru’s Flame.  Link asks – Protector of the ship – the robot skipper
    looks at the small boat and talks of a storm and pirates attacking.  They were
    after Nayru’s Flame.  His crew was imprisoned and the robot was thrown into
    the sea where he drifted to this port.  He used this small boat to look for
    his crew and his ship but they could not be found.  The Skipper's ship has the
    ability to become invisible and he thinks the pirates are using this to hide
    his ship.  The Skipper feels that because Link is looking for Nayru’s Flame,
    he should help the robot.  In turn the Skipper will allow Link to use his
    boat.
    
    In the boat the Skipper thinks Link’s map is weird and that Link needs a
    proper sea map.  He places a Red “X” on the map showing where his house is.
    As the boat navigates the water, the Timeshift Zone moves with it.  The boat
    also has a nifty cannon.  At the dock, the Skipper points to his shack at the
    top of a pinnacle.  He tells Link he has a sea chart up there.  But Link must
    get it.  Because of the monsters, the Skipper must stay near the boat.
    
    
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
                          #34 The Skippers Sea Chart 
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
    
    Leave the dock and Link finds a number of islands surrounded by Sinksand.  To
    the right is an Electro Spume.  Give it a bomb.  Dash to the next island and
    give this Electro Spume a bomb as well.  On this island is a column.  To the
    right is a taller column with a Claw Shield.  Use the Clawshots to get to this
    column.  Take out two Deku Babas with a bomb.  At the end of this plateau,
    look to the left to see a large treasure chest on a small plateau.  Now look
    up to see a pod with rotating leaves floating above.  It's a "Peahat".  Use
    the Clawshots to connect to it, then to a Claw Shield at the edge of the ledge
    ahead.
    
    To the right are boulders blocking an entrance.  A giant Yellow Chuchu will
    pop up.  Use a bomb on the Chuchu and one on the boulders.  Go into the
    tunnel and dispose of the Yellow Chuchus inside.  Link exits to a small ledge.
    Use the Clawshots to get up to the top via two Peahats and Claw Shields.
    A wood bridge connects to another column.  There is a Wooden Shield Moblin
    blocking the way.  With him out of the way, cross the bridge to find a Quadro
    Baba.  A bomb should do him in.  Open a nearby treasure chest to receive a Red
    Rupee.  Use the Clawshots to get to the next plateau.  A Furnix will attack.
    Use the Whip to bring it down.  Looking ahead is some kind of plant.  Strike
    it with the Whip.  It’s a Peahat.  Use it, and the Clawshots, to get to a yet
    taller column.  Follow the path to the left.  At the top look to the left to
    see a tall column with a Claw Shield below an overhang.  Equip the Hook Beetle
    and fly to it.  A hanging Deku Baba will appear.  Cut its vine with the Hook
    Beetle and it drops away.  Use the Clawshots to get to this Claw Shield and
    then to another column.  Two Furnixs will attack.  Use the Whip to bring them
    down.  Turn around and look back to the column with the overhang. Use the
    Clawshots to get to the plateau and open a large treasure chest containing a
    Monster Horn.  Go back to the plateau Link just came from.  To the left is a
    Peahat going slowly up and down.  Connect to it with the Clawshots and to
    another Peahat on the other side of a tall column, then to a Claw Shield at
    the ledge of the Skipper's shack.  Open the door and go inside.
    
    The floor is partially covered in sand with old robots and a few crates.
    Several Arachas will attack.  Squish them.  Equip the Gust Bellows and clear
    away the sand to reveal a treasure chest containing the “Ancient Sea Chart”.
    Fi appears to confirm the Sea Chart.  She sees pictures on the wall of a large
    ship.  Fi is sure that it is the ship containing Nayru’s Flame.
    
    Go outside and ride the trolley down to the plateau.  The Quadro Baba is back
    and so is the Wooden Shield Moblin.  Look to the right of the bridge to see
    two columns.  One has a Goddess Cube.  Use the Clawshots to get to the vines
    on the closest column and then to the vines on the other column.  Charge the
    sword and strike the Goddess Cube to send its energy into the clouds.  Go back
    to the plateau with the trolley.
    
    To get to the large treasure chest on the small plateau below, Link must go
    back up to the Skipper’s place.  On one side of the Skipper’s place is a dock.
    Dive off of the dock and land on the small plateau.  Open the chest to receive
    a Silver (100) Rupee.  Use the Clawshots and Claw Shields to get to the
    ground.
    
    Go to the Skipper and he will be happy.  The Skipper tells Link to set sail.
    Now in the boat, the Skipper opens the Sea Chart and marks the location of the
    shipyard with a Red “X”.  He tells link that his ship was built there so they
    might find some clues.
    
    
                          <<<<<<<<<<>>>>>>>>>
                          #35 The Shipyard 
                          <<<<<<<<<<>>>>>>>>>
    
    As Link navigates into the new waters he will find many powder kegs floating
    about.  Further in Link will run into Electro Spumes and on some islands Red
    Bokoblins.  He may also encounter a few “Gyorgs”.  They look like a shark.  It
    is really a Turkey shoot using the nifty cannon.  At the shipyard Link sees
    many industrial buildings and a broken overhead rail system.  On the dock the
    Skipper says, “We’ve arrived, vrrm!”  He looks to a large building and tells
    Link that it is the construction bay.  But the entrance is closed.  The
    Skipper tells Link that all the locations are linked via mine-cart track.
    Walk along the dock to a round platform.  On the left is a Bird Statue.  Ahead
    is a staircase to another platform.  On this platform is the lower end of a
    trolley.  To the left is a walkway to an Iron Gated door.  Turn right and
    follow this walkway to the next platform where Link will find two Lizalfos.
    After defeating the Lizalfos turn left and go up the staircase to another
    platform.  Look to the right and go into the mine-cart building.  There is a
    plaque on the building that reads: “To the shipyard center”.  
    
    As Link enters the building look to the right.  It is the Goron, “Gortram”.
    He is the owner/operator of the mine-cart rail, the “Rickety Coaster”.
    Gortram tells Link that people still ride the mine-carts.  He suggests that
    Link read the safety postings on the wall before riding in a cart.  The
    posters are an explanation on how to control the cart.  Get in and ride the
    mine-cart to the next station.  Get out and follow the walkway to a staircase
    leading to a small building.  Inside, Link will be attacked by a number of
    Arachas.  Down to the far end of the hallway is a trolley going down to the
    platform near the dock.  In the middle of the hallway to the right is a
    walkway leading to another mine-cart station.
    
    Inside is an old broken robot and a plaque reading: “To the construction bay”.
    Get in the cart and get ready for the ride of Link's life.  Link arrives at
    the construction bay to find two broken robots, several barrels and a Bird
    Statue.  Open the door and enter.  Fi appears to confirm Link’s arrival at the
    shipyard construction bay.  The scene shows a large pit filled with sand and a
    large claw/grapple hanging above the pit.  Fi suggests looking in the sand for
    a clue.  There are a few Arachas to deal with.  Equip the Gust Bellows to blow
    away the sand and suddenly mama Aracha appears, a Thousand Year Arachnid.  Its
    weakness is its eyeballs. One each mounted inside its two claws. The other, in
    the center of its forehead. The Arachnids main weapons are the two claws and
    the stinger in the tail.  After six or eight strikes with the sword, the
    eyeball and the claw will be destroyed. When both claws are destroyed, it will
    disappear under the sand.  It will then randomly strike at Link with its
    stinger.  Equip the Gust Bellows to blow away the sand around the Arachnid to
    expose its body.  “Z” target the third eye and use a forward thrust to damage
    it.  After several strikes to its eye, the battle is over. The Arachnid
    collapses and disintegrates.
    
    Fi will appear to tell Link that the chances of finding a clue are zero and
    Link should report back to the captain.  Go to the Skipper and he will tell
    Link that there is only one place left to look.  He tells Link that it is the
    stronghold of the pirates who stole his ship.  Say –Lets go-  Skipper tells
    Link that the pirate captain is a mechanical maniac and he has a shortage of
    underlings.  He then marks the map with a Red “X”.  
    
    
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
                          #36 The Pirates Stronghold 
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
    
    Maneuver the boat into a small inlet and to the dock.  The scene shows a large
    structure shaped like a dragon.  Skipper is visibly shaken.  He tells Link the
    only reason he is functional is because of the Timeshift stone in the boat.
    He is no longer worried.  Leaving the dock there is a pathway going up a wide
    staircase.  At the top are Thunder Keese.  To the right and then left is a
    wall with a door.  Two giant Yellow Chuchus are in the way.  Open the door and
    go in.
    
    Entering this room Link sees a staircase going down to a round platform that
    has a pedestal in the center.  To the left is a screened room with two large
    robot devices.  To the far left is an Iron Grated door.  To the right is a
    doorway blocked by barbed wire.  To the far right is an unlocked door.  As
    Link moves down the steps, Fi appears.  She tells him to look.  She looks at
    the pedestal and tells Link that it is meant to hold a Timeshift stone.
    
    Open the door at the far right and follow the hallway to another room occupied
    by two Lizalfos.  Take them out.  Link may get a Lizard Tail or two as a
    reward.  Leave this room and follow another hallway to a room where part of
    the floor is Sinksand.  Take out the Electro Spume residing there.  Dash
    across the Sinksand and open the door.  Go down the hallway a short distance
    and turn left to see a small Timeshift Zone.  As Link walks toward it, Fi
    appears to tell him that it is a “Timeshift Orb” in the pedestal.  She tells
    Link it was designed to be carried to different locations.
    
    Pick up the Orb, turn around and go to the hallway.  Turn left and follow
    another hallway to a room.  As the Timeshift Zone moves with Link anything
    that is now rubble will be returned to its original state.  The Timeshift Zone
    revives Technoblins.  After defeating them, continue on to another room with a
    tall Beamos blocking a hallway.  Slice him down to size and go into the
    hallway just a short distance.  If Link goes too far there will be electric
    beams blocking a room with a large treasure chest.  Open the chest to find a
    Silver (100) Rupee.
    
    Pick up the Timeshift Orb and continue on into a cavern.  As Link moves
    through the cavern the Timeshift Zone will cause columns to appear.  Go up the
    ramp to the left and jump to the column.  Turn right and jump to the next
    column.  Continue on to a tunnel.  Emerging from the tunnel, STOP and put the
    Orb down.  There is an Iron Barred doorway ahead.  To the left is another
    pathway leading to the other side.  If Link carries the Orb, the Timeshift
    Zone will cause the pathway to be blocked by electric beams.  On the other
    side pull down the lever mounted on the wall to the right.  This releases the
    barred gate.  Pick up the Timeshift Orb and go into another tunnel.
    
    Link emerges in another cavern.  Columns will appear as the Timeshift Orb is
    carried through the cavern.  Deku Babas will also pop up.  To get to the large
    treasure chest, get close without causing the columns to rise in front of the
    chest.  Put the Orb down and dash across the Sinksand.  The prize is an Evil
    Crystal.  Go back to the Orb and leave this cavern.  In the tunnel are three
    Deku Babas.  One bomb will be shared among them.  Up next is a Technoblin,
    then two more Deku Babas.
    
    As Link enters this cavern, an Electro Spume will pop up on the right.  Put
    the Orb down, walk up close and strike the Electro Spume with a charged sword.
    There is another on the left side of the cavern.  Pick up the Orb and do the
    same with this one.  In the middle of the cavern are two Deku Babas.  Equip
    the Hook Beetle and cut their vines.  Link will also be visited by two
    Technoblins.  On the other side of the cavern is a stone entry blocked by Iron
    bars.  To the left of the cavern is a room with two entryways.  In the room is
    a switch plate that raises the Iron bars to the stone entry.  The crate in the
    room must be put on the switch plate to keep the bars raised.  But when those
    bars rise another set of bars drop blocking the right entry to the room.  The
    only way to move the crate is when it is within the Timeshift Zone.  If the
    Timeshift Zone reaches the entry on the left, it will then be blocked by
    electric beams.  The trick is:
    
    Walk up to the entry to the right side of the room and set the Timeshift Orb
    outside of the entry.  Go inside and move the crate to the switch plate.  The
    bars at the stone entry will rise and the bars at the room entry will drop.
    The room entry to the left is still out of the Timeshift Zone so it is open.
    The Sinksand is still there but just a small area.  Dash out of the room to
    solid ground and pick up the Timeshift Orb.
    
    In the next room look to the right to see a barrel.  If Link needs a Fairy in
    his bottle, he can smash the barrel for one.  If Link tries to go into the
    large room ahead while carrying the Orb, electric beams will block the
    doorway.  Carry the Orb to the doorway on the left of this room and set it
    down.  The Beamos in the middle of the room is still rubble, but the Beamos to
    the right is now active.  Time Link’s attack well and slice him down to size.
    Move the Timeshift Orb far enough into the room to activate the other Beamos
    and then cut him down.  Now move the Orb to the corner where the first Beamos
    was and set it down.  Go into the room with the large treasure chest and open
    it to find an Evil Crystal.  Turn around and look to the middle of the wall to
    see a lever.  Pull it down to raise the Iron bars blocking the doorway to the
    Beamos room.  In the large room are two inactive Armos guarding a barred
    doorway.  Go pick up the Timeshift Orb and place it to the left of the doorway
    in such a way as to just touch the Armos with the Timeshift zone.  Equip the
    Gust Bellows to wind him up and take him down.  Staying just outside the
    Timeshift Zone helps protect Link from any hits.  Do the same with the other
    Armos and the bars will drop.
    
    Go through the doorway to find that Link is back in the room with the
    pedestal.  Put the Orb in the pedestal and the Iron Grate over the door lifts.
     A scene shows the outside structure, like that of dragon’s jaws, opening.  Fi
    appears to tell Link the Timeshift caused a change in the structure.  She
    suggests that Link go outside to assess the situation.  Go out the now clear
    door.
    
    Link emerges on a platform with a long walkway.  Turn around and look above
    the door to see a Claw Shield.  Equip the Clawshots to reach this shield and
    one across the way.  At the end of this upper walkway is a Goddess Cube.
    Strike it with the charged sword to send its energy into the clouds.  Drop
    down and walk toward the dock.
    
    Fi will appear to tell Link that the masts and sails he sees are likely from
    the ship that protects Nayru’s Flame.  She gives Link the ability to dowse for
    the ship.  Go to the boat and talk to Skipper.  He is surprised his ship isn’t
    here.  He is happy that Link found a clue, but thinks he must search the
    entire sea to find it.  He feels his ship most likely is invisible, but the
    good news is that when it is attacked, it becomes visible for an instant and
    Link might get a look at it.  Head toward the large seaport and equip the
    dowsing.  When the beep is high, take a few shots with the cannon.  When the
    ship is hit, it will be momentarily visible.  Skipper tells Link to keep
    pounding away at it with the cannon.  After a few hits—
    
    -Cut Scene-
    The water disappears and the ship slides to a stop in the sand.  Link climbs
    aboard and looks around.  The ship looks deserted.
    -End Cut Scene-
    
    
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
                               #37 The Sand Ship 
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
    
    On the main deck, access to the ladders is blocked by barbed wire and there
    is but one door.  Go in.  Link is in the interior of the ship.  In front of
    him is a locked door and a Bird Statue to the left.  To the right is a
    staircase going down. At the bottom of the stairs is a pile of sand with an
    Aracha inside.  To the left of this room are several Blue Butterflies.  Equip
    and strum the Goddess Harp while standing near the wall.  A Goddess Symbol
    will appear.  Charge the sword and draw a triangle for hearts.  From here is a
    hallway with a pile of sand containing a Red Rupee.  The hallway is a dead
    end.  Go to the other side of the Ship and follow the hallway to a door.
    Watch out for the Thunder Keese.  Go into the next room.  On the left is a
    barred entry leading into a room with a large treasure chest.  To the far left
    is an entry blocked by barbed wire.  To the right is Sinksand and an Electro
    Spume.  Toss a bomb his way and then dash across the Sinksand to a hallway.
    
    On Link’s left and right are doors that will not open.  About halfway down the
    hall is a fan mounted in the wall.  Link can see into another room.  A short
    distance further is a door to the left that is covered in barbed wire and a
    door to the right that will not open.  At the end of the hall is a landing
    with a pile of sand containing an Aracha.  To the left of the landing is a
    staircase going down to a door leading to a hallway crawling with Arachas.  At
    the end of the hall is a large rectangular room.  There is a Bird Statue in
    front of Link and two piles of sand in the room.  One has an Aracha, the other
    a Blue Rupee.  As Link walks into the room Fi appears to tell him to look at a
    door on the right, that is sealed shut and is covered in barbed wire.  To the
    left is a screened room containing five large treasure chests.  To the left of
    these is a ladder coming up from below the floor.  Continuing through this
    room Link sees a hallway on the right that leads to a pair of doors.  Watch
    out for Thunder Keese.
    
    In the next room is a partially grated floor covered in sand and divided by a
    tall barred wall with a small doorway. On this half of the room is a door with
    a combination lock like the one in the Ancient Cistern.  In the other half of
    the room is a doorway blocked by iron bars and barbed wire. Equip the Gust
    Bellows to blow away the sand.  Link finds a Ship’s Helm on the floor.  It has
    a red spindle top and a blue triangle in the lower center.  Moving to the
    other half of this room Link blows away more sand to find three more Helms.
    The first has two red spindles with a blue triangle at the bottom center.  The
    second has three red spindles with a blue triangle at the bottom center.   The
    third has four red spindles and a blue triangle at the right center.  Go to
    the door with the combination lock and strike the blue gems in the order of
    the bottom, top, bottom and right using the upward strike, the downward
    strike, the upward strike and the right to left strike.  The lock will open.
    Open the large treasure chest in the next room to receive a small key.  Go all
    the way back to the top level and open the locked door.
    
    _________________________________________________________________________  
    )))))))))))))))))))) LD-0025 SERVO - PIRATE ROBOT (((((((((((((((((((((((((( 
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Link is outside on a long walkway.  An Iron Gate pops up blocking the door
    behind him.  At the far end of the walkway is a Skeletal Robot.  In his
    right hand is a four edged sword and in the left a hook.  He turns and runs
    toward Link.  It is “LD-0025 Servo”.  This mutinous robot stole the ship from
    Skipper long ago.  Use the whip to stun and forward thrusts to push him to the
    end of the walkway.  At that point, the Iron Gate will move toward Link and
    the Robot will turn to attack again.  Push him to the end again and he will
    lose his right arm. The Iron Gate will also move closer to Link.  Push him to
    the end of the walkway once again.  This time he loses his left arm and falls
    into the sand.  A large treasure chest appears at the end of the walkway.
    Open the chest to get the “Bow”.  Return to the main deck.
     
    
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
                          #38 Finding Nayru’s Flame 
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>
    
    Equip the Bow, then target and shoot a point on the mast that looks like a
    button.  Near the top of the mast a Blue Timeshift Stone appears.  Shoot the
    Blue Stone with an arrow to activate a Timeshift Zone that will encircle the
    Ship.  A Red Bokoblin near the helm will turn a dial to enclose the Blue Stone
    in a cage.  The door on the main deck has an Iron Grate drop down and several
    Red Bokoblins will attack.  Once they are defeated, climb the ladder on the
    mast and defeat the Red Bokoblins at the top.  Equip the Bow and take out the
    Red Bokoblin Archers.  Then equip the Hook Beetle and attack the remaining Red
    Bokoblins.  When they see the Hook Beetle coming at them, they scream and drop
    off the yardarm.  LOL!  
    
    Walk out to the end of the yardarm where there is a post connected to a
    trolley.  Equip the Bow and target the large button on the post at the high
    end of the trolley.  The trolley will come down to Link.  Grab onto it and
    ride to the top.  Walk toward the mast and onto the yardarm on the other side
    and bring this trolley down.  Grab onto the trolley and ride up to the next
    yardarm.  Follow the yardarm to the mast to see a dial.  It is the same dial
    the Red Bokoblin used to close the cage around the blue stone.  Insert the
    sword, rotate the pointer up and push in.  The cage around the Blue Stone will
    open and the Iron Grate covering the door to the interior of the ship will
    rise.  Skipper will call out to Link “Good job”.  Skipper tells link that he
    is happy to see the ship looking like it used to.  He now needs for Link to
    rescue his crew.  Skipper tells Link the crew is most likely being held in the
    brig.  He then marks the map with a red “X”.  Skipper thinks it is still
    dangerous so he will wait in the boat.
    
    Turn and drop down to the rear deck.  Use the Clawshots to reach a Claw Shield
    on a short mast at the stern.  Then drop down to find a large treasure chest
    that contains a Piece of Heart.  Use the Clawshots and Shields to get back up
    to the rear deck.
    
    Drop down to the main deck using the Sailcloth and go to the door leading to
    the interior of the ship.  With Link on the upper level of the interior, turn
    right and follow the staircase down to the next level.  Follow the hallway on
    the right to the door near the end.  Inside this large room that once had
    sand, are now two Technoblins.  Dispose of them and go through the doorway on
    the far left.  Fi will appear and tell Link to look up.  The scene shows Link
    looking through a grate in the ceiling to see the Blue Stone on the mast.  Fi
    tells Link he can reach the Blue Stone through the grate in the ceiling.  Look
    to the left of this room to see that the doorway is blocked by electric beams.
    Equip the Bow and shoot the Blue Stone.  The Time Shift Zone will revert back
    causing the doorway Link just entered to become covered in barbed wire and the
    doorway to the next room to be accessible.  Go in to the next room and open
    the large treasure chest to find the Dungeon Map.  Return to the room with the
    grate and break the barrels if Link needs more arrows.  Equip the bow and
    shoot the Blue Stone once again to activate the Time Shift Zone.   Exit this
    room and break the barrels in the next room for more arrows and hearts.
    
    Walk down the hallway a short distance past the fan in the wall and open the
    door on the left.  In this next room, Link will be attacked by two
    Technoblins.  After defeating them, look to the right to see a wooden crate
    and a switch plate on the floor.  Move the wooden crate over the switch plate.
    Two large window ports will open giving Link access to the outside of the
    ship.  At the other end of this room is a doorway with electric beams
    blocking access to the next room.  To the right of the doorway is an iron
    barred opening where Link can see a lever to the left and a dial on the right.
    Exit this room back to the hallway, turn left and go to the landing ahead.
    Follow the staircase down to a door leading to another hallway.  Follow this
    hallway and dispose of a Technoblin as Link moves on. 
    
    To the right of this large hallway is a tall Beamos.  Take a moment and slice
    him down to size.  At the end of this large hallway turn right into another
    hallway to a pair of doors that lead to the room where Link found the Helms.
     Take out two Technoblins and look to the other half of this divided room to
    see several Robots.  They are the crew imprisoned by the Pirate.  The Robot
    tells Link that there is a corridor from the engine room that connects to the
    brig.  But to use this he will need to activate the two power generators in
    the engine room.  The Robot then marks the map with a red “X”.
      
    Go back to the main deck and then up the ladder to the upper deck.  Take out
    the Red Bokoblin archer.  On this deck is a crane with a lifeboat and two
    large fans mounted on the deck.   On the back wall is a locked door.  Equip
    the Bow and shoot the Blue Stone on the mast to reverse  the Timeshift Zone.
    Get in the life boat and using the Bow shoot the button at the top of the
    crane.  The life boat will lower itself to an open port window.  Go into this
    room to find the door to the hallway is now covered with barbed wire and the
    doorway to the adjacent room is now accessible.  Go to the lever on the left
    side of this room and pull down.  This will release the Iron Grate covering
    the door to the hallway.   To the right of this room is the switch to the
    power generator.  Directly overhead is an open grate in the deck giving Link a
    direct line of sight to the Blue Stone.  Equip the Bow and shoot the stone
    with an arrow to activate the Timeshift Zone.  Walk up to the power generator
    switch, insert the sword, turn it to the left and push in.  A scene shows the
    ship's hold lighting up and several large lifts rising.
    
    Fi appears to confirm that the engine room is fully operational.  But, the
    corridor to the brig will not be accessible until Link activates another power
    generator.   Equip the Bow and shoot the Blue Stone with an arrow to
    deactivate the Timeshift Zone.  Go to the hallway and turn left.  Go a short
    distance to the fan on the right.  Equip the Bow and shoot the button switch
    on the wall in the adjacent room.  An Iron Grate, blocking the doors to this
    room, will lift.  Turn left, follow the hallway a short distance to a pair of
    doors on the right.  Enter this room.  On the left side of the room is a
    switch plate on the floor.  The middle of the room is divided by iron bars.
    In front of the iron bars is a ledge with a large wooden crate.  Move the
    crate to one side to reveal a ventilation shaft with a fan.  Step on the
    switch plate.  On the opposite side of the divided room a small door will open
    revealing a button switch.  Equip the bow and target the switch through the
    ventilation shaft.  This switch will raise an Iron Grate blocking the other
    door.  Exit this room to the hallway.
    
    Go back to the first power generator room.  Equip the Bow and shoot the Blue
    Stone with an arrow to activate the Timeshift Zone.  Leave this room, cross
    the hall and enter the second generator room.  Deal with one Technoblin.  Step
    up to the generator, insert the sword, turn it to the left and push.  A scene
    shows the ship's hold lighting up and several lifts rising.  Fi appears to
    confirm that the engine room is fully operational and the corridor to the brig
    is now accessible.
       
    Go to the hallway and turn right.  Follow it a short distance to a pair of
    doors leading to the room adjacent to the first generator room.  Enter this
    room and go through the port window on the left and go down the ladder.  From
    this balcony is a port window to the right of the ladder.  Enter the ship
    here. Go through the doorway on the left to a hallway.  Follow this hallway to
    a door that leads to the hold of the ship.   Go down the ladder and Link will
    see three lifts rising and falling at different intervals.  At the end of this
    pathway is another ladder that leads to a landing.  To the left is a hook
    mounted on the wall.  Across from the hook is another landing with a ladder
    leading up to another room.  Equip the Whip, use the hook to swing onto the
    landing.  Go up the ladder.
    
    Link is now in the large screened room that has five treasure chests.  The
    first treasure chest holds a Monster Horn.  The second chest a Silver Rupee.
    The third chest an Evil Crystal.  The fourth chest has another Silver Rupee.
    The fifth chest has another Monster Horn.   Go back down the ladder to the
    landing.  Look to the right to see five lifts rising and falling.  Jump down
    to this pathway and dash to the ladder at the other end.  At the top of the
    ladder is a landing and a hook mounted on a wall.  Equip the Whip and use the
    hook to reach the top of the first lift.  As the first lift reaches the top of
    its rise and the second lift reaches the bottom of its fall, run dash to land
    on the second lift.  Step off this lift onto a landing.
    
    To the right is a lever mounted on the wall and a small crawl space near the
    floor.  Pull the lever down to release a barred doorway that leads to the
    entry of this hold.  Enter the crawl space and follow it to a vertical shaft.
    Climb the ladder to a small room with a barred entryway to the brig.  To the
    right of the bars is a lever mounted on the wall.  Pull down the lever to
    release the bars.  As Link enters the brig, the Skipper’s crew is overwhelmed
    with happiness.  The crew tells Link that he will have to regain control of
    the ship to reveal Nayru’s Flame.  Link is told that the control room is next
    to the brig, but its huge door is shut and he will need a key to open it.  The
    crew tells Link to go to the Captain’s cabin where he will find the control
    room key.  Link is given a key in gratitude for rescuing the crew.  This key
    will open the door to the Captain’s cabin.
    
    Leave the brig and go back down the vertical shaft to the crawl space leading
    to the hold.  Exit the hold to the outside of the ship through the window port
    where Link first entered.  Climb the ladder to the room adjacent to the first
    generator room.  Go out the window port to the life boat.  Equip the Bow and
    shoot the button on the winch switch.  Link is now on the upper deck leading
    to the Captain’s cabin.  Before entering, equip the Bow and strike the Blue
    Stone to deactivate the Timeshift Zone.   Unlock the door and enter.
    
    Link is on a landing above a large rectangular room with a staircase leading
    down to the right.  On the floor are two piles of sand with Red Rupees hidden
    inside.  At one end of the room is a doorway blocked by Iron Bars.  At the
    other end of the room is a Bird Statue and an open entryway.  As Link enters
    the room several Arachas will attack.  Dispose of them quickly with a few
    slices of the sword.  To the right of this room is a switch plate on the
    floor.  Directly overhead is a ventilation fan with a direct view of the Blue
    Stone.  Equip the Bow and strike the stone with an arrow to activate the
    Timeshift Zone.  Link will be attacked by a Technoblin and a tall Beamos.
    Quickly dispose of them.  Walk over to the switch plate, step on it and turn
    to see a small doorway open in the wall to the adjacent room.  Equip the Bow
    and shoot the button switch on the far wall.  An Iron Grate will lift allowing
    Link access to the next room.
    
    In the corners of this room are two tall Beamos with a fixed position of their
    laser, leaving a blind spot.   A third Beamos with full rotation of its laser
    is across the room from Link.  Approach the first two Beamos on their blind
    side to take them down.  Defeat the third Beamos in the usual manner.  With
    all the Beamos defeated, Iron Bars will lift allowing access to a small room
    with a large treasure chest.  Open the chest to find a “Squid Carving.”  It is
    a squid shaped statue studded with intriguing suction cups.  Fi appears to
    confirm that this is the key needed to open the door to the control room.  She
    marks the location with a red “X” on Link’s map.
    
    Leave the Captain’s cabin and cross the main deck to the entry doors of the
    main hold.  Follow the hallways and corridors to the point Fi marked with a
    red “X”.  Approach the door and insert the Squid Carving.  As Link enters the
    next room, giant tentacles break through from the floor below leaving six
    large holes of splintered wood.  Leaving this room Link feels the ship shudder
    with a sudden shift of its keel.  Turning down a hallway, large tentacles
    crash through the walls.  Fi appears to tell Link that the ship is under
    attack by an extremely large creature.  She recommends forcing it back with
    “Sacred Power”, then leaving to assess the situation.  Raise Link’s sword
    skyward to charge it and slice through the tentacles.  Continuing down the
    hallway, the ship will shudder again and barrels will come rolling down a
    staircase and through a doorway toward Link.  At the top of the stairs, at a
    small landing, the ship suddenly floods with water.  Continuing up the stairs,
    the ship shudders again, tilting steeply.  More barrels come rolling down the
    hallway.  In the next room two more tentacles crash through the walls.  Use
    the skyward sword to slice through them.   Continue forward through a
    shattered wall and leap across the remaining portion of the deck to a
    staircase.  As Link moves up the staircase, the ship shudders again and the
    water rises to his feet.  At the top of the staircase, Fi appears to warn Link
    of an evil presence on the other side of the door.   Emerging on what is left
    of the main deck of the ship, Link is confronted by the ”Abyssal Leviathan-
    Tentalus”.
    
    ____________________________________________________________________________
    ))))))))))))))))))))))) ABYSSAL LEVIATHAN - TENTALUS (((((((((((((((((((((((
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    This Beast is very much like a giant squid, but having one large red eye in
    its forehead.  The top of its head has numerous small tentacles, like
    dreadlocks.  It will drop out of sight and thrust its tentacles up through the
    wood deck in an attempt to grab Link.  Raise the sword skyward to charge it
    and use a horizontal or a diagonal slice to sever each tentacle.  Soon
    Tentalus will surface.  Equip the Bow and fire an arrow into his eye.  As his
    head drops forward, run up to the eye and take as many slices as you can with
    the sword.   After the third time Tentalus will become furious and begin to
    pound away at the deck.  A wood crate and barrels fall from the upper deck.
    Run to the crate and climb to the upper deck.  Tentalus will be there to greet
    Link.
    
    Put another arrow in his eye and repeat the previous attack.  This time the
    ends of the tentacles from his head open as jaws of sharp teeth.  As they
    attack, take slices from all directions to sever their heads.  When Tentalus’s
    eye is exposed again, repeat your attack on the eye.  Do this several times
    and he is finished.  A full heart container will float down from the sky and a
    pedestal containing a Goddess Symbol will rise from the medallion on the deck.
    
    Raise the sword skyward and strike the Goddess Symbol.  A blue flame will rise
    from the pedestal.  Fi will appear and blue fireballs will shoot out from the
    flame to engulf her.  This fireball will shoot away and return as four,
    striking Link’s sword.  Link holds the sword high and then masterfully puts it
    in its sheath.  Link looks at his hand to see the image of a triangle light
    up.  A second corner is aglow. Fi will then reappear to tell Link that his
    sword has been enhanced and he can now learn a new melody.  She suggests that
    he return to the Isle of Songs.  The next scene, Link and the Skipper are at
    the dock.  Skipper thanks Link for getting his ship back, even though it is
    half wrecked.  He tells Link that he and his crew will have it back in proper
    working order in no time.  He wishes Link good luck and tells him to visit
    anytime.
    
    
                          <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
                          #39 Thunderhead – Isle of Songs Revisited
                          <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
    
    At the Isle of Songs, go through the crawl space and down the walkway to its
    end.  Standing in the circle, look forward to see a Goddess Symbol.  Use the
    skyward strike to activate the symbol.
    
    -Cut Scene-
    The medallion Link is standing on rises with the Goddess Statue below him.
    Fi appears and tells Link that she has a message from the Goddess that was
    given to Fi long ago.  Fi tells Link it was intended for him and it reads:
    
    “He who seeks the Sacred Flames, listen
    well, for I guide you from my place at
    the edge of time.
    
    The last of the Sacred Flames still
    Eludes you.  To obtain it, you must claim
    another Sacred Gift.
    
    For each trial you overcome, you shall
    Be blessed with another gift…
    Make use of the Power of these Gifts,
    and you will certainly find the
    path to the Sacred Flames.
    
    Now I bestow unto you another
    melody.  Let it serve as a key to
    unlocking your final trial.  It awaits you
    upon Eldin Volcano.”
    
    Fi goes into a flying dance while a stream of light radiates to Link.  Link
    begins to play the Goddess harp while visions of Loftwings fly above him.  Fi
    tells Link the song is called “Din’s Power”, and its rousing melody will guide
    him.  The Goddess Statue drops down and Fi confirms what was told by the
    Goddess.  Fi has given Link the dowsing ability to find the gate to the trial.
    -End Cut Scene-
    
    Take to the sky, leaving Thunderhead the same way Link came in, and go to the
    Eldin Volcano. But before you do, let’s get some treasure and do some errands.
    
    -Side Quests & Treasure Hunting-
    Go to Island #10, The split island.  Land on the level half, equip the
    Clawshots and target a patch on the ceiling of the caged half of the island.
    Drop and open the treasure chest to receive the “Potion Medal”.  It prolongs
    the effect of a potion.  Back on the other half of the island, in the cave
    below, open the other treasure chest to receive the “Life Medal”.  When
    carried, the number of hearts Link has is increased by one.
    
    Go to Island #7, The island with a hole in its top.  Drop down the hole and
    see Blue Butterflies.  Strum the harp to reveal a Gossip Stone that says:
    
    "They say it’s possible to summon
    fairies by drawing three triangles
    upon certain walls."
     
    Equip the Clawshots.  Target the Claw Shield to reach the treasure chest.
    Open it to receive a “Piece of Heart”. 
    
    Go to Island #2, The island with the well.  Dive down and do a spin/jump to
    reach a ledge.  Open the treasure chest to receive the “Heart Medal”.  Hearts
    will appear more often.  
    
    Go to the Lumpy Pumpkin and talk to Pumm, the innkeeper.  He sees Link’s harp
    and says he has the perfect job for him.  But it can only be done at night.
    Go in the room in the back and go to sleep until night.  Talk to Pumm again
    and he tells Link that Kina is quite a singer.  He asks Link to do a duet with
    her.  Pumm calls to Kina to tell her.  She agrees and the duet begins.  Play
    as best you can.  (I tried eight times without success and my friend did it
    the first time out) When the crowd of two is happy with the performance they
    will applaud.  Kina will say, “You’re much better than I expected!  I think I
    underestimated you.  I hope we have a chance to entertain the customers again.
    Pumm will say, “Impressive!  I’d say you pass with this, I say we’re even!
    You don’t have to work for me anymore.  Great job.  You know, I’m going to buy
    a new chandelier to replace that old one!  It really fancied up the place.
    Considering all the hard work you put in around here, I feel I should give you
    a little something.  Take this!”  Link receives a “Piece of Heart”.  Pumm then
    says, “Maybe you can swing by later.  Yep, as a customer next time."
    
    Go to Skyloft and to the Bazaar.  Talk to the big guy, Dovos, in the café.  He
    tells Link there are sounds of a woman sobbing at night in the dormitory.
    Near the Plaza talk to Fledge.  He will tell Link that he is working out at
    night so that he can be as strong as Link.  He asks Link not to come by at
    night, because it would be embarrassing.  Go to Fledge's room at night and
    Link will find him doing push-ups, counting 5,6,7….  Fledge tells Link he is
    training.  He can’t lift a single barrel.  He tells Link he is about to give
    up.  Fledge says to Link “If only there were a potion that would give me
    stamina..." During the day, go to the Potion Shop and buy a bottle of stamina
    potion.  Go back to Fledge's room at night.  Fledge will ask if Link has the
    stamina potion.  Give Fledge the potion and he drinks it down.  Fledge is
    perked up and feeling stronger.  He is worried that he still won’t succeed.
    Tell Fledge he can.  Fledge thanks Link and tells him to come by soon.  Sleep
    to the next morning and again till the next night.  Fledge is doing push-ups
    and counting 55, 56, 57….  Fledge tells Link he has been training hard but
    still feels sluggish.  He asks for more stamina potion. During the day go to
    the Potion Shop for another bottle of stamina potion.  Return to Fledge's room
    at night.  He will ask if Link will share his potion.  Say, “take some”.
    Fledge drinks it down and feels stronger.  He does worry about how long he
    needs to train.  Fledge asks Link “how many push-ups do you think I need to
    do?”….  Say  “not about numbers”.  Fledge understands what Link means and
    tells him to come back soon.
    
    Go to the water next to Kukiel’s house and dive in.  Swim into the underwater
    cave and come up in the well.  Open the large treasure chest to find a Silver
    (100) Rupee.
    
    Climb to the area above the Academy and walk up to the vent above the bath.
    Inside the vent is a Claw Shield.  Equip the Clawshots and use the Claw Shield
    to drop down inside the vent.  Look down through the grill to see that it is
    the Headmaster who is taking so long in the bath. Go through a small crawl
    space and drop down into Zelda’s room.  Open the armoire to find a Piece of
    Heart.  Lay down on the bed and sleep till night.  Link will find a Gratitude
    Crystal in the center of the room.  If Link looks closely at the wood slats
    next to Zelda’s bed he will see that one is missing and he can see Karane in
    her room next door.  Go to the desk that has a chair and sit down.  Links
    attention will be drawn to a journal lying on the desk.  It has an unfinished
    entry that reads, “Tomorrow is the big day!  The wing ceremony!  Finally, Link
    can take a big step toward becoming a knight.  I can’t wait to see him
    promoted to full knighthood, but I’m a little worried he might have some
    trouble winning the race.  Lately, Link hasn’t taken his flight training
    seriously.  Someone needs to make sure he doesn’t mess up his chance!  So I’ve
    made up my mind.  Tomorrow I’ll wake him up extra early and make sure he gets
    in some last-minute practice, whether he likes it or not.  He has to win, or
    we won’t be able to perform the closing ceremony together.”  Leave via the
    door to the hall.  Link will also notice that the door is no longer locked and
    he can return at any time.
     
    -End Treasure Hunt & Side Quest-
    
    
    
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>>
                          #40 Gate to the Third Trial
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>>
    
    Go to the Volcano ascent point in Eldin Volcano.  Look for Blue Butterflies
    near the blue tiled floor.  Equip the Goddess Harp and strum.  Fi will appear.
     She is above a medallion that has a pulsing ring.  Strum to the beat of the
    ring.  A nice cut scene takes place.  Fi tells Link to thrust his sword into
    the center of the mark.  Do so and the area transforms.  Fi calls to Link and
    tells him that she can not follow, as he is only here as a spirit.  She tells
    Link this is “Din’s Silent Realm” and it will test his power.  As before, Link
    receives a spirit vessel.  He must collect 15.
    
    The task is not all that difficult.  Link must be aware of several types of
    guardians and alarms.  The “Flying Sky Watchers” hover overhead casting a
    bright light.  If Link is caught in the light, all the guardians will be
    alerted.  The “Earth Watchers” are stationary, but if Link gets too close they
    too will set off the alarm.  There is a liquid called “Waking Water”.  If Link
    touches the water the guardians will be alerted.
    
    One of the spirits is on a column surrounded by lava.  The only way to get to
    it is by tightrope.  Another spirit is on a vine-covered wall above lava.  On
    a rock is another tear.  It is accessible only by stepping stones.  Another is
    just out of reach in the air.  The only way to get it is to swing from a rope
    hung from a dead tree.  Another is at the very top of a plateau that can only
    be reached by geysers.  When all the spirits are collected, return them to the
    medallion and Link will receive the “Fireshield Earrings”.  These allow Link
    to travel in very hot areas.  Link returns to the real world and Fi appears to
    congratulate him.  She tells Link that the Fireshield Earrings are one of the
    Sacred Gifts.
    
    
                          <<<<<<<<<<<<<>>>>>>>>>>>>
                          #41 Eldin Volcano Summit 
                          <<<<<<<<<<<<<>>>>>>>>>>>>
    
    
    From the Volcano ascent point go to the Temple entrance, turn left and go to
    the ledge with the geyser next to it.  Ride the geyser up to the ledge to see
    Blue Butterflies.  Equip the Goddess Harp and strum.  A Gossip Stone will
    appear.  It says,
    
    “I’ve heard some of the Goddess Cubes
    unlock all sorts of treasure when they
    fly up into the sky.  Some even have
    a piece of heart.”
    
    Now go back to the Temple entrance, turn right and go into the Bokoblin
    compound.  Cross the overturned tower and into the tunnel.  Watch out for
    Flaming Keese.  On the other side of the tunnel, cross the bridge and enter
    the cavern.  Follow the pathway into another cavern.  Stay on the pathway and
    follow it up, veering to the left, to a tunnel.  Link emerges in a large
    cavern.  Fi appears to tell him that he has arrived at the “Volcano Summit.”
    Red Chuchus are everywhere.  On the right is a doorway leading to another
    cavern that has a large pool of lava.  There are several “Cursed Spume” that
    spit evil curses.  If Link is hit he will be jinxed for a short while.  There
    are some steps that were once part of a walkway to the other side.  To the
    right is a Goddess Cube on a rock.  Back in the main cavern there is a ledge
    in the center with two lit torches.  Beyond the torches is a Bird Statue.  To
    the left is a steep sand ramp going uphill.  This leads to ledge going down
    to another cavern, which is also accessible from the Bird Statue.  There is a
    large ground area with four lit torches and several Red Chuchus.  In the lava
    to the left are two Cursed Spumes.  Toss them a bomb or shoot them with an
    arrow.  Use the stepping stone to cross to the tunnel ahead.  On Link’s left
    is a waterfall and to the right of the waterfall is a high ledge with Blue
    Butterflies.  Below the ledge are two soft soil spots.  One with Rupees and
    the other with hearts.  To the right is a balcony hanging over an abyss.  To
    the left of the abyss are several large pinnacles with vines on them.
    
    Go back inside the cavern, turn left and go up the pathway to a tunnel.  Link
    emerges in a large room.  The Goron, Gorko, is ahead looking at a wall of
    fire.  He tells Link that he came here looking for Goddess Cubes.  He thinks
    there may be some beyond the flaming wall.  Fi appears and gives Link the
    ability to dowse for Goddess Cubes.  To the right is a stone marker that
    reads: “Quench my thirst to clear the way.”  Next to the stone marker are
    steps leading to a receptacle in the image of a frog.  Go back to the
    waterfall and get a bottle of water.  Pour the water in the frog’s mouth and
    the flames disappear.  Gorko sees this and says: “Now we can get through
    here.”  Gorko runs past Link.
    
    Go through the door and down some steps to another room.  To the left are two
    soft soil spots.  One has two “Eldin Roller” bugs and the other has two
    hearts.  To the right are Blue Butterflies.  Equip the Goddess harp and strum.
    A Gossip Stone will appear.  It tells Link:
    
    “Rumor has it there’s a piece of
    heart somewhere nearby.  The thing
    is, to get it you need to burrow
    like a Mogma.”
    
    Near the Gossip Stone are three soft soil spots.  The middle spot has Eldin
    Ore.  The spot on the left, a Rupee.  The spot on the right has three hearts.
    On the far wall of the room is another wall of fire with Gorko standing in
    front of it.  To the left is another Frog receptacle.  Go back to the
    waterfall for more water.
    
    The platform in front of the frog receptacle is missing.  Above the receptacle
    is a platform extending from a small ledge.  To Link’s left is a larger ledge
    with a vine-covered wall above it.  Equip the Clawshots to reach the vines.
    Jump to the smaller ledge and pour the water in the receptacle.  The frog
    drinks it up and the flames disappear.  Gorko says to Link, “Nice work, bud”
    as he runs off.  Go through the doorway to find steps leading down to a bridge
    that crosses a void.  Ahead is another wall of fire.
    
    Gorko says, it doesn’t feel like Goddess Cube stuff, but there is something
    “super important” hidden around there.  Above the wall of fire is a large frog
    receptacle.  Gorko tells Link that his little bottle won’t hold enough water
    for this one and asks if he has a larger container, and where is Link going to
    get all the water.  Fi appears to tell Link that she can not detect any water
    in this area.
    
    To the far right is a small room with jars of hearts and Rupees.  To the far
    left is another room with jars and the window is open.  Dash up the wall and
    into the window.  Across from Link is a column with vines.  Equip the
    Clawshots to reach them and climb to the top.  To Link’s left is another
    column with vines.  On top is a Lizalfos.  Equip the Clawshots to reach the
    vines and climb to the top.  With a few quick slices the Lizalfos is toast.
    Look ahead to see a ledge with vines below.  Equip the Clawshots to reach
    them.  On the ledge is a Goddess Cube.  Strike it with the charged sword to
    send its energy into the clouds.  The next ledge down has a soft soil spot
    with a few Rupees.  Drop down and go back to the waterfall.
    
    The Mogma, Ledd, is looking for treasure and asks Link if he has any info.
    Link agrees and Ledd realizes that Link needs more water than is at the
    waterfall.  He tells Link that the water at the waterfall comes from Lake
    Floria.  His friend used the waterways, in the Faron Woods, to get back here.
    Fi appears and tells Link he should go to Lake Floria.  She also tells Link
    that he should see the Water Dragon about getting the water back to the wall
    of fire.  Maybe by using the water basin used by the Water Dragon.  Go inside
    the cavern and out the way Link first came in.  Go back to the temple entrance
    and take to the sky.
    
    Drop down into the Faron Woods and land at the Floria waterfall.  Before we
    see the Water Dragon, let’s take care of a Goddess Cube.  Up and to the left
    of the entrance to the Water Dragon’s lair is a ledge with vines hanging down.
    Equip the Clawshots to reach the vines.  Climb up to the ledge and strike the
    Goddess Cube with a charged sword to send its energy into the clouds.  Go to
    the Dragon’s lair and talk to Faron, the Water Dragon.  She will ask if Link
    is mastering the power within his sword.  She understands Link’s need for the
    water vessel and allows him to borrow it.  Fi appears to say that Link will
    need help from Scrapper to move the water basin.  Scrapper arrives and
    apologizes to Fi for being late.  He looks at the basin and tells Fi that he
    can handle it.  Scrapper tells Link he will wait for him in the skies above.  
    
    Go back to the Bird Statue and choose – to the sky.  Scrapper will be right
    behind Link carrying the water basin.  Go to the Eldin Volcano point in the
    clouds and Scrapper will move ahead of Link.  As Link lands, Scrapper arrives
    to ask if this is where the water is needed.  When told it is needed at the
    summit, Scrapper goes into a frenzy and says he doesn’t want to carry it.
    
    A scene shows Bokoblins and Moblins all around.  Scrapper is afraid.  He then
    asks Link to play a game called “Protect the Robot.”  Go down the pathway a
    short distance and drop down to the left.  Cross the lava on the stepping
    stones and take out the Red Bokoblin archer.  Go into the tunnel and clear the
    way for Scrapper to the wall of fire.  It is not an easy task.  Once at the
    frog receptacle Scrapper pours the water in the frog’s mouth and the flames
    disappear.  Scrapper says good bye and Gorko tells Link to go on in as he has
    earned the right.
    
                          <<<<<<<<<<<<<>>>>>>>>>>>>
                          #42 The Fire Sanctuary 
                          <<<<<<<<<<<<<>>>>>>>>>>>>
    
    The scene shows Link looking down a wide smoky staircase.  He then emerges in
    a large chamber that is divided into three sections.  The first, or South
    section, has two large statues in the shape of an owl.  Between the owl
    statues are steps that once were part of a walkway that crossed to the other
    side of the next section.  Lava divides it in two places now.  In the chamber
    are large plants with water pods hanging from them.  Equip the Slingshot and
    shoot the water pod hanging over the lava directly in front of Link.  It will
    hit the lava causing it to harden for a few seconds.  Use this as a floating
    stone to the next set of steps between two more owl statues.
    
    To the right, near some jars, is a soft soil spot containing a fairy.  To the
    left of this area is a stream of lava spewing from an opening high on the
    wall.  On the North wall is a locked door.  To its left is a room high above
    the ground with jars.  To the right of the locked door is a ledge with a large
    treasure chest and Iron Bars separating it from a hallway that leads to a
    staircase.  To the far right, and down, is the third section with a flow of
    lava running its length.  Look slightly to the left of the broken walkway and
    in front of the spewing lava to see a water pod.  Shoot it with the Slingshot
    to create a floating pad.  Jump on and it will carry Link along the lava flow
    to the third section.
    
    Jump to the landing on Link’s left and take out two red Bokoblin archers.  Go
    up the stairs and take out two more Bokoblins in the balconies.  Then a Blue
    Bokoblin at the end of the hall near the Iron bars.  The Iron Bars will rise
    allowing access to the treasure chest that contains a “Small Key.”  Drop down
    and walk toward the walkway.
    
    An bearded, old Mogma will pop out of the ground saying, “The exit at last…
    Whoa!”  He is surprised to see Link.  He sees Link’s Digging Mitts and asks
    what Link is doing here.  Say – On a quest. He understands and tells Link that
    his name is “Guld”.  He is the big boss of the Mogmas. He tells Link that he
    invented the Digging Mitts.  He says, the word is that there is a huge
    treasure in these ruins.  He tells Link to leave and enjoy the rest of his
    life because those before him never came back.  Guld tells Link of an old tale
    that goes:
    
    “Ye who seek the entrance to the king’s
    treasure, look for the two statues that
    face one another.
    Show your bravery and jump into the
    mouth of the sleeping statue.  Do this,
    And the path will open before you.”
    
    Guld tells Link that some of his guys are searching around for treasure and if
    he gets lost, holler at one of them.  To get to the balcony behind Guld, equip
    the Clawshots and connect to the vines above it.  Go to the locked door, open
    it and go in.
    
    Before Link is a deep wide chasm with lava at its bottom.  At the far end is a
    walkway to a sealed door.  Between the chasm walls are two bridges connected
    to a network of walkways.
    
    Turn left and follow the steps down to a small room with a Green and a Red
    Bokoblin.  Watch out for Cursed Keese.  Open the door and turn left.  Go up
    the hallway to a treasure chest that has a Red Rupee.  Turn around and go back
    down the hallway past the door to another hallway.  Follow the steps down to a
    landing.  Ahead is a room with a switch plate on the floor and a barred gate
    blocking the way.  To the left is a large round chamber with lava below and a
    large grate covering the lava.  There are several higher levels open to the
    chamber.  Directly across and at the bottom of the chamber is a hallway with a
    door at the end.  Its floor is all lava.
    
    Drop down on the grate and run to the round stone on the right.  Jump on it
    and ride with the rising lava to a hallway above.  At the end of this hallway
    climb the vine-covered wall to another hallway.  Defeat two Green Bokoblins
    and get on the vine-covered wall at the end of the hall.  Follow the vines to
    the right to a walkway.  Defeat the Blue Bokoblin archer.  Go to the end of
    the walkway and drop down to the lower level.  In front of Link is a hallway
    blocked by a wooden gate.  To the left are steps to a door.  Open the door and
    go in.
    
    As Link walks onto the bridge over the chasm, the door behind him closes and
    an Iron Grate drops down.  There is an iron fence on each side and a “Dark”
    Lizalfos attacking.  It has “Cursed” breath instead of fire.  If its breath
    touches Link he will be jinxed for a short period of time.  With fast movement
    and a few quick slices this guy goes down.  The Iron grates lift off the doors
    at each end of the bridge.  Cross over and look to the right of the door to
    see a hallway that has Iron Bars.  There is a switch plate on the other side
    of the bars.  Open the door and enter a large chamber.
    
    There are several walkways and steps but the floor is all lava.  To the left
    is an opening in the wall spewing lava.  To the far right is another opening
    in the wall that has lava seeping from it.  On the opposite side of the
    chamber are two Blue Bokoblins.  In the lava are a few Cursed Spumes.  In a
    tunnel high on a wall are bomb flowers and Cursed Keese.  Equip the Hook
    Beetle to collect bomb flowers and take out all of these creatures.  Pick up
    another bomb flower and take it to the seeping lava opening.  The explosion
    will open it to full flow.
    
    Hanging over the lava in front of the walkway between two sets of steps, is a
    water pod.  Shoot it with the Slingshot and ride the hardened lava across the
    room.  Jump onto the landing and up the steps to the right.  On the left is a
    locked door.  Move forward and go through the door ahead.
    
    In the next room is a Mogma hanging from a chain that is anchored to the
    floor.  He sees Link and thinks he is a new guard.  He tells Link that he will
    never tell them anything.  To the right is a walkway with piles of lava.
    Equip the Gust Bellows and blow away the lava as Link moves forward.  Ahead is
    a large treasure chest that contains a “Small key”.  Leave this room and open
    the locked door at the landing.  In the next room are several “Water Fruit” or
    water pods.  Turn right and go up the steps.  Follow the pathway to the left.
    On the right is a wall of fire and a frog receptacle above it.  To the left is
    a pathway leading to stairs to an upper landing.  The large treasure chest
    here has a “Monster Horn.”  To the right of the treasure chest and in front of
    the frog receptacle is a balcony.  Find one of the many water pods and stab it
    with the sword so that it is stuck on the sword.  Go back to the balcony and
    do an overhead slice to throw the water onto the frog receptacle.  The frog
    drinks up the water and the flames disappear.
    
    Enter the large hallway and defeat several Bokoblins.  Go to the end of the
    hallway and open the door.  As Link enters the room the door closes behind him
    and an Iron Grate drops down.  Before Link is a round room, caged and having a
    grated floor.  Below the floor is bubbling lava.  On the grate ahead and to
    the left are stepping-stones.  These are below a ledge that has water pods.
    Jump down to the grate and on to the stone to the left.  Lava in the shape of
    a hand raises the stone up to the ledge.  The lava hand is “Magmanos”.  It is
    invulnerable to most attacks unless its body can be solidified.  Equip the
    sword and stab a water pod so that it is stuck to the sword.  When Magmanos’s
    hands rise, target one and throw the water at it.  The hand solidifies and
    with a few strikes from the sword it shatters.  Jump on a stepping stone and
    his other helping hand lifts Link up to the ledge for another water pod.  Jump
    down onto the grate and back onto the stepping stone.  Just as Magmanos’s hand
    starts to raise the stone, jump off and target the hand.  Throw the water at
    his hand to solidify it and strike the hand to shatter it.  The lava below the
    grate falls and disappears.
    
    The Mogma hanging from the chain in the other room lets out a sigh of relief.
    He tells Link that he saw the whole thing, “amazing stuff.”  He then asks Link
    to get him down.  Go out the door and down the steps.  In front of Link is a
    lever mounted on the wall.  Dash up the wall and pull it down.  This lowers
    the Mogma to the floor.  He exclaims, “Oh yaaah! I’m saved!”  He tells Link
    that he owes him big time.  He then asks Link if he is looking for treasure
    too.  Say – “Treasure?”  The Mogma now knows that Link is looking for the
    sleeping statue.  He looks at Link’s Digging Mitts and says, they are busted
    up.  In the Mogma’s gratitude he gives Link a large treasure chest that
    contains the “Mogma Mitts.”  These mitts allow Link to burrow underground in
    certain places.
    
    Look ahead to see three soft soil spots.  Two of them have Rupees.  The other
    is a burrow hole.  Burrow down and crawl to other side of the tunnel maze,
    busting the rocks with the sword to clear a path.  Link emerges below the
    grate in the same chamber Magmanos was in.  In front of Link is another burrow
    hole near the wall.  Burrow down and crawl to the red side of a plunger
    switch.  Strike it with the sword and the wooden gate above opens.  Burrow
    back up to the floor.  Elsewhere on the floor are two soft soil spots that
    have Rupees.  In an alcove is a locked door and a Bird Statue.  Leave this
    room via the hallway to the right.
    
    Go up the steps and out the door.  In front of Link is a bridge.  The problem
    is that the center is missing.  On the other side of the bridge are two Green
    Bokoblin archers.  Equip the Bow and give them each an arrow.  To the right is
    a set of steps and a Blue Bokoblin.  Defeat him and continue further to a
    switch plate on the floor.  Step on the switch plate and the Iron Bars near
    Link will rise.  Link is back at the first bridge he crossed.  Cross the
    bridge and open the door.  Turn to the left and look in the hallway with the
    wooden gate.  In front of the gate is a burrow hole.
    
    Dig down to the tunnel maze and follow the tunnels to the plunger switch on
    the other side.  Strike the blue plunger and the wooden gate will open.  Go
    back to the entrance and come out.  Follow the hallway down the steps into a
    room with water pods.  On the right is a switch plate on the floor.  Step on
    the switch and the Iron Bars will lift.  Stab one of the water pods and then
    go into the hallway here and turn right.  Drop down and jump on the stepping
    stone.  A lava hand like that of Magmanos, will raise the stone.  Jump down
    and toss the water at the hand.  It will solidify.  Strike it with the sword
    and it disintegrates.  The lava below the floor grate will drop.  The floor to
    the nearby hallway is now clear.  Go into the hallway, turn right, then left
    and up the steps to a door.  In this next room is a large treasure chest
    containing an “Empty Bottle”.  Link now has four. 
    
    Go back to the damaged bridge and drop down.  Near the wall are Blue
    Butterflies.  Equip the Goddess harp and strum.  The Goddess Symbol will
    appear on the wall.  There is no exit from here.  Look up to the right to see
    a Claw Shield on a post.  Equip the Clawshots to reach it and the one above
    the alcove on the other side of the bridge.  Turn around and equip the Bow to
    shoot the Bokoblin archer on the balcony.  Turn around and open the door in
    the alcove.  Before Link is another Mogma strung up by a chain.  He sees link
    and says, “You’ve come along at the right time, Pal!”  He asks Link to get him
    down.  Say, “. . .”  The Mogma tells Link that he will tell him the “Big
    gigantic secret about this place”, if Link sets him free.  At the bottom of
    the steps and to the far right is a partitioned area with a soft soil spot
    holding a heart.  The entrance has a shared gate.  Adjacent to this area is
    another partitioned area with two entrances and two shared gates, one closed
    and one open.  Next to this area is a smaller partitioned area with a water
    pod plant.  The gate is closed.
    
    Past the distressed Mogma and to the left, is a wall of fire with a frog
    receptacle above it.  In front of the wall of fire are steps to a platform.
    In the patch of earth near the base of the steps is a burrow hole.  Dig down
    to the tunnel maze.  Backup to the bottom of the maze and turn right to reach
    a plunger switch.  Strike the blue end to move the gate.  Backup to the next
    tunnel and go to the wooden crates.  Turn right, then left, then right and
    then left to the end.  Turn left and left again.  Strike the blue end of the
    plunger switch to move the gate.  Return to the surface and go to the water
    pod.
    
    Stab the water pod with the sword and go to the platform in front of the wall
    of fire.  Toss the water into the frog’s mouth to put out the wall of fire.
    Go into the next room and turn left to see a lever mounted on the wall.  Dash
    up the wall and pull it down.  The Mogma is lowered to the ground and
    rejoices.  He then reneges on the deal.  But then he sees that Link is wearing
    Mogma Mitts from his brother’s collection.  Say – “I helped him.”  The Mogma
    back peddles and says, “Wait, wait, wait!  There’s something I want to give
    you!”  He digs up a large treasure chest and gives it to Link.  He says it has
    top secret info.  The Mogma says there is a “hidden room.”  He leaves and the
    Mogma, Guld, pops up.  He tells Link that he overheard what was said and it is
    all true.  He says he can smell a breeze in the room.
    
    Open the treasure chest to receive the “Dungeon Map”.  Link’s map suddenly has
    a new area appear.  Guld pops up again and says, “This room has a fake well
    somewhere…and on the other side of that wall, there’s another room.”  Walk up
    to the wall and place a bomb next to it.  The wall is open to a small cave
    with a burrow hole.  Dig down to the tunnel maze to find a centipede roving
    around.  Strike its glowing rear three times using the dash move to defeat
    him.  Follow the tunnel maze to the exit hole.  Link emerges in a room with a
    large treasure chest that contains a “Small Key”.  Look around to see a wall
    covered in vines.  Climb up to a cave that drops down to where Link entered
    the tunnel maze.  Leave this area and go back to the damaged bridge.
    
    Equip the Clawshots to reach the Claw Shields, to reach the other side.  Open
    the door and go down the steps, through the hallway and to the next room.
    Turn right and go to the locked door to open it.  Link is outside on a fenced
    landing.  Across from him is a tall structure with a large balcony.  On the
    right are steps going up to a wide, fenced walkway.  At the end of the walkway
    to the left are steps going down to a lava flow.  To the left is the tall
    structure with two Bokoblin archers taking shots at Link.  Send a few arrows
    their way.  To the right are two Cursed Spumes.  In front of Link is a water
    pod hanging above the lava.  Shot it with the Slingshot and use the new
    stepping stone to get across the lava.
    
    Go up the steps and to the left to a door.  Red Chuchus may get in Link’s way.
    In the next room is a Blue Bokoblin and a Cursed Keese.  To the left is an
    Iron Barred gate leading to the large balcony.  To the right are steps going
    up to a walkway that passes an opening in the wall spewing lava.  To the left
    of the walkway is another set of steps going down to a lower walkway.  In
    between the walkway and steps is lava and a Cursed Spume.  Give him a bomb.
    At the bottom of these steps and to the right, is a burrow hole.  Ahead is a
    wooden gate blocking access to a landing.  Go down into the tunnel maze.
    
    The scene shows a Mogma digging away.  Go to the blue plunger switch and
    strike it to move the gate.  As Link starts back to the entrance, the Mogma
    runs over to the plunger switch and pushes it back.  Crawl to the Mogma and he
    thinks Link is a green monster.  He decides to have some fun with Link.  He
    tells Link that as long as he has a clear path, Link will never catch him.
    When he is caught, he thinks Link is going to eat him.  He notices Link’s
    mitts are from his brother’s collection.  Say – “he gave me ‘em”.  He
    apologizes for what he did and digs up a large treasure chest to give to Link.
    He bids Link good bye and says he will open the gate on his way out.  Open the
    treasure chest to receive a “Piece of Heart”.  
    
    Walk out to the landing and dispose of the Cursed Spume.  Watch out for Cursed
    Keese.  Turn and look to the left to see a water pod.  Shoot it with the
    Slingshot and ride the stone to the large balcony.  To the left is a switch
    plate on the floor.  Step on it and the Iron Gate rises giving access to the
    adjacent room.  Behind the Bird Statue is a burrow hole.  Go down into the
    tunnel maze following it to the right, then up and then to the left, ending up
    at some boulders.  Smash the boulders and come up behind a bomb flower.  Hit
    it with the sword and a bomb will roll to a pile of boulders to blow them up.
    Suddenly lava comes pouring into the tunnels.  Haul butt back to the entrance
    hole and get out.  Link sees that the lava spewing into the lava below the
    balcony has increased.
    
    Go back down to the landing and shoot the water pod above the flow. Jump on
    the newly hardened lava and ride it to the far left landing.  Go up the steps
    to an intersection of walkways.  On the right is a stone marker that reads:
    
    “The bridge of decision…choose
    the path you believe in…move
    forward bravely.”
    
    The walkway to the right is short and drops off into the chasm.  The left
    walkway has steps going up to another walkway and a sealed door.  The middle
    has a staircase going down to the lava and then back up to an Iron Barred
    gate.  Go out onto the walkway to the right and look down.  On the left and
    the right of the chasm are statues facing each other.  The one on the right
    has its eyes open.  Jump down into the mouth of the one on the left.  Its
    eyes are closed.  Once in, go up the steps and into the hallway on the left.
    Near the wall there are Blue Butterflies.  Equip the Goddess harp and strum.
    The Goddess Symbol will appear on the wall.  Turn right and go up the steps to
    a door.
    
    As Link enters a large room the door closes behind him and an Iron Grate
    drops.  Two Dark Lizalfos come at Link.  Watch out for their cursed breath, as
    it will jinx Link.  Defeat them and the Iron Grates on both doors will rise.
    Dash up the ledge and open the door.  Turn right and follow the long curving
    staircase to a landing.  On the other side of the landing are Blue
    Butterflies.  Equip the Goddess Harp and strum.  A Goddess Symbol will appear
    on the wall.  Go up the damaged spiral staircase and equip the Clawshots.
    Watch out for Cursed Keese.  Get to the vine-covered wall and onto the
    staircase again.  Continue up the steps to the door at the top.
    
    In the next room Link sees a stone marker that reads:
    
    “Bring light to each statue in
    accordance with the number of
    wings each possess, from least
    to most.”
    
    Behind the stone marker are five statues, each with 0,1,2,3 and 4 wings.
    Behind the statues is a large treasure chest in a small room blocked by Iron
    Bars.  Near one statue is a burrow hole.  Go down into the tunnel maze.  Link
    will have to knock a bomb flower into some boulders to access the light spots
    in the correct order.  On the right of the maze is a centipede.  Light all the
    statues and the Iron Bars at the treasure chest will rise.  In the tunnel the
    exit will be blocked and the centipede will be loose.  Defeat the centipede
    and leave the tunnel maze.  Open the large treasure chest to receive the
    “Mysterious Crystals”.  Turn and go down the steps to the right.  Turn right
    and open the door at the top of the steps.
    
    In this long narrow room is a switch plate on the floor.  The jars on either
    end have hearts and one has a fairy.  Step on the switch plate and the Iron
    Bars will rise giving access to the middle walkway outside.  Follow the
    walkway to the central intersection and turn right.  Go up the steps to the
    sealed door and insert the Mysterious Crystals.  The doors open.
    
    
    ____________________________________________________________________________
    )))))))))))))))))))))) DEMON GHIRAHIM RETURNS (((((((((((((((((((((((((((((( 
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Link enters a large room.  Ghirahim is waiting for Link.  Ghirahim says to
    Link:
    
    “I see you’re still among the living.
    Fancy meeting you here.
    We seem to bump into each other time
    And time again.  Oh, it’s no coincidence,
    Though, is it?  You and I, we’re bound
    by a thread of fate.
    Look at these old drawings.
    Until I found these, I was…Upset about
    that little stunt the Goddess’s guard dog
    pulled at the Gate of Time.  What was
    that twig’s name?  Impa?
    Well never mind that, because these
    drawings suggest the existence of a 
    second Gate of Time.  This news has
    just filled my heart with rainbows!
    I’ve been busy boy, searching here
    and there and everywhere for another
    Gate of Time.
    And yet, I couldn’t even find a single
    clue.  Since I know I can be honest with
    you, I’ll admit I got a little sulky.
    It was frowns all around.
    The thought of never getting my hands
    on that darling young girl again was…
    Well, more than I could bear.
    But then I found this place!
    The prospect of a second Gate of Time
    Has made me positively giggly!
    That girl…Your adorable friend…
    She will be instrumental in bringing
    about the revival of my master.
    And though I feared she was now quite
    Beyond my reach, I despair no longer.
    …But before we talk any further on
    that subject, there’s still the
    outstanding matter of your
    punishment.
    Do you remember when I told you that
    the next time we met, I’d make your
    ears bleed from the sound of your own
    screams?
    Well, I’ve been thinking…perhaps
    corporal punishment is a touch harsh.
    I might be willing to forgive and forget
    if you’ll strike a deal.
    All I ask is that you tell me where
    I can find the other Gate of Time.
    That’s not too much to ask, is it?
    Oh, and don’t you play coy with me.
    I know that you know, so why not let me
    in on the fun?
    
    (Link raises his sword)
    
    Such behavior.  A mischievous boy like
    you needs to be dealt with firmly.
    I must warn you, I won’t go easy on you
    this time.
    
    (Ghirahim’s arms change color)
    
    Lovely, aren’t they?  You’ll find the
    Supple skin of my arms tougher than
    any armor.  Doesn’t their shape just
    leave you …breathless?
    Yes I’ve pretty much got it all.  Though
    there is one teensy, tiny thing I lack…
    Namely, mercy.
    Come to me, __________.
    You and I, we’re bound by that thread
    of fate.  Destined to fight.
    So come close, ___________.
    Meet me in battle, and the thread of
    fate that binds us will be soaked
    crimson with your blood!
    
    Ghirahim will have a few spinning daggers dangling near his head.  Equip the
    Shield and jump to his right and left to distract him.  Use a forward thrust
    of the shield and then take a few slices with the sword.  He is fast and may
    grab the sword.  After he takes a few hits Ghirahim will change tactics.  He
    will disappear and reappear in a different place.  Later he will pull swords
    out of thin air and use a string of daggers thrown at Link.  The best offense
    is actually a good defense here.  Continue with the Shield and sword attacks.
    Anytime he disappears, run away because he may crash down on Link causing
    damage.  If Link is too close he will attack with the swords.  When he has
    taken enough damage he will say to Link:
    
    “Enough of this foolishness…
    I am Ghirahim, Demon King!
    It shouldn’t matter how powerful your
    sword is, you are still nothing…
    Not just a human…A human child!
    And yet you prevail!
    You filthy scamp!  You have awakened
    a wrath that will burn for eons!  I swear
    to you, whatever it takes, I will drag
    you into an eternity of torment!
    
    Ghirahim arcs his sword and vanishes.  Then a full heart container floats
    down.  Leave this room via the door to the North.
    
    Link enters a round room with an altar. At the altar is the Goddess Symbol.
    Walk up to the symbol on the floor and raise the sword skyward, and strike the
    Goddess Symbol.  A red flame will rise from the altar.  Fi will appear and red
    fireballs will shoot out from the flame to engulf her.  This fireball will
    shoot away and return as four, striking Link’s sword.  Link holds the sword
    high and then masterfully puts it in its sheath.  Link looks at his hand to
    see the image of a triangle light up.  A third corner is aglow.  Fi will then
    reappear to tell Link that the last of the flames have revealed the true form
    of his blade.  Link holds the “Master Sword”.  She tells Link that he can now
    awaken the Gate of Time at the “Sealed Temple”.
    
    Link is now outside the Fire Sanctuary.  Go up the steps to the cave ahead.
    On the left is a burrow hole in front of the Gossip Stone.  Go down into the
    tunnel maze and emerge in a small cave to find a Piece of heart and three
    Fairies.  Find a Bird Statue and head for the sky.  
    
          
    ))))))))))))))))))))))))) MORE SIDE QUESTS ((((((((((((((((((((((((((((((((( 
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    -Side Quest-
    Go to the Bazaar and open the treasure chest in the back of the Scrap Shop to
    find a Gold (300) Rupee.  Then stop at the potion shop and fill Link’s new
    bottle with red potion.  On the way out stop and see the potion shop man of
    the house, Bertie, to infuse the heart potion.  He will tell Link that he is
    having trouble getting to sleep at night.  Find a bed and sleep until night.
    Go see Bertie and Link will find him with his crying baby.  Bertie will tell
    Link that it doesn’t look like he will be getting much sleep.  He tells Link
    the baby used to sleep like a sack of rocks until the rattle was lost.  Bertie
    says a bird picked it up in its beak and flew off.  Go to the entrance of the
    cave near the waterfall.  Turn to the left and look up.  The little island
    above has vines.  Equip the Clawshots to reach them.  Turn and look at the
    waterfall island to see vines.  Use the Clawshots to reach them.  On the
    other side of the water are Blue Butterflies.  Equip the Goddess Harp and
    strum.  A Gossip Stone will appear to tell Link he can dive into a birds nest
    from here.  Collect the Gratitude Crystal in the water, then dive off the dirt
    patch into the nest.  Equip the Gust Bellows to blow away the dirt and pick-up
    the rattle.  Go to Bertie’s house and give him the rattle.  He shakes the
    rattle and the baby settles down.  He is very grateful.  Link receives five
    Gratitude Crystals.   
          
    Now go to the Academy to see Fledge. Link walks in the room and sees Fledge
    doing push-ups counting 3,985…3,986…3,987…3,989…  He tells Link it was a nice
    warm-up.  He is glad to see Link and asks if being able to lift a barrel with
    one hand is strong enough.  Say – “For sure”.  Fledge thanks Link for his help
    and motivation by giving him five Gratitude Crystals.  Go to bed and sleep
    until morning.
    
    Go see the old lady in the kitchen, Henya.  She says she hears a voice in the
    restroom at night.  Walk toward the restroom and a voice calls out
    “…Oooooh…Somebody…Please, somebody help me…”  Link tries to open the restroom
    door but it is locked.  The voice calls out “Oooh…Paper…Please…Somebody bring
    me paper…any kind of paper at all…Ooooh”.  If Link delivers a letter for
    Cawlin instead bringing it here, the voice will say, “Please forget about the
    paper…Good-bye…”
    
    Even though Link doesn’t have enough Gratitude Crystals yet, go see Batreaux.
    Fi will appear and add the crystals to Link’s dowsing abilities.  Now Link
    can find them easily and usually at night.  Look around Skyloft to find a few.
    
    Go to the check girl Peatrice’s house (at night) and talk to her father.  He
    says hello and that it is a good time to visit.  Say – “Daughter”  He says,
    “Sure enough is.”  He is worried about her because she sits and stares at the
    yonder.  He then thinks that he has figured it out.  His daughter has an
    “unwanted admirer”.  He won’t have it and is going to find the rascal and give
    him a good whuppin’!  He asks for Link’s help.  Find a bed and sleep until
    morning.
    
    Go see Peatrice at the Item Check and she will tell Link to visit her tonight
    as she has something to tell him.
    
    CAWLIN's LETTER, with alternate version;
    
    Now go to the Academy and talk to Cawlin.  He is mumbling, “Should I give it
    to her…?  Should I not give it to her…?”  He is startled by Link.  Cawlin
    tells Link he has a dilemma in his mind.  Say – “Can I help?”  He asks Link to
    deliver a very important piece of paper to a certain person.  Link looks
    toward the restroom door and Cawlin says, “What, there’s someone in there who
    wants paper?”  He tells Link that this paper is a letter, a love letter.  It
    is not to be used as toilet paper.  Link is to give the letter to Karane.
    
    Link has two choices and must make one now.  He can give the letter to Karane
    or to the person in the restroom (see this story further down).  If he should
    choose to give it to Karane then this is what he must do:
    
    Go down the hall to the classroom to see Karane.  Karane will be mumbling,
    “Oh, Pipit…How can I get you to notice me?”  She turns to see Link and asks if
    he needs something.  She wonders if Link heard her mumbling.  Choose – “Give
    her the letter” Karane says, “A letter? For me? Could it be from Pipit?!”
    Choose – “Here you go”  She thanks Link then takes the letter and opens it.
    She wonders who it's from and says the hand writing is terrible.  Karane sees
    it is signed, “Your brave knight, Cawlin”.  She remembers Cawlin as one of
    Groose’s flunkies.  She seems to like the letter and is considering going out
    with him.  Then Karane wonders what Pipit would think if he knew.  Go back to
    Cawlin and he is surprised that Link actually delivered the letter.  Now he
    isn’t sure what he should do.
    
    Go upstairs to see Pipit.  He will ask, “What’s up?”  He is surprised that
    Karane got a love letter.  He thinks it is “interesting”.  Pipit asks Link
    what he thinks Karane is going to do.  Say – “Date him.”  Pipit is shocked and
    thinks it is a big problem.  He lets on that it is none of his business and
    says it is his duty to make sure everyone lives up to the standards of knight
    school.  Pipit feels he should step in and asks if Link understands.
    Say – “You like her?”  He then asks Link to ask Karane what her decision might
    be.  Go to the classroom.
    
    -Cut Scene-
    Karane says to Cawlin – “You’re the one who sent the letter, right?”
    Cawlin – “Yes”
    Karane – “Tee hee.  It was a wonderful love letter.  Thank you!”
    Cawlin – “It wasn’t…that…great…and, um…Wha-what’s your…answer?”
    Karane – “My answer?  Ah…My answer…”
    Cawlin – Oh, please!  Please go out…with me!”
    
    Pipit enters the room and says, “Wait.  I think you should go out with me
    instead!  I mean…er…I want to ask you out!”
    Cawlin – “What?…Hey, hold on there!  What are you trying to pull all of a
    sudden?”
    Karane – “Errr…I want to go out with…Pipit…”
    Cawlin – “Ha!  See that, you fool?!  I knew she would choose me!  She’s been
    checking me out for weeks!  Uhh, wait a second…Wait…Really?!”
    
    Pipit walks up to Karane and says, “Truly?  You choose me?”
    Karane – “Yes!  I’m so happy.  Thank you…”
    Cawlin – “This can’t be happening…”  
    
    Cawlin then turns and runs out of the room.  Pipit calls to Link to say,
    “When you told me about the letter, it was at that moment I finally realized.
    I realized that…I love her.  I thought to myself I can’t let anyone else take
    her from me!  If you hadn’t told me, I might never have even noticed my own
    feelings for her.  I’m so grateful.  I don’t know how I can ever thank you!”
    Link receives five Gratitude Crystals.  Look in Groose’s room to find Cawlin
    in bed crying, “Ugh…Stupid Pipit…So much hate for you…For crying out loud…”
    
    If Link returns to Groose’s room, Cawlin is sitting on the bed and says, “It’s
    over…It’s all over.   What do you want, Link?  Have you come to laugh at my
    miserable state?  Just leave me alone!”
    
    ======OR======
    
    If Link decides to give the letter to the person in the restroom he should do
    this:
    
    Instead of giving Cawlin’s letter to Karane, find a bed and sleep until night.
    Go to the restroom and the voice of someone wanting paper will be happy that
    Link brought what it needed.  The door is unlocked and Link can enter the
    restroom.  As Link approaches the toilet a hand from inside waves to Link.
    The paper is offered but the hand is reluctant to take it because it is a
    letter.  Tell the visitor in the toilet “Yes” and it thanks Link.  It also
    tells Link not to ask what it will use the paper for and "May we meet again…
    You kind soul…”  The hand then disappears down the toilet.
    
    Find a bed and sleep until morning.  Find Cawlin in the hall and he will ask
    Link if he handed over the letter as he had asked.  Say “Actually”  Cawlin is
    upset and says  “You gave it to the weirdo in the restroom?!”  Cawlin tells
    Link that anyone who interferes with true love should be kicked by a bird and
    that he Hates Link.  Cawlin then runs away crying.  Go to Grooses room to find
    Cawlin.  He will tell Link “I don’t know who that was in the restroom, but I’m
    completely freaked out just knowing that they read my letter…I still can’t
    even believe it!  Who exactly did you give it to?!”  Find a bed and sleep
    until night.
    
    Go back to Grooses room to find Cawlin laying on the bed and the hand from the
    toilet rubbing his head.  Cawlin is mumbling, “Ugh…Nngh…nngh…H-help…” The
    voice belonging to the hand says to Link “Ahooo you’re the one from the other
    day…it’s good to see you again…Actually, thanks to you, I met my true love…
    Yes, him…It all started with the letter that you gave me…Those beautiful words
    of affection caused me to fall hopelessly in love…Ahh, my heart is bursting
    with thoughts of him…I feel so excited, so cheerful, so full of life…”  Link
    receives five Gratitude Crystals.  The voice then says to Cawlin  “Ahh…My love
    I will always be by your side…Tee hee…”  Find a bed and sleep until morning.
    
    Go back to Grooses room to find Cawlin.  He will tell Link,  “Ever since you
    botched that mission with the letter I’ve been having nightmares and can’t get
    any sleep!  It’s just one thing after another!  What is going on?!  I wonder
    if that bed is cursed?  Maybe it’s Grooses revenge!  You gotta help me!  
    
    See Fledge near the Sparring Hall.  He tells Link he is maxed out in push-ups
    and wonders what he should do next.  He sees Link’s Bow and thinks Link is a
    natural with it.  Say – “Yep”  He thinks Link is amazing.  Fledge feels he
    will never be as cool as Link.  He asks Link to demonstrate the Bow.
    Say – “Ok”  (It’s a game)  Fledge tosses pumpkins in the air and Link shoots
    them with arrows.  The cost is twenty Rupees.  Minimum points for a prize is
    150.  For 330 points, Link got fifty Rupees and was told he should go for 400
    points.  Find a bed and sleep until night.
    
    Go see Batreaux.  He looks at the 30+ crystals Link has and offers him a “Big
    Wallet” in appreciation.  It holds 1,000 Rupees.  Link can now carry 1,900
    Rupees.  Batreaux asks Link to continue helping him just a bit longer.
    Suddenly a large treasure chest appears.  As Link walks up to the chest
    Batreaux stops him.  He says the chest is not to be opened under any
    circumstance because there is something unspeakable inside!  Say – “What?”
    Batreaux says it is the infamous evil of the dreaded “Cursed Medal”.  He goes
    on to say that when the medal is carried, Link will find more Rupees and more
    treasure than ever.  Say – “What?”  Batreaux says the soul who holds the medal
    will not be able to open his pouch.  He tells Link to forget about the chest
    forever.  Do not open it.  Batreaux asks Link to bring him 40 crystals on his
    next visit.
    
    Now go see Peatrice at her house.  She thanks Link for coming and then asks
    what Link thinks of her.  Say – “I like you.”  She says, “You do?!  You’re not
    lying?!”  Say – “Really”  She is so happy that she thinks she is in a dream.
    Peatrice asks Link if he “Really, Really, Really” likes her.  Say – “I do”
    She says, “You’re not lying, are you?”  Say – “It’s true”  Peatrice tells Link
    that she loves him.  But she understands his true feelings better than he
    knows.  Link has important things to do.  She will think of him always and
    asks Link to tell her father of their love when his job is done.  Link
    receives five Gratitude Crystals.
    
    Go to Link’s room where he will find a Gratitude Crystal on his desk.  
    
    Go see Batreaux again.  He looks at all the gratitude Crystals Link has and in
    his appreciation gives Link a Gold (300) Rupee.  Batreaux asks Link to bring
    50 crystals on his next visit.  Find a bed and sleep until morning.
    
    Go to the Plaza and ring Beedle’s chimes for his Airshop to stop.  See Beedle
    and buy the Piece of Heart for 1,600 Rupees.
    
    Go to the take off platform at the North/West part of Skyloft.  Dive off and
    land on the small island below.  Open the treasure chest to find a Silver
    (100) Rupee.
    
    Take to the sky and go to the little island under Fun-fun Island.  Open the
    treasure chest to find a Gold (300) Rupee.  Now fly up to the top of Fun-fun
    Island and talk to the Clown Dodoh.  He will say, “Urrrrghhh…What am I going
    to do?!  It’s no use!  It’s all over…”  Say – “What’s wrong”  The Clown says
    that the Party Wheel he had pinned to his back flew off and fell below the
    clouds.  Dodoh says that without the Party Wheel the island won’t be any fun.
    He asks Link what he should do.  Say – “Look for it”  The Clown asks how?
    Fi appears and adds the Party Wheel to his dowsing abilities.  She tells Link
    that it is somewhere in Lanayru desert.
    
    Now go to the Isle of Songs and land on top of the tall temple.  Open the
    treasure chest to find a “Small Bomb Bag”.  It will allow Link to carry an
    extra five bombs.
    
    Go to the Lanayru Desert light point and drop to the Desert Entrance.  Climb
    the vine-covered wall to the right and follow the path to the left.  At the
    end of the path look up and grab a thin ledge.  Go hand over hand to another
    pathway.  Follow it to the Party Wheel.  Fi will appear and ask Link if he
    needs Scrapper.  Say – “Yes”  A few moments later Scrapper arrives.  He asks,
    “You want me to carry this thing?”  Go back to the Bird Statue and to the sky.
    With Scrapper in tow, go to Fun-fun Island.  Scrapper drops the Party Wheel
    and leaves.  Dodoh is surprised and excited.  He toots his horn and thanks
    Link.  Link receives five Gratitude Crystals.
    
    The Clown Dodoh asks Link to be his first customer and offers a free play.  He
    normally charges 20 Rupees.  It’s a game.  Link is shot out of a cannon high
    in the sky.  The goal is to land on a space on a rotating wheel.  The amount
    of Rupees won depends on the space color.  A gray space is the loser space.
    It’s a so-so game.
    
    Link should have 50 Gratitude Crystals by now. So go back to Skyloft to see
    Batreaux.  Show him the crystals and he is so happy that he gives Link a
    “Giant Wallet”.  It holds 5,000 Rupees.  This will allow Link to carry 5,900
    Rupees.  He asks Link to bring 70 crystals on his next visit.
    
    Now to the Pumpkin Landing.  Go in the Lumpy Pumpkin and Link will see a new
    chandelier.  The innkeeper Pumm is proud of it and thanks Link for all his
    hard work.  He tells Link to go see Kina.  Kina needs help plowing the pumpkin
    field.  Link says, “I know someone!”  Kina asks Link to have this person come
    see her right away.  Fi appears and gives Link the ability to dowse for this
    person.  Kina asks Link if there really is someone who will help her.
    
    Go to the Eldin Volcano light point and drop in at the Volcano East.  Follow
    the pathways and defeat any bad guys along the way, to reach the geysers that
    take Link to the entrance to the volcano.  The Mogma Guld, is on top of a
    column.  Guld tells Link that he is tired of working in this area and would
    like to try some place new.  Say – “I know a place”  He asks if Link knows a
    place and is happy to hear that it is in the sky.  Guld is ready to go.  Fi
    appears and agrees that Guld is a match.  With Link’s permission, she sends
    for Scrapper.  A few moments later he arrives.  Scrapper makes a comment about
    having to carry “this old thing” and soon has Guld in his grips.  Go back to
    the Bird Statue and to the sky.  With Scrapper in tow, head for Pumpkin
    Landing.  Scrapper drops Guld and then leaves.  Kina looks at Guld and says to
    Link, “You found someone, didn’t you!”  Then she sees that Guld is a Mogma and
    questions if he can plow the patch.  Guld then says, “Are you trying to get me
    to work on a field all day?”  He isn’t happy with the deal.  Kina laughs and
    says, “Good luck Mr. Mole man!”  Guld agrees to give it a try.  He starts
    digging and Kina is amazed.  Guld tells Kina that this work is child’s play to
    Mogmas.  Kina says, ”Wow!  One more time please!”  Guld continues digging and
    Kina is thankful to Link for bringing him to her.  Link receives five
    Gratitude Crystals.
    
    Fly over the Lumpy Pumpkin from a high altitude and Link will see other birds
    below and a number of skydivers.  Drop off the Loftwing and do a flat descent.
    When Link is near the skydivers they will get close and try to link-up.  When
    they are all linked with Link he may receive a Red Rupee.
    
    -End Side Quest-
    
    ____________________________________________________________________________
    )))))))))))))))))))))) RETURN OF THE IMPRISONED BEAST ((((((((((((((((((((((
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Go to the Faron Woods light and drop into the Sealed Grounds.  Link will see a
    rail system encircling the pit.  Near the Sealed Temple entrance is a catapult
    mounted on the rails.(depending on when Link arrives at the Sealed Grounds, he
    might see Groose working on the catapult)To the right, down a pathway is a
    “giant” bomb flower.  Go inside the temple and talk to Groose.  He is happy
    Link noticed the track he built.  Link asks what is it for and Groose says,
    “Oh, you’ll see before long!”  Talk to the Priestess and she notices that
    Link’s sword has been purified.  She tells Link that it is the sacred force,
    the same power spoken of in the Ballad of the Goddess.  She says to Link, “You
    must now open the Gate of Time”.  Walk up to the pedestal and strike the slab
    with a skyward strike.  Just as Link is about to strike the slab, the earth
    rumbles.  The Priestess says, “No…I fear the seal has given way once again.
    That terrible Beast is awakening even as we speak.  It is likely that the
    monster reacted to the scared power given off by the sword.  I wish it had not
    happened, but there was no other way to open the gate.  So it goes…  Link you
    must imprison the Beast once again.”  Groose says, ”All right!  Bring it on!
    This is what I have been waiting for.  It’s time to break out my new toy!
    Trust me, that flabby bag of teeth doesn’t stand chance.  Well!  What are we
    waiting for!  I’m heading out there!”
    
    Follow Groose outside.  Groose calls to Link for him to watch his “Super
    weapon” at work, he calls it the “Grooosenatov”.  Groose is proud of his
    achievement and explains how he did it.  He tells Link to show him where Link
    wants Groose to put his shots.  Groose tells Link that the Beast arrived
    before he was ready and he needs to make a few final adjustments.  As Link
    reaches the bottom of the pit, dark fumes rise around the sealed spike.  The
    ground opens and the Beast emerges.  Groose notices that the Beast has grown
    arms. The Beast sends out a strong electrical pulse, each time its foot hits
    the ground.  If Link is close, he will lose a few hearts.  Attack the Beast's
    white toes, three on the front and one at the back, of each leg.  The Beast
    will climb up to the next level of the pathway.  Use the geysers to get up to
    the path and ahead of the Beast.
    
    Groose will call out to Link when he has the catapult ready.  Target the Beast
    and let go with a giant bomb flower.  With the toes destroyed, the Beast will
    fall to the ground.  The Sealing Spike is protruding from its head.  Run to
    its head and drive the spike in.  This will cause damage, but not destroy him.
    Attack the toes again.  The Beast will try to climb to the next level of the
    pathway.  Target him with the catapult and hit him with a giant bomb flower.
    Attack the toes again and drive the spike back in.  The Beast takes more
    damage.  Repeat the attack. The third time the spike is driven in; the Beast
    turns bright white and explodes.  The spike falls into the opening at the
    bottom of the pit.  The Priestess tells Link to strike the Sealing Spike with
    a skyward strike to restore the seal.  Do so and the spike is set.  A double
    triangle appears.  With the sword, make a left diagonal slice, a right
    diagonal slice, a vertical slice and a horizontal slice to complete the seal.
    
    Groose calls out to Link, “Nice work there”.  He tells Link that he couldn’t
    have done it without him.  Go in the Sealed Temple and the Priestess will
    thank Link and Groose.  Groose thanks the Priestess for setting him in the
    right direction.  She then says to Link, “You must wonder what it is you’ve
    been fighting out there in the great pit…Suffice it to say it is the root of
    the evil we face.”
    
    
    
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
                          #43 Gate of Time/Sealed Temple 
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>> 
    
    In the Sealed Temple walk up to the slab and strike it with the skyward sword.
    The slab begins to glow and shift its energy.  Soon it is bright and then
    suddenly disintegrates.  All the tiny pieces then begin to reassemble.  First
    large puzzle like pieces that merge.  Then a large cog wheel and finally
    symbols of places and elements.  The Priestess tells Link not to fear, it is
    what has long been waited for.  She says that, “it is the portal of time to
    the past…to where Zelda now waits.”  As Link moves toward the Gate of Time, he
    glances back at Groose.  Groose tells him not to worry, he will keep guard
    over the pit.  Groose starts to say something to Link but stops.  He walks to
    the door and turns slightly to say, “When you see Zelda, tell her I said
    “What’s up?”  Link is moved by Groose’s emotion.  Link turns and places his
    hand on the gate.  It opens as a tunnel made of internal cogs.  Link runs into
    the tunnel and emerges back in the Sealed Temple at a different time.  He sees
    Impa.  She tells Link that she has been expecting him.  She explains that this
    is the “Temple of Hylia” and will be known as the Sealed Temple in the future.
    This time is far in the past, long before Skyloft became what it is now.  Impa
    tells Link that he must proceed through the great doors behind him.  It is
    there that Zelda waits for him.  Go up the steps to the beam of light.
    
    -Cut Scene-
    Zelda appears.  She is glad that Link made it here.  She tells Link that the
    land has not healed in the era from the battle between the Goddess and the
    demon king known as “Demise”.  Zelda explains that the old gods created a
    supreme power called "Triforce” that gave the person who possessed it the
    ability to shape reality and fulfill any desire.  The demon Demise tried to
    take the Triforce for himself by force.  To save her people, the goddess sent
    them, and the Triforce to the sky.  The place in the sky is Skyloft.  After a
    long battle, the “Goddess Hylia” sealed away Demise.  The goddess knew the
    seal would not hold against his power.  Hylia had suffered grave injuries and
    she could not stop him if he broke free.  Once free it would mean the end for
    all beings on this land.
    
    To put an end to the demon king, she devised two plans.  First the goddess
    created Fi, to assist the Chosen Hero on his mission.  Her second plan was to
    transfer her soul into the body of a mortal.  She did this so that one day the
    supreme power could be used.  The power of the Triforce can never be wielded
    by one.  Zelda tells Link that he is the Chosen Hero and she is the Goddess
    reborn as a mortal.  Zelda was rescued by the Priestess and told of her
    existence as the Goddess Hylia.  Zelda searched out the Goddess Statues and
    they stirred her memory.  Impa then brought Zelda here, to the past.  Zelda
    tells Link that her intention is to remain there to prevent the demon king
    from ever freeing himself.  She tells Link that the creation of Fi and the
    sword were for a specific reason.  The task of standing against Demise rests
    on Link’s shoulders.  Because of the qualities Link has learned, he can now
    claim the Triforce.
    
    Link kneels before Zelda as she recites his deeds and accomplishments.  The
    Triforce appears on the back of his hand and Zelda tells him that the sacred
    power dwells within him.  Link stands and raises his sword.  It shines as it
    achieves its ultimate form.  Zelda turns away and offers Link an apology.  The
    mark on his hand is only a symbol and she used Link to draw him into the
    fight.  As Zelda walks away from Link and toward the light, she tells him that
    she is prepared to pay the price for what she has done.
    
    Zelda will remain at the Sealed Grounds to ensure that the seal holds.  Link
    runs to Zelda only to be held back by a shield of light.  She tells Link that
    she is still her father's daughter and Link’s friend.  She says, “I’m still
    your Zelda.”  Zelda tells Link that once Demise is finally gone she will be
    able to wake up.  She then asks Link to wake her when it is over.  The light
    becomes a gemstone encasing Zelda.  Link walks toward Impa as the great doors
    close behind him.
    
    Impa tells Link that there is work to be done and he should return to his
    time.  Walk up to the Gate of Time and Link returns to the Sealed Temple.  The
    Priestess welcomes him back.  She tells Link that it was thought that the
    Triforce was hidden within Skyloft.  But sadly, all clues to its whereabouts
    were lost over time.  The Priestess feels that the key to finding the Triforce
    is in Skyloft and he should go there.  Groose then calls to Link to ask how
    Zelda is.  Say – “She’s great.”  He is happy to hear that but sad that she is
    still back in time.  Groose tells Link that he has decided to stay with
    Grannie.  He feels that there is work to do.  Groose turns to look at a mound
    of earth saying that Zelda and Grannie have brought life back to the land.  He
    plans to grow a tree.  Groose asks Link to tell everyone in Skyloft that he is
    Ok.
    -End Cut Scene-
    
    Go to a Bird Statue and head for the sky, specifically Skyloft.
    
    
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
                          #44 In Search of the Triforce 
                          <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    
    
    In Skyloft, go see Zelda’s father, the Headmaster.  He asks, “Ah, hello, Link!
    Have you heard anything more about my daughter!  What is it…?  If you know
    anything at all, I urge you to share it with me. …Want to tell me but you
    can’t?  Hmm.  I…understand.”  The Headmaster then tells Link he will share any
    knowledge he has to help Link.  Say – “Actually”. The Triforce is mentioned
    and the Headmaster tells Link that any clues to its whereabouts have long been
    lost.  He remembers someone named Levias, the great spirit of the sky.  Levias
    has a wealth of knowledge and may be able to help Link.  Link asks where
    Levias is.  The Headmaster says he is trapped in the clouds called Thunderhead
    and he has asked Instructor Owlan to look into it.
    
    Go see Instructor Owlan.  He will tell Link that Levias is not the one that
    they knew.  He is now a monster.  Instructor Owlan tries to talk Link out of
    going to see Levias but realizes Link is determined.  Instructor Owlan takes
    Link to a take-off platform to teach him a new bird-riding technique.  It’s
    called the “Spiral Charge”.  Dash off the platform to take to the sky.  There
    is a tutorial and Link is told to knock out ten targets in less than 120
    seconds to qualify.  When completed, Owlan suggests that Link go to the Lumpy
    Pumpkin to talk with the owner, Pumm.  
    
    
    Go to the Bazaar and talk to the thin fellow in the café, Croo.  He says, “I
    haven’t seen the Fortune-teller much these days…You knew his crystal ball got
    broken, right?  I just hope he’s not sitting at home kicking himself for not
    foreseeing this.  Would you mind running over and checking on him?  His house
    is on the Eastern edge of Skyloft.”
    
    Go to the Fortune-teller, Sparrot’s house.  He will tell Link, “I’m fine.  Go
    on, go on…Please leave me be…My crystal ball has shattered, and without it, my
    eyes can no longer gaze deeply into the future.”  Sparrot had heard that Link
    found part of the windmill and asks Link if he can find another crystal ball
    at the same place the original was found.  Say – “Yes”.  Fi appears to give
    Link the ability to dowse for the crystal ball.
    
    Take to the sky and go to the Eldin Volcano light point and drop in at the
    temple entrance.  Look up to the left above the entrance to see the crystal
    ball on a pedestal.  Go to the geyser to Link’s left and up to the ledge.
    Equip the Clawshots and target the Claw Shield to reach a ledge.  Walk up to
    the crystal ball and Fi will appear.  She agrees that it is suitable and, with
    Link’s permission, calls for Scrapper.  A few moments later Scrapper arrives
    to pick up the crystal ball.  Go to the Bird Statue and to the sky.  With
    Scrapper in tow, go to the Fortune-tellers house.  Scrapper drops the crystal
    ball on the table and says, “If you need me…Feel free to call.”  The
    Fortune-teller says, “Oh!  What do my eyes behold?!  This…this is it!  You
    found it!  This is exactly the same as the crystal ball I used before!  Fate
    and fortunes!  My eyes are with the thrill of possibility and damp with tears
    of gratitude.”  Sparrot tells Link to come by the Bazaar to get his fortune
    told.  Link receives five Gratitude Crystals.
    
    Go to Pipit’s house.  His mother says, “So here’s the thing, Link.  My house
    is terribly dirty…Pipit is always telling me to do some dusting around here,
    but I just can’t bring myself to do it.  That’s why I wanted to ask you if you
    wouldn’t mind cleaning it for me.  I’ll even pay you, Link.”  Say – “I’m on
    it”.  She is happy that Link agreed but she doesn’t have a broom.  The Gust
    Bellows is automatically equipped, so start blowing the dust off the floor.
    She may ask if Link is done.  Say – “Almost”,  and continue cleaning.  She may
    tell Link to do the floor first and the shelves.  At some point she will be
    happy to see the house is clean.  Link receives five Gratitude Crystals and a
    Red Rupee.
    
    After cleaning Pipit’s house come back at night and stroll past the house.
    Link will hear an argument between Pipit and his mother.  It goes like this:
    
    Pipit says; “We’ve been over this before mom!”  Link then moves close to a
    window.  The mother then says; “Calm down, Pipit.  Don’t get so mad…”  Pipit
    says, “How could I not be mad?!  It’s been obvious lately that you’ve been
    giving someone Rupees to clean the house!  I gave you that money so you could
    buy some bread!  If you keep spending money like this, I won’t have any money
    to go to the Knight Academy!  I didn’t take that job patrolling just so you
    could live the life of luxury!  You’ve got to stop doing this!”  
    
    Pipit steps outside the house and sees Link.  “Oh…Hey there, Link…What could
    you want at this hour?  You didn’t hear any of that, did you?  There’s no way
    you heard, right?”  Say “Sorry”.  Pipit replies, “Oh…You heard!  It’s true.
    I’m working the night patrol to earn extra money!  But don’t look at me like
    that!  You’re not exactly Mr. Perfect either, are you, Mr. Eavesdropper!
    Maybe we should just forget about everything that happened here tonight!”
    Pipit then walks away.
    
    Go into Pipit’s house and talk to his mother.  She will say, “Pipit is really
    angry with me…He said I shouldn’t be spending our money on a housekeeper.
    But…You’re not exactly a housekeeper, are you, Link?  That makes it OK,
    doesn’t it?  Anyway, that’s good enough for me.  As far as I am concerned,
    I’ll pay you to clean my house any time it gets dusty.”  Leave the house and
    catch up with Pipit near the Sparring Hall.  Pipit will tell Link,
    “You…weren’t supposed to see that whole spectacle, Link.  How embarrassing…I
    feel so ashamed of my mother sometimes.  She’s just so lazy sometimes.  I
    don’t know what to do.  But I’ll be fine.  You don’t need to worry about me.
    I still haven’t worked out who did the cleaning for mother, though…Who do you
    think they are, getting involved in our business like that?’
    
    Now head for the Lumpy Pumpkin.  At the Lumpy Pumpkin Pumm asks Link, “What’s
    the matter?”  Say – “Actually”.  Pumm says, “Levias…What about him?”  He knows
    Levias but didn’t know anything was wrong.  He tells Link that each year he
    gives a full basin of his soup to Levias.  Because of the clouds at
    Thunderhead Pumm hasn't made his offering.  Link offers to do it.  Pumm
    doesn’t know how Link will do it but he will make his best soup ever.  A few
    moments later there is a large basin of soup in front of Link.  Fi and
    Scrapper appear.  Scrapper grabs the basin of soup and is ready to go.  Pumm
    tells Link that the place where he makes his offering to Levias in Thunderhead
    is at the everlasting rainbow.  Take to the sky.
    
    ____________________________________________________________________________
    )))))))))))))))))))))) THE PARASITE - BILOCYLE (((((((((((((((((((((((
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    With Scrapper in tow, head for Rainbow Island in Thunderhead.  Scrapper will
    set the basin down as Link arrives.  The scene shows a whale like creature
    floating in the air, with eyes on several tentacles protruding from its body.
    It is the Great Spirit of the Skies, Levias.  Target the eyes and use the new
    Spiral Charge to destroy them.  When they are all destroyed another eye will
    pop out of Levias’s blowhole.  It is the parasite “Bilocyle”.  He has a long
    neck with quills extending from the side of its head.  It controls the mind
    and body of its host.  Drop down onto the plate near the blowhole.  Bilocyle
    will attack by spitting toxic wads at Link.  Use the sword to send the toxic
    wads back at Bilocyle.  As the wad comes at Link use an upward strike directed
    toward the quills on either side of his head.  A skyward strike also works.
    Once the quills fold up, concentrate on the head.  After a number of hits
    Bilocyle is stunned and collapses his head on Levias.  Target the eye and
    slice away.  Repeat this attack.  In Link’s third attack Bilocyle will spit
    the toxic wad and then suddenly move his head to one side or the other to
    avoid Link’s attack.  Sometimes he doesn’t move his head and this is when Link
    strikes.  Once it takes enough hits, Bilocyle disintegrates.
    
    Levias asks Link if he brought the soup.  He now has his senses back.  Levias
    tells Link that the Goddess Hylia appointed him warden of the skies.  He
    notices Link’s sword and the power deep inside him.  Levias knows that Link is
    the Chosen Hero and has come to hear about the Triforce.  Say – “Right”.
    Levias tells Link that the goddess hid the Triforce within Skyloft.  He
    doesn’t know where but he does have a hint.  The clue is a song known as “Song
    of the Hero”.  The song is the key.  The song was split into four parts.
    Levias has one and the other three parts are among the dragons of the land.
    Link must convince each of the dragons to teach him their part.  When that is
    done, return to Levias to learn the last part.  The dragons are at the Faron
    Woods, Eldin Volcano and Lanayru desert.
    
    Before Link goes on this quest he should visit Skyloft to take care of
    business.  Go to the Bazaar and talk to the Fortune-teller.  He thanks Link
    and offers to tell his fortune at half price.  If Link does, he will be told
    what he already knows.  Assuming Link has been collecting insects and stuff
    during his leisure, he should buy any potions needed and have them infused.
    Also pick up anything Link might need from the Gear Peddler.  Gondo’s Scrap
    Shop is next.  Get any upgrades Link can afford. like, quiver enlargement,
    bomb pouch enlargement and stuff like that.  Fi will appear to add “Treasure”
    dowsing abilities.  Go to the Plaza and talk to Parrow.  He asks if Link knows
    Strich.  Parrow tells Link that Strich claims to have found an insect paradise
    inside Thunderhead.
    
    Ring Beedle’s chimes to have him stop his Airshop.  Get on board and go to
    sleep until night.  Link awakes at Beedle’s place.  Beedle is at his campfire
    holding a small cage.  Talk to him twice and he will tell Link of his dear bug
    the “Horned Colossus Beetle”.  Beedle tells Link that it is his most precious
    possession.  Get back in the Airshop and go to sleep until morning.  Leave
    Beedle’s Airshop and head for Thunderhead.
    
    In Thunderhead go to Island #3, the one with the fence around it.  Strich is
    on a platform.  Talk to him and he tells Link that he was caught in a thick
    fog, ending up here.  He looked around to discover it is an insect paradise.
    Strich has decided to raise his insects here.  He tells Link he has released a
    few for Link to try and catch.  It’s a game!  There are two levels,
    “Bug Beginner” at 20 Rupees and “Bug Wrangler” at 50 Rupees.  As a beginner
    Link took 7:03 seconds to catch the five bugs.  Strich said that Link should
    shoot for less than 5:00 minutes.  Head for the Faron Woods. 
    
       
    ____________________________________________________________________________
    )))))))))))))))))))))) THE IMPRISONED BEAST AN ENCORE ((((((((((((((((((((((
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Go to the Faron Woods light point and Fi tells Link that an unusual phenomenon
    is taking place.  It is not possible to descend directly into the Faron Woods.
    Choose the Sealed Grounds.  As Link lands, the earth begins to rumble.  Groose
    runs up to Link to say, “Link, bad news!  That Beast looks like it’s about to
    break free again!  Gotta get into position!  Hang tight.”  Groose runs to the
    catapult.  Dark fumes are rising around the Sealed Spike.  
    
    At the catapult Groose tells Link not to panic because he knows what the
    Groosenator can do.  “Fling bombs on this monsters face,…It’s why I’m here.”
    As Link reaches the spike the Beast breaks free.  The electrical pulse from
    its feet, have more range and the tail is swaying back and forth.  Wait for
    Groose to toss a giant bomb flower to stun the Beast before attacking its
    toes.  The Beast will fall.  Use the geysers to get to the spike and drive it
    in.  When the Beast recovers this time it has a halo and is floating in the
    air.  Groose plants a giant bomb flower on its head and the Beast falls to the
    bottom of the pit.
    
    Drop down to the Beast and drive the spike back into its head.  The Beast
    revives.  Groose runs to get another giant bomb flower only to find that a
    stone column collapsed blocking the way.  Groose calls to Link to come to him.
    Groose tells Link that he can’t get to his bombs and that Link needs to get up
    to the Beast’s head.  Climb onto the catapult and fly to the spike on the
    Beast’s head to drive it back in.  The Beast turns bright white and explodes.
    The spike falls into the opening at the bottom of the pit.  The Priestess
    tells Link to strike the Sealing Spike with a skyward strike to restore the
    seal.  Do so and the spike is set.  A triple triangle appears.  With the
    sword, make six slices, diagonal, vertical and horizontal to complete the
    seal.  Groose tells Link to get to the temple.
    
    The Priestess says, “The Beast has been sealed into its prison for a third
    time.”  She thanks both Groose and Link.  The Priestess asks Link if he is
    close to finding the Triforce.  Say – “Yes”.  She understands his quest for
    the Song of the Hero but he must know that the path to the woods is flooded.
    To protect the temple she sealed the gate with a spell.  To open the gate
    would flood the area.  Groose has an idea and says the problem is solved.
    He will use the Groosenator to launch Link into the woods.  The Priestess
    tells Link to seek out the Water Dragon.  Go outside and get on the catapult.
    Groose sends Link on an economy flight to the Faron Woods.
    
    
    
                          <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
                          #45 Song of the Hero – Water Dragon’s Part 
                          <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
    
    Link lands in the middle of the Faron Woods that is now flooded to all levels.
    Swim to the lily pad with the elder Kikwi Bucha.  He recognizes Link and asks
    what brings Link to see him.  Say – "This water”.  Bucha tells Link that the
    water came from the base of the giant tree and flooded the woods.  He doesn’t
    know what caused it.  Dive to the base of the tree where the cave is, or was
    below the pond.  Swim inside and to the surface.  Get on the pathway.  The
    scene shows the Water Dragon Faron watching Link and then suddenly leaping
    over his head.  She is upset that he is there without her permission.  Then
    she realizes it is Link, the one who helped her recover from her injures.  She
    notices Link’s sword and says, “You’re the real thing, boy.”  Faron knows why
    Link is there.  But she can’t give away this precious song to every hero who
    comes by.  “No, I think a final test is in order.”  
    
    Because of all the monsters running around her woods, she flooded them.  This
    is where she will test Link.  The Water Dragon breaks the melody into many
    “Tadtones” and hides them all around the woods.  Link is given a musical score
    sheet and told to collet all the little musical friends.  Once collected, take
    them to her.  Talk to a Parella, a servant to the Water Dragon, and it will
    ask if Link is collecting Tadtones.  Say – “Yes”.  The Parella gives Link a
    hint on how to collect similar Tadtones in a group.  One after another in line
    quickly without missing one or they will leave the score sheet.  In a group
    circle, use the spin maneuver.  After collecting many of the Tadtones a scene
    is shown of the large ferocious fish fought once before by Link.  The elder
    Kikwi also warns Link.
    
    Two of the Tadtones are not in plain view.  One is in a cave on a ledge in the
    area of the lone tree, North of the giant tree.  Lure a Froak near the
    boulders and do a spin attack to cause it to explode.  Capture the Tadtone and
    then go to a lily pad near the North/East edge of the giant tree.  It is under
    an extended ledge or overhang.  Under the lily pad, hidden in its tentacles,
    is a Tadtone.  Not too far away are two Peahats, like those at the Skipper’s
    place.  Get on a lily pad, equip the Clawshots and use the Peahats to get to
    the pathway.  Walk out on the overhang and jump onto the lily pad with the
    Tadtone.  The lily pad will flip and the Tadtone is free to catch.
    
    The elder Kikwi calls to Link and asks him to come chat for a moment.  Bucha
    tells Link to use the thing he does to find the Tadtones.  Fi appears and
    gives Link the ability to dowse for Tadtones.  Once all the Tadtones are
    collected a nice musical show displays on the score sheet.  The elder Kikwi
    notes Link’s accomplishment.  Return to the Water Dragon Faron.  She sees that
    Link is worthy of being called a hero and teaches him her part of the Song of
    the Hero.  Faron then decides that it would benefit Link to return the woods
    to their natural state.  The water quickly lowers and all the inhabitants seem
    to be happy.  Fi appears to suggest seeing the other two dragons.      
    
    Before doing that, let’s take care of a Goddess Cube and a Gossip Stone.
    Either take to the sky and come back down at Skyview temple in the deep woods,
    or get there by foot collecting treasure along the way.  Standing near the
    Stone Marker on the right side of the temple, look up to see an arch on the
    wall with vines.  Equip the Clawshots to reach it and then drop down to the
    walkway.  Walk toward the front of the temple and use the Clawshots again to
    reach a vine-covered portion of the wall.  At the top Link sees a Goddess
    Cube.  Raise the charged sword and make the strike to send its energy to the
    clouds.  Drop down to the ground and go to the ledges on the right.  The third
    one up has Blue Butterflies.  Strum the Goddess Harp and a Gossip Stone will
    appear to say, “Glittering spores cause something to happen when they are
    thrown on bugs or monsters.  They can only be collected from sparkly
    mushrooms.” 
      
    
                          <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>
                          #46 Song of the Hero – Fire Dragon’s Part 
                          <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>
    
    
    Go to the Eldin Volcano light point – As Link is dropping in the volcano
    erupts.  All goes dark and Link finds himself laying face down in a cell.
    There is a Red Bokoblin outside the cell and several jars inside the cell.
    Link can not use any equipment or access anything in his pouch.  Link’s heart
    level is dangerously low.  Break some jars to gain a few hearts.  As Link is
    about to pick-up the barrel, a Mogma pops out of the ground.  He says,
    “Ta-DAH!  I’m here to save the day!  Heyyyy!  Long time no see!  Huh?  Don’t
    tell me ya forgot my ugly mug!  I’m Plats, the Mogma you helped in the
    Northern temple!  I saw them draggin’ you off unconscious, so I tailed ‘em!
    You’re pretty fearless, eh?  What are you up to now?  Say – “well”.  Plats
    says, “Th-The dragon?  You mean the dragon-god thing?”  He says he has heard a
    rumor that some bad guys were getting together.  Plats tells Link that he
    stole the Mogma Mitts from the bad guys and then gives them to Link.  He says
    good luck and dives into his tunnel.
    
    Near the cell door, on the left, is a burrow hole.  Dig down to the tunnel
    maze and follow it to the other end to emerge outside the cell.  Link is
    behind some wood and mesh cages.  The Red Bokoblin is on the other side of the
    cages.  Nearby is a tent, next to a fence of spears.  Go inside and sit down
    on the stool to rest Link’s heart.  On the other side of the fence is a cave
    with jars and Cursed Keese.  Near the burrow hole is a tunnel leading out of
    the cave.  Follow it to Eldin Volcano.  The landscape is pretty much the same,
    but many of the pathways have barriers, fences and guards.  To the left is a
    Sheikah Stone.  It has hints for Link.  Go down the path to the barrier and
    drop down on the left.  The Mogma Plats will pop-up.  He warns Link that he
    shouldn’t be out and about without a way to defend himself.  A scene shows
    lookouts and guards all around the area.  Plats tells Link to stay out of
    sight.  He marks Link’s map with the treasure chests and their contents.  They
    contain all the stuff stolen from Link.
    
    When the Red Bokoblin guard, near the barrier, begins to walk away, run up
    behind him.  Follow him until Link can make a move to the edge to the left.
    Drop off here and quickly go to a nearby burrow hole.  Dig down to the tunnel
    maze and manipulate the bomb flowers to blow up the boulders.  Get to the
    other side and Link emerges on a pathway with only one way to go.  Follow the
    pathway to a ledge and up to another pathway.  Soon a scene will show more
    guards and a large treasure chest.  From this point it is just a matter of
    staying out of sight and digging down to the tunnel maze at the next burrow
    hole.  This first chest has the Gust Bellows.  Blow away the nearby lava and
    climb the ledge.  Get past two Bokoblin guards and burrow down to another
    maze.  Defeat a centipede and emerge near the large treasure chest containing
    the Clawshots.  Walk to the back of the chest and drop down.   Then turn right
    and drop down from the next ledge.  Turn right and go up to the next ledge and
    climb up.  A scene will show Link where to go next.  Drop down to the floating
    bridge and dash across.  Go up to the first treasure chest Link opened and
    equip the Clawshots to reach two Peahats and a vine-covered wall on the other
    side of the lava flow.  Drop down from the vines and follow the pathway.
    
    Jump onto a moving stepping stone as it drifts by.  Take this ride around the
    corner and jump onto the pathway to the right.  Follow the pathway to a ledge
    and jump onto its edge.  Just hang there until the Bokoblin guard turns to
    walk away.  As he does, sneak up behind him to get to a barrier on the left.
    Equip the Clawshots to reach the vine-covered wall on this side of the bridge.
    Pick up a bomb flower and toss it at the guard tower down the path.  It will
    fall over giving Link access to a large treasure chest containing the Whip.
    Target the Peahat plant on the other side of the gate with the Whip and give
    it a yank.  Use the Clawshots to reach the Peahat and Link makes it to the
    other side.  Look ahead and to the right to see a cave blocked by lava rock.
    Follow the pathway to some bomb flowers.  Pick one and place it in front of
    the lava rock to clear the way.  Do the same to the lava rock in the next
    cave.  This opens the way to a rising column of air.
    
    Jump into the column of air and Link emerges near a pathway where Plats is
    sitting.  Plats says, “Wheeeeeze…So hot…One of the most amazing treasures of
    the world is just up ahead…”  Talk to Plats and he tells Link that a bunch of
    bad guys have gathered up ahead.  Turn around and leave the cave.  Cross the
    bridge and dash through the tunnel.  Climb the overturned tower to cross the
    lava and then walk toward the temple.  A scene will show where Link needs to
    go.  Turn around and head back to the tower/bridge and turn right.  Follow the
    pathway to the end and jump onto a floating stone.  Take it down to a patch of
    bomb flowers on the right.  Just as another floating stone arrives, pick a
    bomb flower and jump on the stone.  Quickly toss the bomb at the guard tower
    to knock it over.  Jump onto the area of the tower and open the large treasure
    chest to find Link’s Slingshot.  Equip the Clawshots and use the Peahats to
    get back up the lava flow to the pathway.
    
    Go up to the barrier near the first Bokoblin guard and equip the Slingshot.
    Shoot him and he will be stunned long enough to get by.  Do the same with the
    next guard.  Target the guard in the tower with the Slingshot and stun him.
    His light will be out for a few seconds.  Use this time to run up to a burrow
    hole and dig down to the tunnel maze.  Emerge near a large treasure chest that
    contains Link’s Bomb Bag.  Next to the chest is asoft soil spot.  Dig it up to
    open a geyser.  Ride the geyser up to a ledge.  Equip a bomb and toss it at
    the guard tower.  Over it goes.  Toss another bomb at the lava rocks to the
    right.
    
    Now clear the guards in front of the temple.  Link doesn’t have a sword or a
    Bow.  So, shoot the guard with the slingshot then quickly toss a bomb at him.
    Before the guard wakes up and sees the bomb, quickly equip the Slingshot and
    shoot him again.  Boom he’s gone.  Do the same to the next guard and any
    Chuchus.
    
    Go back to the pathway next to the lava flow and use a floating stepping stone
    to get across to the other side to an entry to a tunnel.  Look for Blue
    Butterflies and strum the Goddess Harp.  A Gossip Stone will appear to say,
    “The word going around is that a dragon wrapped in flames lives atop this
    volcano.  The thing is, it isn’t so easy to visit.  He’s made his lair
    somewhere so hot that normal folks can’t bother him.”  Get on the rising rock
    and toss a bomb on the lava rock to clear the path.  Now leave this room and
    go back to the cave just past the Mogma Plats.
    
    Toss a bomb on the lava rock pile on the right and those blocking the path.
    Take the path into the tunnel ahead.  Link emerges at the Volcano Summit and
    his sword is on a ledge in front of him.  As Link withdraws the sword from the
    ground Fi appears to thank him and to say that she detects a strong source of
    power to the far right of this area.  At the bottom of the ledge is a small
    treasure chest that contains a Blue Rupee.  Turn right and walk toward the
    Bird Statue.  A scene shows a large treasure chest, three Red Bokoblins and
    Flaming Keese, all on the other side of a fence.  Turn around and go into the
    cavern on the left.  Take out the two Cursed Spume closest to Link, then walk
    to the end of the pathway on the right.  Jump onto a floating stone and raise
    Link’s sword skyward to strike the Goddess Cube sending its power into the
    clouds.  Continue on to the broken steps ahead.
    
    Look to the left to see a pathway.  Jump onto the pathway and follow it a
    short distance to a short tunnel on the right leading to a small cave with
    water pods.  Jump down and stab a water pod.  Turn and follow the tunnel to a
    lava flow.  Toss the water onto the lava to harden it.  Use this to jump to
    the other side.  Link is standing on a ledge above the Red Bokoblins and the
    large treasure chest.  Jump down and defeat them.  Break the jars for a few
    Rupees and open the chest to get back Link’s Adventure Pouch.  Turn around and
    follow the fence to three ledges.  At the top is a pile of lava rock.  Use a
    bomb to clear the path and slide down to the main room where Link found the
    sword.
    
    Turn left and go back into the cavern that had the Goddess Cube.  Ride the
    floating stepping stone to the broken steps and enter the next area.  Link is
    in a large room surrounded by a lava flow.  Ahead is a drawbridge.  To Link’s
    right is a cogwheel held by rope.  Use the sword to cut the rope and the
    drawbridge will fall part way.  On each side of the drawbridge near the top is
    a cogwheel held by rope.  Equip the Hook Beetle to cut the rope.  The
    drawbridge will lower to the ground.  Cross the bridge and enter the next
    room.  A scene shows a platform in the middle of a lava pool and the tail of a
    dragon moving at the surface.  The Fire Dragon rises out of the lava and says
    to Link, “Oh! A man of flesh and blood has walked his way to the heart of my
    burning hall!  Now this is something.”  He sees the symbol on Links hand and
    knows that Link is the one to hear the melody he has guarded for many years.
    The Fire Dragon tells Link to listen well as he recites his part of the Song
    of the Hero.  The Fire Dragon finishes and bids Link well.
    
    Link is now outside the temple entrance.  Fi appears to say that the sky is
    clear.  Before leaving let’s take care of two Goddess Cubes.  Cross the
    tower/bridge into the tunnel and go back to Volcano Summit.  Go past the Bird
    Statue and cross the stepping stones to go outside.  Turn to the right and
    walk to the edge of the balcony.  Look straight ahead and slightly to the
    left.  There is a column with a Goddess Cube behind the column Link is looking
    at.  Dive off the balcony to land there.  Raise the sword to the sky and
    strike the Goddess Cube to send its power to the clouds.  Equip the Clawshots
    to reach vine-covered areas on each of the columns to get back to a ledge next
    to the waterfall.  Look for Blue Butterflies and strum.  A Gossip Stone will
    appear to say, “Rumor has it that drawing an arrow shape on certain walls will
    cause an object of similar shape to appear.”
    
    Go back into the cavern and out the entrance.  Link is in the cave where he
    blew up lava rock piles to get in.  The tunnel to the left takes Link down the
    long slides going all the way down to the lower part of the volcano.  Go in
    the tunnel and slide down to the geyser on the left to rise to a plateau.
    Behind and below this plateau is a Goddess Cube.  Jump down and strike it with
    the charged sword to send its energy to the clouds.  Now head for Skyloft to
    replenish and do some side quests or head for Lanayru desert.
    
    
    ))))))))))))))))))))))) EVEN MORE SIDE QUESTS (((((((((((((((((((((((((((((( 
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
            
    
    After replenishing Link’s potions and upgrading things like the Bug Net and
    the Shield, go outside and ring Beedle’s chimes.  Inside the Airshop go to bed
    until night.  Link will be at Beedle’s Island.  Follow the steps on the
    Airshop to Beedle’s house and leap across.  Open the treasure chest to receive
    the “Rupee Medal”.  Rupees will appear more often.  Drop down to the ground
    and walk over to Beedle to talk to him.  He will tell Link that his Horned
    Colossus Beetle and cage are missing.  Say – “I’ll find it!”  Go back to
    Beedle’s Airshop and sleep until morning.
    
    Back in Skyloft go to the top of the Waterfall Island and look to the
    North/East to see a small island below.  Dive onto the island and open the
    treasure chest to find a Gold (300) Rupee.  Drop down onto the main Island and
    dive into the lake.  Swim into the cave under Kukiel's house and come up in
    the well.  Open the treasure chest here to find a Piece of Heart.
    
    Take to the sky and head for Thunderhead.  Drop down on Island #2 and look for
    Blue Butterflies.  Equip the Goddess Harp and strum.  A Gossip Stone will
    appear and say, “You may get rare and difficult-to-catch bugs if you finish
    the Bug Wrangler challenge in Bug Heaven within two minutes.”  From here land
    on the grassy area of Island #4 and go to the burrow hole.  Dig down to the
    tunnel maze and emerge at the caged area that has a charged treasure chest to
    find an “Empty Bottle”.  Go back to the grassy landing and head for Bug
    Island.  Land at the top and walk to the balcony.  Straight down is a treasure
    chest containing a Piece of Heart.  Now go see Strich.
    
    He tells Link that he has found an insanely rare insect.  Say – “Tell me!”
    Strich says, “Well…Let’s just say I managed to land a legendary Horned
    Colossus Beetle.”  He says it was a miracle that he found it.  Link tells him
    that it is Beedle’s pet bug and Strich is surprised to hear it.  Say – “Give
    it back!”  Strich won’t give it back.  He says he found it so it’s his.  But
    then he thinks it over and feels bad about keeping someone’s pet bug, but not
    so much as to just hand it over.  Strich tells Link to do his bug catching
    like a Master would and he will give up the bug.  Say – “You’re on!”  Link is
    told to catch ”10” bugs, of Strich’s choosing, in less than “3” minutes.  The
    Big Bug Net helps, but it is still a tough challenge.   When Link finally
    collects all ten insects in just 2:19.09 seconds, Strich agrees to return the
    Horned Colossus Beetle.  Strich asks Link to tell Beedle that he feels bad
    about causing him so much stress.  Take to the sky and head for Skyloft.
    
    Now in the Plaza, ring Beedle’s chimes.  Go aboard the Airshop and sleep until
    night.  Walk down to the campfire and talk to Beedle.  He is very happy that
    Link found his pet bug.  Beedle tells Link that on his next visit to his
    Airshop, his purchase will be half price.  Link receives five Gratitude
    Crystals.  Go back to the Airshop and sleep until morning.  Leave the Airshop
    and go see Batreaux.
    
    More Gratitude Crystals can be found in these locations;
    
    On the walkway at the back of the Light Tower.
    
    On the landing between the two boardwalks on the North end of Skyloft.
    
    On the lower landing on the West side of Skyloft.
    
    Behind the tree in the upper Skyloft pumpkin patch.
    
    Near the Bird Statue at the cave exit in Skyloft.
    
    In the small cave where Link’s Loftwing was imprisoned.
    
    In the rafters of the Sparring Hall.
    
    On a shelf in the balcony at the Lumpy pumpkin.
    
    In the storage shed of the Lumpy Pumpkin.
    
    At Beedle's Island on top of his Airshop.
    
    Inside Orielle & Parrow's house near the front corner.
    
    In a bush next to the doors inside the Academy upper entrance.
    
    Batreaux sees the Gratitude Crystals that Link has collected and gives him a
    Gold (300) Rupee.  In fact Batreaux is so happy that he gives Link another
    Gold (300) Rupee.  He says he needs just a few more to become human.  Batreaux
    asks Link to bring 80 crystals on his next visit.    
    
    Go to instructor Owlan’s room and talk to him.  He will tell Link that his
    passion is collecting exotic plants but he fears that he has collected
    everything.  He asks Link if that in Link’s travels that there might be
    somewhere that Link may discover something new for Owlan.  Say, “I’ll try”.
    Owlan thanks Link and asks that it be something rare.  Fi will appear and set
    Link’s dowsing ability for the plant.
    
    Go to the Faron Woods and find the Kikwi “Oolo” in the secluded meadow only
    reachable by tightrope.  He has been hiding for so long that his shoulders
    hurt.  Link may ask him “What shoulders?”.  This will upset him.  He tells
    Link that he won’t give up hiding “But sometimes I wonder, keep-eep…Isn’t
    there somewhere peaceful I can live without fear, without having to hide?”
    Say, “There is!”  Oolo says, “Oh!  That’s fantastic news, Koo-karoo!  I want
    you to take me there as soon as you can!”  Fi appears to tell Link that this
    “person” is a plant.  Fi asks Link if he wants her to call Scrapper.  Say,
    “Please.”  Scrapper arrives and asks if Fi wants him to carry “this”.  Take to
    the sky and lead Scrapper back to Skyloft.  Head for instructor Owlan’s room
    and Scrapper will hand over the Kikwi to Owlan saying, “I have come bearing
    the unusual Kikwi, Fzzzzk!”  Scrapper then leaves.  Owlan is stunned and says,
    “It’s precisely what I wanted!”  Owlan is so thankful that he gives Link five
    Gratitude Crystals. 
    
    When Link has 80 Gratitude Crystals go see Batreaux.  He will tell Link, “Oh,
    my! You’ve gathered 80 Gratitude Crystals!  If I’m not mistaken, that’s all
    the Gratitude crystals in the whole wonderful world!  Thank you!  Thank you
    ever so much!  Please accept this final gift with all my gratitude.”  Link
    receives the “Tycoon Wallet”.  It holds 9,000 rupees.  Batreaux says, “This is
    an embarrassingly small token of my gratitude, but I hope it will be useful to
    you.  Oh, dear…with this, I now have all the Gratitude Crystals I require to
    become human!  I wonder if I’ll really be able to make the transformation…My
    heart is aflutter!”  Batreaux feels a change taking place and pooof he is
    transformed.  A rather odd looking human, but a human.  He asks Link, “…Well?
    How do I look, my dear friend, Link?…Oh, you needn’t say it.  I can tell from
    the look of sheer astonishment on your face my appearance has changed so
    dramatically you’ve been struck speechless, haven’t you?  Allow me to tell you
    this…There’s simply no word in your language to describe how grateful I am for
    your help.  I am deeply touched!  From now on, I plan to live happily with
    everyone else.  Not as a monster…But as any other person.”     
    
    
    ))))))))))))))))))))))) THE MOONLIGHT MERCHANT (((((((((((((((((((((((((((((( 
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    Now that Batreaux is Human, Skylofts nights will return to normal.  Go to
    Kukiel’s house and sleep until night.  Take Kukiel’s mother Wryna and she will
    say, “Oh hello, Link.  You haven’t seen my husband around, have you?  I know
    he’s curious why the night turned silent so suddenly, but it’s no reason to
    dash out there.  What if he bumps into a monster?”
    
    Go to the stone bridge where Link will find Batreaux who says, “Good evening,
    Link! I thought I’d take a refreshing stroll around town, and to my surprise
    there’s not a monster to be seen.  You don’t suppose their disappearance has
    something to do with me becoming human, do you?”  Say, “Could be!”  Batreaux
    says, “Goodness, I suppose you are right…There’s no denying that when I was a
    demon, I must have radiated a fiendish power into my surroundings.  Now that
    I’m human, it seems that most unpleasant aura has completely faded from this
    place, like an odious aroma in the wind.  And goodness me, I couldn’t be more
    elated!  Now everyone can finally live in peace, and it’s all thanks to you.”
    
    Go to the Plaza and talk to Wryna’s husband Jakamar.  He will say, “Hey, Link!
    Have you taken a look here recently?  There’s not a Keese to be seen.  No
    other angry monsters either…Been a while since I could take a quiet walk out
    in the dark…”
    
    At the North end of Skyloft is instructor Horwell.  He says to Link,  “Look,
    Link! Though night has come, Mia exhibits none of the nocturnal aggressiveness
    we’ve come to expect in Remlits!  It’s amazing!”
    
    On the West side of Skyloft Link finds Parrow out walking.  He says to Link,
    “Hey, Link!  Nice night for a stroll outside, eh?  I forgot how nice it feels
    to be out here at night with no monsters to bother you.”
    
    Go to the Academy and talk to Strich.  He says to Link,  “Link,…Want to hear
    something neat?  OK, so…earlier in the night, I went back into the caves
    behind the waterfall.  I saw Blessed Butterflies in this empty area.  I wonder
    why they were swarming around that spot…Weird, right?  If you want to see them
    for yourself, you should go into the caves at night.”
    
    Go to the cave and about half way in Link will see Blue Butterflies.  Equip
    the Goddess harp and strum.  A Gossip Stone will appear.  It says, “Hey there,
    friend!  What luck you have!  You’ve just stumbled upon me, the infamous
    “Moonlight Merchant”!  Don’t ask how I get my wares, ‘cause I’m not telling!
    If there’s a rare bauble or two you’re dying to get your hands on, I might
    know a stone who knows a stone who can get them for you…for a price!  But…But!
    Before you go whipping out your Rupees, you should know my wares carry a hefty
    price tag.  People who come to me usually don’t like collecting treasure on
    their own, or simply can’t manage to collect what they need.  You sure this is
    for you?”  Say, “Sure!”  The Moonlight Merchant asks, “Excellent! So, tell me,
    what kind of treasure are you in the market for?”
    
    Links choices are; “Other”, “Goddess Plume”, “Blue Bird Feather” and “Golden
    Skull”.  Say, “Other”.  The Merchant then asks, “Something else, huh?  Well do
    any of these pique your interest?”  Links choices are; “Other”, “Monster
    Claw”, Dusk Relic” and “Evil Crystal”.  Say, “Other”, and the Merchant will
    say, “Sorry, friend, that’s all I’ve got to sell right now.  If none of those
    did the trick for you, you’ll just have to find what you’re after on your
    own!”
    
    
                          <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>
                          #47 Song of the Hero – Thunder Dragon’s Part 
                          <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>
    
    
    Go to the Lanayru Desert light point and drop into the Lanayru Mine entrance.
    Golo, the Goron, will call to Link.  He has something he wants to show Link.
    Use the Clawshots to reach the Claw Shield.  He will ask if Link has found the
    Sacred Flame.  Link tells Golo that he did.  He tells Link that he believes
    there is a hidden area in the desert.  Golo says that he found a narrow
    passageway but he couldn’t fit through.  He thinks the Thunder Dragon lives
    there.  Go down the pathway a short distance stop and turn right.  Equip the
    Clawshots and target the Claw Shield across the way to get on the other
    pathway.  Go to the end of this pathway and open a large treasure chest that
    contains an Evil Crystal.  Go back to Golo’s location and to the end of the
    path.  Equip the Clawshots and use the Claw Shields to maneuver through the
    canyon.  Link will end up at the entrance to the Lanayru Caves.  Go inside the
    tunnel and Link emerges at the cave intersections.  
    
    There are three crawl spaces that have rocks blocking them.  Roll a bomb into
    each one.  Collect the Rupees in the crawl space to the left and right.  Go
    into the center crawl space and emerge in a cavern.  To the left are Blue
    Butterflies.  Equip the Goddess Harp and strum.  A Gossip Stone appears and
    says, “Oddly enough, it seems that drawing a circle on certain strange walls
    will produce something round.”  The soft soil spot and two piles of rocks
    contain Rupees.  Head for the light at the end of the cavern.
    
    Link emerges in “Lanayru Gorge”.  Fi appears to confirm Link’s location and to
    tell him of an old mining operation for Timeshift Stones.  Link is on a large
    plateau.  To the right is a Bird Statue and behind it across the void is a
    locked door.  To the left are the remnants of an old rail system crossing a
    void to a tunnel.  At the end of the plateau is a large skeleton, like that of
    a dragon.  The skull shows the sign of a soul.  Directly below the edge of the
    plateau is a column that has a “Small Key”.  Equip the Hook beetle to retrieve
    it.  Turn around and walk toward the Bird Statue.  Equip the Hook Beetle and
    pick a bomb flower from the top of the cactus.  Drop the bomb flower on the
    pile of rocks blocking the way to the locked door.  Leap to the column and
    then to the ledge.  A Stone Marker to the right of the door reads;
    “Entry to the area ahead is
    allowed only by permission of
    the Thunder Dragon Lanayru.”
    
    
    Open the door and follow the pathway to the right.  Equip the Clawshots and
    use the Peahats to reach a tunnel across the void.  At the end of the tunnel
    is an old mining cart with a Timeshift Stone.  Strike it with the sword to
    activate a Timeshift Zone.  Talk to the robot and it tells Link that there
    are lots of big Timeshift Stones here.  The robot asks Link if he has
    permission to be there.  It then tells Link that they were about to transport
    Timeshift Stones to the Master Thunder dragon.  Just then the mining cart
    begins to move away along with the Timeshift Zone.
    
    Follow the mining cart to the door.  To the left is a switch plate.  Step on
    the switch plate to allow the cart through.  In the next area Technoblins and
    Deku Babas come to life.  Avoid them if possible.  The cart will stop at
    another door.  Step on the switch plate to the right to let the cart through.
    The cart will follow a rail and the Timeshift Zone will create a walkway for
    Link, along with some Technoblins.  At the next door is a platform with a
    switch plate mounted high above the ground.  Jump onto the vine-covered wall
    and climb to the platform.  Step on the switch plate, then quickly drop down
    to follow the cart.
    
    In the next area the cart travels the rail while a walkway appears along its
    path.  Quickly follow the walkway forward and then to the left.  Turn left and
    climb the vine-covered wall to the new walkway.  Follow it to a ledge with a
    Deku Baba.  Take him out and wait for the cart to stop.  Equip the Clawshots
    and target the vines next to another new walkway.  Step on the switch plate
    and quickly jump onto the vine-covered wall.  Move across the vines leaping
    from one to another while avoiding steam-jets.  Drop down onto a new walkway
    and soon the cart will stop.  Equip the Clawshots and target the Claw Shields
    to get to the new walkway above Link.
    
    Ahead are a number of Claw Shields mounted on columns and about seven Cursed
    Keese.  Equip the Hooked Beetle and with some superb flying, take out the
    Cursed Keese.  Step on the switch plate and quickly equip the Clawshots to
    maneuver to the Claw Shields.  In the next tunnel are Green Chuchus and
    hanging Deku Babas.  Defeat them as the cart stops at an Iron Barred gate.  On
    the other side of the gate is a lever mounted on the wall.  Equip the Whip to
    strike it and give it a yank down.  The gate will rise and the cart continues
    forward.  More Green Chuchus and a Technoblin.  The cart will turn right and
    cross two voids.  There are hooks mounted on the wall above each void.  Equip
    the Whip to swing across the voids.
    
    Ahead are more of the spike heads moving across the floor.  Gee didn’t I
    mention them before!  The cart soon stops at the door.  On the right is a
    pathway of Sinksand leading to a lever.  Dash to the lever and pull it down.
    The door opens and the cart moves into a large room with Technoblins,
    Sentrobes and tall Beamos.  They are beating the snot out of Link, so use the
    cart as protection.  Defeat the Beamos on each side of the door.  Then equip
    the Whip and pull down the lever on the left side of the door.  Follow the
    cart now because the door closes quickly.  The cart and Link emerge outside.
    
    A pile of rocks on the rail stops the cart. Hidden in the grass on top of a
    column to the right of the cart is a bomb flower.  Equip the Hook Beetle and
    pick a bomb flower to clear the rocks from the rail.  Link runs into several
    Deku Babas and a Quadro Baba before making it to the other side.  When the
    cart arrives at its destination the Timeshift Zone shrinks to nothing, then
    expands across the plateau.  The dragon is now alive.  Talk to the robot on
    the right and it tells Link the Thunder dragon is very ill and may cease to
    function.  On the left side of the plateau, near the rail is another robot.
    It tells Link that they can’t do anything with the Timeshift Stone without the
    Thunder Dragon’s Permission.
    
    Turn around and walk toward the dragon.  The Thunder Dragon is surrounded by
    clouds of smoke and a haze.  Link tries to talk to the dragon and it coughs.
    The dragon then says, “Oh, hello…I haven’t had a visitor like you here in
    …quite a while.  You’re a human, aren’t you?  You must have some reason for
    coming this far.  What is it?”  Link tells him his name and the dragon doesn’t
    think much of it.  The dragon then suggests adding a model number to his
    name.  LD-LINK-16.  The dragon then asks what can he do for Link.  Link tells
    the Thunder Dragon that he needs the third part of the Song of the Hero.  The
    Thunder Dragon then realizes that Link is the chosen hero.  He then says, “I
    must apologize.  You see I can’t really help you.”  The Thunder Dragon
    explains to Link that he is quite ill and doesn’t have enough strength to
    sing.  He tells Link that his robots planted a seedling tree that bears a
    fruit that is able to cure all illnesses.  But, the tree just will not grow.
    The Thunder Dragon thinks that this is the end for him.
    
    Turn around and talk to the robot.  The robot will tell Link that they planted
    the Tree of Life on the other side of the bridge.  Turn right and cross the
    plateau to a short bridge leading to a pathway.  Follow the pathway to the
    Sinksand waterfall and dash to the island ahead.  Dash forward to the small
    plateau with the tree.  Equip the Gust Bellows and blow away the pile of sand
    to reveal a Blue Stone.  Strike the Blue Stone with the sword to activate the
    Timeshift Zone.  Drop off the plateau to find a Goddess Cube near a stone
    wall.  Raise the charged sword and strike the cube to send its energy to the
    clouds.  Climb back onto the plateau and talk to the robot.   The robot tells
    Link that the soil here is not suitable for growing trees.  Turn toward the
    seedling and dig it up.  This upsets the robot who tells Link the Master
    Thunder Dragon needs the fruit from the Tree of Life to recover.  He asks Link
    if he means to help their master.  Say – “Of course”.  The robot thanks Link
    and asks him to plant it somewhere where it will thrive.
    
    Drop down from the plateau and onto the pathway and follow it to its end.
    Equip the Tough Beetle and strike the Blue Stone in the mining cart to
    activate the Timeshift Zone so that Link can cross the void on the new bridge.
    Go to the Bird Statue and choose “Go to the Sky”.  Head for the Faron Woods
    light point and drop down to the Sealed Grounds.  Enter the Sealed Temple and
    turn to the left.  Plant the seedling in the soft soil near Groose.  Groose
    will tell Link that it will take a very long time for the seedling to grow.
    Turn to leave and Fi will appear.  She will tell Link that this is an ideal
    location for the seedling to grow, but it will take far too long in “this
    time”.   Turn around, dig up the seedling and go into the Gate of Time.
    
    Link will emerge in the Sealed Temple past.  Talk to Impa and she will ask why
    he is here.  Say – “What’s up?”  Impa will look to a patch of earth and she
    thinks it will be a nice place to plant a tree and how much it would please
    Zelda to see a great tree when she awakens.  Impa tells Link that it is a rare
    tree that would grow strong for thousands of years on end.  Walk over to the
    soft soil spot and plant the seedling.  Turn and enter the Gate of Time.  Link
    emerges in the Sealed Temple present day to see a large mature Tree of Life
    with one piece of fruit.  Equip the Tough Beetle to knock the “Life Tree
    Fruit” from the branch.  Pick up the fruit, head for a Bird Statue and take to
    the sky.
     
    Head for the Lanayru Desert light point and drop into the Lanayru Gorge.  Run
    up to the Thunder Dragon and present the Fruit of Life.  The Thunder Dragon is
    overwhelmed at Link’s gift.  The scene shows Link tossing the fruit into the
    air and the Thunder Dragon snapping it up.  There is a bright light and the
    Thunder Dragon gives a “ZINGA-DINGDING!”  The Thunder Dragon then takes to
    flight and does several loop-to-loops and figure-eights.   The Thunder Dragon
    tells Link that he has done it and he feels like a proper dragon again.  The
    Thunder Dragon then recites his part of the Song of the Hero.   The Thunder
    Dragon is very pleased with Link’s help and feels the need to repay him.  He
    tells Link to give him some time to prepare and when Link next visits he will
    be mightily pleased.
    
    Fi appears to confirm the receipt of this part of the song and suggests that
    Link take to the sky and meet with the great sky spirit Levias to complete the
    song.  Walk up to the Thunder Dragon to talk to him.  He will tell Link that
    he told him to wait a while longer before seeing him.  But, since he is here,
    he says, “Let’s put this show on the road”.  The Thunder Dragon says “How
    about we make this bit of fun more meaningful”.  He wants to put Link through
    some of the challenges he had faced previously.  It’s a game or more like a
    challenge!  The Thunder Dragon gives Link a choice of “Battle!”, “Silent
    Realm!” or “Neither”.   For the time being, choose “Neither”.  The Thunder
    Dragon tells Link to come back anytime.  He’ll be waiting.  Find a Bird Statue
    and take to the sky.
    
    
                          <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>
                          #48 Song of the Hero – Levias the Final Part 
                          <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>
    
      
    Follow the light beam to Thunderhead to see Levias.  But, before doing that
    let’s go to Island #4 and drop down onto the grassy landing.  Walk up to the
    burrow hole and dig down to the tunnel maze.  Follow the tunnel avoiding the
    centipede to emerge in the caged area with the unopened treasure chest.  Open
    the chest to find a “Small Quiver”.  This will allow Link to carry five extra
    arrows.  Burrow back down to the tunnel maze and exit to the grassy landing.
    Take to the sky to find Levias.  Drop down onto the mantle on his head and
    walk forward.  Levias will sense that Link has learned three parts of the song
    from the dragons and tells Link that he has done well.  The scene shows Levias
    rising and reciting the final part of the song.  As he finishes, Link smiles
    and raises his Goddess Harp skyward. He then slides down Levias’s  mantle.
    Suddenly, the Goddess Harp is knocked from Link’s grasp.  The next scene shows
    Link rising in the air with the Goddess Harp far above.  Fi will appear to
    tell him that the Song of the Hero is now complete.  Levias will say to Link,
    “Now that you know the song, I trust you know what to do with it. That old
    song opens a door to a great trial.”  Levias tells Link that by conquering
    this challenge the path to the Triforce will be revealed.  Fi appears to tell
    Link that she has determined that there is a Trial Gate among one of the
    floating islands in Thunderhead that can be opened by the Song of the Hero.
    She then gives Link the ability to dowse for the gate.
    
    
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>>
                          #49 Gate to the Final Trial
                          <<<<<<<<<<<<<<>>>>>>>>>>>>>>
    
    In Skyloft use the dowsing ability to locate the point where Link needs to
    play the Goddess harp.  Now equip the Goddess Harp and strum. Fi will appear.
    She is above a medallion that has a pulsing ring.  Strum to the beat of the
    ring.  A nice cut scene takes place.  Fi tells Link to thrust his sword into
    the center of the mark.  Do so and the area transforms.  Fi calls to Link and
    tells him that she can not follow, as he is only here as a spirit.  She tells
    Link, “You have entered the last of the trials, the Goddess’s Silent Realm”.
    As before, Link receives a spirit vessel.  He must collect 15.  Fi tells Link
    that when the vessel is filled “he will be recognized as the true hero of
    legend.”  Only then will Link be shown the door that leads to the Triforce.
    
    The task is not all that difficult.  Link must be aware of several types of
    guardians and alarms.  The “Flying Sky Watchers” hover overhead casting a
    bright light.  If Link is caught in the light, all the guardians will be
    alerted.  The “Earth Watchers” are stationary, but if Link gets too close they
    too will set off the alarm.  There is a liquid called “Waking Water”.  If Link
    touches the water the guardians will be alerted.
    
    One of the spirits is above the Academy roof and another in front of the
    Academy doors.  Link needs to move a crate to get to it.  There is a spirit on
    top of the light tower and another in the upper pumpkin patch.  It is
    surrounded by Sky Watchers.  The rest are out in the open.  Once all the
    spirits are collected, Link receives the “Stone of Trials”.  It will lead Link
    to the hidden location of the Triforce.
    
    Fi appears to congratulate Link on passing all the trials.  She tells him that
    the Stone of Trials is one of a pair.  She says that the other stone like this
    one is somewhere in Skyloft.  Link needs to go to the North edge of Skyloft,
    the area near the cave entrance.  While Link is here he may as well go up to
    the Waterfall Island and open the treasure chest to receive a Piece of Heart.
    Drop down and walk up to the old one-eyed bird statue.  The one that has only
    one red stone in its right eye.
    
    The Stone of Trials will activate the statue and it will spin around to line
    up with the Island of the Goddess.  The statue head will then open to expose a
    cannon that fires a ball at the island.  A few moments later the lower portion
    of the island begins to break away, eventually exposing a large lower temple.
    The cannon then fires out a number of satellites with Claw Shields.  Fi
    appears to tell Link that the structure does likely hold the Triforce.  She
    also tells him that the moment for Zelda to fulfill her destiny is close at
    hand.  
    
    
                          <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>
                          #50 Sky Keep – Guardian of the Triforce
                          <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>
    Equip the Clawshots and use the Claw Shields to reach the temple entrance.
    The door slams shut as Link enters.  Link is in “Sky Keep”.  Before link is a
    large chamber.  On his left is a Bird Statue and ahead is an archway leading
    to a large treasure chest surrounded by torches.  Open the chest to find the
    Dungeon Map.  To the right and past the archway, an Iron Barred gate opens.
    Fi appears to confirm the presence of the Triforce and has marked three
    sources on Link's map.  In the next room is a door blocked by an Iron Grate.
    To the left is a console with nine positions and eight tiles leaving one open.
    These match the rooms shown on Link’s map.  The map also shows the locations
    of the Triforce pieces and the red “X” shows where the other consoles are.
    
    It is like the old key-chain puzzles of years ago where the user would move
    the tiles around to form an image with one space always open.  This one works
    in a similar manner except that the room Link is in is locked in position and
    will not move while he remains there.  As Link clears other rooms that have
    consoles he will be able to move the previous room he was in.  For ease of
    understanding and sequence of play, each of the tiles should be numbered one
    through eight and the spaces numbered one through nine.  It might help to draw
    the tiles on paper and cut them out.  This way the tiles will always be in the
    position of play.
    
    To keep track of the movements a simple numeric system can be used.  Make a
    note of the tile being moved and to where.  An example would be:  Moving tile
    two to space five when tile two is on space four (2-4-5).  The number two is
    for the tile, the number four is for its current location and the number five
    is showing where it is being moved to.
    
    Example:
                 [1]  [4]  [3]
                            
    tile 2 ----->[2]-> X   [8]
    space 4-------^    ^--------space 5
                 [7]  [5]  [6]
    
    
    To enter the first room go to the console and move tile six from space six to
    position nine (6-6-9).  As Link completes the movement of the tile the
    building will rumble and Fi will appear to tell Link that the building has
    restructured itself.  The Iron Grate lifts and Link now has access.
    
                                (room #6)
    
    In this cavern there are many mushrooms.  To the left is an Iron Barred Gate.
    To the right are several Deku Babas and a Quadro Baba.  Clear them from the
    area and walk to the edge of the cliff.  In front of and to the right of Link
    is a hook mounted on the wall.  Further down the narrow chasm is a branch with
    a rope tied to it and anchored to a plant on the ledge at the end of the
    chasm.  Equip the Tough Beetle to cut the rope from the plant.  Now equip the
    Whip and target the hook to swing to the rope and then to the plateau ahead.
    Dispose of the Skulltula and turn left.
    
    Before Link is a long twisted chasm with two vine-covered cylinders rotating
    slowly.  Between the cylinders is a Furnix and past the second cylinder are
    three Pyrups in the wall.  Equip the Tough Beetle and pick a bomb flower from
    the base of the second cylinder to take out the Pyrups.  Do the same with the
    Furnix.  Out of sight to the left of the second cylinder is a Claw Shield
    above a ledge.  Equip the Clawshots to reach each cylinder and then to the
    Claw Shield.
    
    Drop down and look to the left to see a rope.  Use the rope to swing to a
    wooden swing platform.  Equip the Gust Bellows and use the air to make the
    platform swing to the next wooden platform.  Turn left and do the same to
    reach the hallway ahead.  At the end of the hall are Blue Butterflies.  Equip
    the Goddess harp and strum.  The Goddess Symbol will appear on the wall.
    
    To the left is an Iron Barred Gate.  To the left of the gate is a wall mounted
    lever.  Dash up the wall and pull it down.  The Iron Bars will open.
    
    Go back to the console in room #8 and move the tile #5 to space 6 (5-5-6).
    The building rumbles and restructures.
    
                               (room #5)
    
    Go back through room #6 and open the door to room #5.  Link enters a long
    narrow hall running left and right.  To the left is a Timeshift Orb.  To the
    right is a doorway blocked by barbed wire.  Turn left and pick up the Orb.
    Turn around to see an Iron Barred gate to Link’s left.  As Link moves forward
    several Technoblins will be activated.  Defeat them and go through the doorway
    ahead carrying the Orb.  Walk down two flights of steps and set the Orb down
    in front of an Iron Barred Gate.  A Sentrobe will be activated.  Use the sword
    to throw its fire balls back at it.  Go up the ladder, turn left and dash up
    the wall to pull down a lever.  The Iron Bars will open.
    
    Drop down and pick up the Orb.  Walk into the small room and step on the
    switch plate on the floor to open a panel.  Toss the Orb onto the conveyer
    belt and leave.  Go back up the ladder and to the end of this area.  Turn left
    and step on the switch plate on the floor.  A panel will open and the Orb will
    drop out.  To the left of this area is a doorway blocked by barbed wire.  Pick
    up the Orb and approach the doorway.  The barbed wire will disappear.  
    
    In this next area is a walkway to the left with a switch plate on the floor
    and an Iron Barred gate leading to a wall mounted lever.  To the right is
    another Iron Barred Gate blocking an Iron Grated door.  To its left, and
    ahead, is another Iron Barred Gate leading to a room with a console.  To the
    left center are steps going down to a basement area.  Overhead is a rail with
    a platform blocked by yet another Iron Barred Gate.  Set the Orb down on the
    platform and equip the Gust Bellows to spin the paddles to move the platform
    forward to the gate.  Jump down and dash up the steps to the hallway and step
    on the switch plate, the gate will lift.  Avoid any Technoblins that might get
    in the way.  Equip the Gust Bellows and spin the paddles again to make the
    platform continue on, but short of the walkway.  Now equip the Iron Bow and
    target the button switch mounted on the wall on the other side of the moving
    platform.  The Iron Bars will open.  Go past the platform leaving the Orb
    behind.
    
    On the left of the next area is the Iron Barred Gate leading to the first
    hallway Link entered.  On the right of the doorway is a wall mounted lever.
    Dash up the wall to pull it down.  The gate will open.  Turn around to see
    another conveyer belt mechanism.  Go pick up the Orb, step on the switch plate
    and toss the Orb onto the conveyer belt.  Dash to the other end and wait.  As
    the Orb moves along two tall Beamos are activated.  Dispose of them quickly.
    
    High above the conveyer belt mechanism, mounted on the wall, are five button
    switches that are covered with barbed wire.  Next to the conveyer belt
    mechanism is a lever.  Equip the Whip to pull the lever making the conveyer
    belt reverse direction.  Quickly equip the Iron Bow and shoot each button
    switch as it is exposed.  The Iron Bars at the console and the adjacent room
    will open.
    
    At the console, move tile #2 to space 5, then tile #1 to space 2, then tile #4
    to space 1, then tile #7 to space 4, then tile #8 to space 7, then tile #2 to
    space 8 and then tile #7 to space 5. (2-2-5, 1-1-2, 4-4-1, 7-7-4, 8-8-7, 2-5-8
    and 7-4-5) 
    
                                  (room #2)
    
    Leave the console in room #5 and go to the new room #2.  In this area the
    pathway leads to an Iron Barred Gate on the right.  To the left is an archway
    in the shape of a dragon.  Beyond the archway is a wooden gate leading to a
    cavern with a Lizalfos.  On the left wall just past the archway is a crawl
    space.  Enter the crawl space and follow it to the left.  In this small cave
    is a bomb flower.  Roll a bomb into the crawl space to blow up the rocks
    blocking it.  Follow the crawl space to another small cave.  Take out the
    giant Red Chuchu and look to the right to find a burrow hole.  Dig down to the
    tunnel maze and hit the red plunger switch to make the wooden gate open.
    Leave the tunnel maze and go back through the crawl space to visit the
    Lizalfos.
    
    Just past the wooden gate is another archway.  To its left is an Iron Barred
    Gate.  To the right of the gate is a Stone Marker that reads:
    
    “Seek the gemstones that sleep
    behind each statue.  If you strike
    them in order from lowest to
    highest, the door will open.”
    
    Just beyond the Stone Marker is the Lizalfos and a slab statue with a
    receptacle on the left.  Defeat the Lizalfos and toss a bomb into the
    receptacle.  The slab will fall revealing a gemstone.  Turn around and step
    onto a round stone.  In front of Link and below is another slab statue.  The
    contour of the left wall is a curved slope.  Roll a bomb along the slope so
    that it rolls onto another wall and into the slab receptacle.  The slab falls
    revealing another gemstone.
    
    Now slide down the slope to the fallen slab and go inside the alcove that has
    the gemstone.  Turn right and climb the vines on the wall to a large ledge.
    Walk out to the overhang and use the horizontal charged sword slice to cut
    down the trees at the left and at the right of Link.  Equip the Tough Beetle
    and pick a bomb flower from across the way.  Drop it into the slab statue
    receptacle to bring it down.  With the Tough Beetle still equipped, strike the
    second gemstone revealed, then the first and then the last.  The Iron Bars
    will open.  Go out on the extended pathway and leap down.
    
    Go into the small cave and look to the left to see a burrow hole.  Dig down to
    the tunnel maze.  Look for a pile of rocks blocking the tunnel.  Come up to
    the bomb flower from the right and hit it to make it roll.  Now quickly crawl
    down and to the left, then up to the bomb to hit it again.  The rocks will be
    cleared.  Follow the tunnel up and around to strike the Blue plunger switch to
    close the wooden gate.  Exit the tunnel maze and go back to the gate to find
    another cave.  To the left is a burrow hole.  Dig down to the tunnel maze.
    
    Defeat two centipedes to escape the maze.  Link will emerge in the console
    room.  Dash up to the wall mounted lever to release the Iron Bars.  Now go
    into room #7.
    
                               (room #7)
    
    Link is on an elevated walkway with the robot LD-003D “Dread Fuse” attacking.
    Use the forward thrust and diagonal slices to defeat him.  Link’s first wave
    of attacks takes off his left arm.  The second wave takes his right arm and he
    falls into the depths below.  Equip the Tough Beetle to collect a few hearts
    from the ledges above.  Now equip the Clawshots to reach the Claw Shield on
    the other side of the damaged walkway.  To the right is a large treasure chest
    containing a “small key”.  Go back into room #2 and to the console.  Move tile
    #7 to space 4 and move tile #1 to space 5. (7-5-4 and 1-2-5) Now enter the new
    room.
    
                               (room #1)
    
    Link enters a small cavern.  Turn right and follow the walkway a short
    distance and then to the left.  Fi will appear to tell Link to look at a
    design carved in the floor.  It is the mark of Farore.  She detects the sacred
    power of the Triforce.  To the left is an Iron Barred Gate leading to the
    carved design.  To the right is a walkway leading to a door blocked by an Iron
    Grate.  In front of Link is a locked door.  Go to the door and use the small
    key.
    
    Link enters a chasm with only a narrow walkway.  The door behind him closes
    and an Iron Grate falls shut.  Ahead are two Metal Shield Moblins.  Defeat
    them and the Iron Grate on the door ahead opens.  As Link enters the new area
    the door again closes behind him and an Iron Grate falls shut.  Scattered
    around the room are about a dozen Blue Bokoblins and Green Bokoblin archers.
    An added feature are two Stalfos.  Defeat the Stalfos with the sword and then
    the Bokoblins with arrows.  The Iron Grate lifts from the exit door.  As Link
    enters the next room the door closes behind him and an Iron Grate falls shut.
    
    In the center of the room is a Stalmaster assembling itself.  Joining the
    party are about five Cursed Bokoblins.  Defeat the Cursed Bokoblins before
    attacking the Stalmaster.  Once the Stalmaster is defeated the Iron Grate will
    lift from the exit door.  In the next room is the symbol of Farore and an Iron
    Barred Gate.  To the left of the gate is a wall mounted lever.  Dash up the
    wall and pull it down to open the gate.  Walk up to the symbol and thrust the
    sword downward.
    
    Link is transported and is now in a large chamber with a portion of the
    Triforce at its center.  Walk up to it and receive the “Triforce of Courage”.
    Link is returned to the room with the symbol.  Go back to room #2 and to the
    console.
                              (Aligning the rooms)
    
    At this point Link can have some fun solving the puzzle, which is not
    required, or doing an easy tile alignment to finish this quest.
    
    To solve the puzzle, skip the following and go to the part “Puzzle”.
    
    To go the easy route, do the following sequence:
    
    From console #2, move the tiles in this sequence.  1-5-2, 7-4-5, 4-1-4, 1-2-1,
    3-3-2, 5-6-3, 7-5-6 and 3-2-5.
    
    Now go to room #3. Link enters a long narrow room, running left and right.  To
    the left is lava spewing from the wall into a lava flow that runs under a
    small iron grate platform.  To the right and ahead is a vine-covered wall that
    leads to a balcony that has an Iron Barred Gate.  Below the balcony is another
    Iron Barred Gate.  Walk to the platform to the left and equip the Tough
    Beetle.  Down this corridor are six or seven Flaming Keese.  With the Tough
    Beetles added speed they go down quickly.  Adjacent to this corridor is
    another corridor of lava with a dragon’s head on the wall of each end.  Above
    each dragon head is a gemstone.  The furthest dragon’s head is inactive.  The
    closest to Link is spewing lava.  Between the two corridors is an opening.
    Next to the opening, and above, is a water pod.
    
    Equip the Tough beetle and strike each gemstone to turn off one dragon’s head
    spewing lava and to open the other.  Look up to see a water pod.  Equip the
    Tough Beetle and strike it to create a floating lava stone.  Jump on the stone
    and equip the Tough Beetle.  Just as the stone that Link is riding on
    approaches the opening in the wall, send the Tough Beetle off to hit the water
    pod.  As the two lava stones line up jump across and ride the new stone to an
    iron grate platform on the left.
    
    Down the next corridor are six Cursed Keese.  Use the Tough Beetle to dispose
    of them.  To the right is a dragon’s head spewing lava.  On the opposite side
    of the wall is another dragon’s head that has a gemstone above its head and
    is inactive.  Equip the Tough Beetle to strike the gemstone so as to
    deactivate the nearest dragon’s head and activate the furthest.  Look up to
    see a water pod.  Strike it with the Tough Beetle to create a lava stone and
    jump on.  Near the end of the corridor is an opening and another water pod
    hanging above the other side.  Do the same as before and jump on the new lava
    stone.
    
    At the end of the next corridor is a rising/falling lava stone and just beyond
    it, hanging above, is a water pod.  Jump on the rising lava stone and equip
    the Tough Beetle to strike the gemstone once again.  This will make the lava
    on the other side of the fence begin to flow.  Equip the Iron Bow and strike
    the water pod to create a new lava stone.  Quickly hop over the fence and onto
    the stone.  Coming up on the left is an iron grate platform.  Jump onto it and
    equip the Iron Bow to dispose of the two Cursed Spume.  Now equip the Tough
    Beetle to strike the water pod again to make a new lava stone.  Ride it to the
    end of this corridor.  Equip the Clawshots to target a Claw Shield on the edge
    of the walkway to the left.
    
    Dash up to the wall mounted lever and pull down.  The Iron Bars will open.
    Step over the symbol on the floor and use the downward thrust.  Link is
    transported to a large chamber with a portion of the Triforce at its center.
    Walk up to it to receive the “Triforce of Power”.  Link is returned to the
    medallion in room #3.  Look to one side to see a vine-covered wall.  At the
    top is a walkway leading to the Iron Barred Gate at the balcony where Link
    first entered.  Dash up the wall and pull down on the lever to the left to
    open the gate.  Drop from the balcony and go into room #7.
    
    From console #7, move the tiles in this sequence.  1-1-2, 4-4-1 and 8-7-4.  Go
    to console #8 and move the tiles in this sequence.  2-8-7, 6-9-8, 7-6-9 and
    3-5-6.  Go to console #2 and move the tiles in this sequence.  8-4-5, 4-1-4,
    1-2-1, 8-5-2, 4-4-5 and 1-1-4.  Go to room #4 for the last part of the
    Triforce.
    
    In room #4 Fi appears to tell Link to look at a symbol on the floor.  It is
    that of “Nayru”.  This chamber is large and is mostly Sinksand.  To the far
    right is a small plateau with a Timeshift Orb mounted on a pedestal.  In the
    center is an island with the remnants of a Sentrobe.  On the far wall is a
    small opening with a fan, and to the center right are two rooms above the
    floor.  The room on the right has a Claw Shield and is blocked by an Iron
    Barred Gate.  The room on the left has the symbol on its floor and it is
    blocked by an Iron Grate.
    
    On the lower left wall is an Iron Barred Gate and to its right and above is an
    opening covered in barbed wire.  Equip the Iron Bow to dispose of the Electro
    Spume in front of and to Link’s right.  Walk out a short distance and look to
    the far left to see a panel.  Now turn around and dash across the Sinksand and
    up the pathway to retrieve the Timeshift Orb.  Take the Orb to the far wall
    and set it down between the upper alcove and the lower doorway.  The alcove
    that had the barbed wire is now open.  Dash across the Sinksand to the plateau
    and equip the Iron Bow to shoot the button switch inside the alcove.  The Iron
    Bars will open.
    
    Dash back across the Sinksand and pick-up the Orb.  Go through the doorway and
    turn right.  As Link moves through the tunnel two hanging Deku Babas, a ground
    Deku Baba and a rock column will be activated.  After defeating the Deku Babas
    pick-up the Timeshift Orb and walk away from the rock column and stop just as
    it disappears.  Set the Orb down and dash to the back of the tunnel.  Step on
    the switch plate and equip the Iron Bow.  A panel will open exposing a button
    switch.  Shoot it with the bow and the Iron Bars at the room with the Claw
    Shield will open.  Pick-up the Orb and go to an area between the two upper
    rooms so that the rock columns rise.  Equip the Clawshots to reach the Claw
    Shield.  The position of the Timeshift Orb should be such that the barbed wire
    covering the doorway to the next room is gone.
    
    Go to the symbol on the floor and use the downward thrust.  Link is
    transported to a large chamber holding the last part of the Triforce.  Walk up
    to it to receive the “Triforce of Wisdom”.  The room glows bright and Link is
    transported to the open hands of the Goddess Statue.  The three pieces of the
    Triforce are brought together to unite their power.  Fi appears to say that
    the ultimate goal is within reach.  She tells Link to focus and wish for the
    destruction of Demise.
    
    Skip the puzzle text. 
    
          )))))))))))))))))) Puzzle (((((((((((((((((((
    
    To solve the puzzle, do the following sequence:
         
    Link can arrange all the tiles from three consoles.  Using the numeric system
    given earlier do the following.  At console #2 move the tiles in this
    sequence.  1-5-2, 7-4-5, 4-1-4, 1-2-1, 3-3-2, 5-6-3 and 7-5-6.  Now go to the
    console in room #7 and move the tiles in this sequence.  2-8-5, 8-7-8, 4-4-7,
    1-1-4, 3-2-1, 2-5-2, 8-8-5.  Now go to the console in room #8 and move the
    tiles in this sequences, 4-7-8, 1-4-7, 3-1-4, 2-2-1, 5-3-2, 7-6-3 and 6-9-6.
    Return to the console in room #7 and finish the sequence. 4-8-9, 1-7-8, 3-4-7,
    8-5-4, 1-8-5, 3-7-8, 8-4-7, 1-5-4, 5-2-5, 2-1-2, 1-4-1, 8-7-4, 3-8-7, 5-5-8,
    8-4-5, 3-7-4, 5-8-7, 4-9-8, 6-6-9, 8-5-6, 4-8-5, 5-7-8, 3-4-7, 1-1-4, 2-2-1,
    4-5-2, 5-8-5, 3-7-8, 1-4-7, 5-5-4, 8-6-5, 6-9-6, 3-8-9, 1-7-8, 5-4-7, 8-5-4,
    1-8-5, 5-7-8, 8-4-7, 1-5-4, 4-2-5, 2-1-2, 1-4-1, 8-7-4, 5-8-7, 4-5-8, 6-6-5,
    3-9-6, 4-8-9, 5-7-8, 8-4-7, 6-5-4, 3-6-5, 4-9-6, 5-8-9, 3-5-8, 4-6-5, 5-9-6,
    3-8-9, 4-5-8, 2-2-5, 1-1-2, 6-4-1, 2-5-4, 5-6-5, 3-9-6, 4-8-9, 5-5-8, 3-6-5,
    4-9-6, 5-8-9, 8-7-8, 2-4-7, 3-5-4, 1-2-5, 6-1-2, 3-4-1, 1-5-4, 6-2-5, 3-1-2,
    1-4-1, 2-7-4, 8-8-7, 6-5-8, 4-6-5, 5-9-6, 6-8-9 and 8-7-8.
    
    From console #7 go into room #3 and follow the text above for room #3.  Then
    pass through rooms #1 and #2 to reach room #4.  Follow the above text for room
    #4.
           )))))))))))))))))) End Puzzle (((((((((((((((((((
    
    As the Triforce is united, the Great Goddess Statue Isle breaks away from
    Skyloft.  It descends below the clouds in a slow turning motion with all the
    earthen material falling away revealing its spiral shape.  The deep pit at the
    Sacred Grounds shows the Beast breaking free and climbing out.  At that moment
    the Goddess Statue sets down in the deep pit destroying the Beast.  Fi appears
    to confirm the arrival of the Goddess Statue at the Sealed Grounds and to say
    that she detected the successful eradication of Demise.  Fi goes on to say
    that Zelda should be waking soon and that Link should go to the Sealed Temple.
    
    The scene shows that the Sealed Temple is now complete in all its glory, then
    Link entering through the temple doors.  The Priestess and Groose are there to
    welcome him.  As Link moves forward the Great Doors open to the encased Zelda.
    Its seal is broken and Zelda emerges.  As she cautiously moves down the steps
    Link runs to catch Zelda as she collapses.  The next scene shows Link and
    Zelda walking hand in hand.  Groose greets them with tears in his eyes.  Link
    and Zelda begin to laugh.  Groose grabs Link by the shoulders and shakes him
    in a friendly way.  Groose then runs up to the Priestess and wraps his arms
    her in thanks that it is all over.  Suddenly they are knocked to the ground.
    From behind a pillar Ghirahim appears.  He says, “This is all very touching,
    really, but I’m afraid I have to cut this emotional moment short”.  Ghirahim
    transports to the area where Link and Zelda lay.  Zelda is out cold and Link
    is getting to his knees when Ghirahim says, “It’s best for everyone if you
    forget about your friend.  The little goddess is mine now”.  He levitates
    Zelda and tells Link that he is taking her back in time where his master still
    lives.  Zelda calls to Link and he readies for an attack.  Ghirahim leaps to
    the platform in front of the Gate of Time and knocks Groose aside.  He then
    opens the gate and tells Link that he intends to resurrect Demise using the
    devine soul of Zelda.  He then enters the gate.
    
    The Priestess tells Link that he must do whatever it takes to prevent the
    resurrection of Demise in the past.  Groose too tells Link that he must chase
    after the creep.  Walk to the platform to open the Gate of Time.
    
    
                          <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
                          #51 Ghirahim Resurrects Demise in the Past
                          <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
    
    As Link emerges in the Hylia Temple he sees Impa on the floor.  She tells Link
    that Ghirahim surprised her and went through the great doors at the front of
    the temple.  Turn and open the great doors.  
    
    As Link exits the temple, Ghirahim creates a barrier surrounding the deep pit.
    Zelda is lying on the ground and Ghirahim is moving about chanting.  He casts
    a spell on her body so that it levitates.  He then says, “Hear me, my hordes!
    The spell is nearly complete!  The Demon King returns!  Until then, you WILL
    keep that little whelp from interfering with my ritual.”  Ghirahim releases an
    army of Red Bokoblins on Link.
    
    Take down those around Link and dash down the pathway.  More Red Bokoblins
    will appear.  Clear a path and continue down the pathway.  Ghirahim will throw
    up a barrier and will create more Bokoblins.  Defeat them and the barrier will
    fall.  Dash down the pathway and Ghirahim will send Bokoblins carrying bombs.
    Get past them and another barrier is formed.  Ghirahim then creates two Wooden
    Shield Moblins to help out.  Defeat them and the barrier will fall.  Again
    dash down the pathway.  Ghirahim will now send in Bokoblin Archers and Bomb
    Carriers along with the regulars.  Take them down as Link moves forward.
    Another barrier goes up along with a Cursed Bokoblin.  Defeat them to lower
    the barrier.  Continue on and more Bokoblins attack.  Soon another barrier,
    this time two Stalfos enter the game.  Defeat them to drop the barrier.  Down
    the pathway two more Wooden Shield Moblins come in to play, along with a mess
    of Red Bokoblin Archers.  Dispose of them and Link is finally at the bottom of
    the pit.  
    
    As Link enters the encircled pit the barrier closes behind him.  Ghirahim then
    puts a barrier around Zelda and himself.  He then creates a horde of Red
    Bokoblins.  They are easily taken down.  The scene shows Link running toward
    Ghirahim when Ghirahim says, “ You’re far too quick, boy!”  Link raises his
    sword to Ghirahim and walks toward him.  Ghirahim says to Link, “I realize a
    simple child like you knows nothing of magic, but spells like this take time
    and a steady hand!  Can’t you wait quietly like a good boy?  Hmm?”  Ghirahim
    thrusts Zelda high into the air and tells Link that he was foolish enough to
    let Link walk away before, but he won’t make that mistake again.  Ghirahim
    creates a platform under Link and raises it high above the ground.  His body
    changes appearance and he tells Link that he has prepared a most humiliating
    death for Link.  It is called the “Endless Plunge”. 
    
    Ghirahim is in the middle of the platform moving slowly toward Link.  Use the
    sword to push Ghirahim back and over the edge of the platform where he will
    fall to a lower platform.  Again, push him toward the edge.  Ghirahim will
    stop and conjure up daggers.  At this point, use the horizontal slice to drive
    him over the edge.  Ghirahim falls again to another platform.  Drop down and
    use the fatal blow.  This will cause some damage to Ghirahim.  Repeat this
    attack several times falling to a new platform each time.  Finally on the
    ground, Ghirahim lays motionless, but then rises to look at a hole in his
    chest.  He then conjures up a long sword with a sickle shaped blade.      
    
     Link needs to stay at arm’s length from the sword that Ghirahim is wielding.
    As he raises his sword to make an attack is when Link attacks with vertical
    and horizontal slices.  After taking numerous hits Ghirahim will conjure up a
    broad blade sword.  This sword too will cause much damage to Link.  So again
    he stays at arm’s length.  Ghirahim will use the broad blade sword as a
    shield.  At this moment Link attacks directly with vertical slices.
    Ghirahim’s sword will then disintegrate exposing the injury to his chest.  At
    that moment, Link uses a forward thrust to finish the job.  Ghirahim will fall
    to his knees saying, “This…This is preposterous.  Driven to my knees by a
    simple child of man.  Laughable!  No matter how many times we clash, I can’t
    prevail!  You think I can’t defeat you?  You think I can’t win??  Boy…what are
    you?  Ah…But never mind that.  Victory is still mine to savor.  While we
    fought, the ritual I started continued…At last, it’s complete!  The demon king
    shall devour the soul of the goddess and resurrect in his full glory!”
    
    The scene shows Zelda awake and suspended in air.  The bottom of the pit opens
    and the Beast rises to devour Zelda.  The Beast inhales a long ribbon of fire,
    followed by a bright aura.  Ghirahim stands and says, “Don’t you see?  It’s
    all over!  You and your kind have lost!  This world and everything in it
    belong to darkness!  They belong to my master!”  Demise is fully transformed
    into a human shape but with the body of an animal covered in scales.  The tips
    of his fingers have long menacing claws.  Streaming from his head are bright
    red and gold flames.  Ghirahim says, “Welcome back to us, Master”.
    
    Demise throws a wall of energy at Ghirahim, knocking him to the ground.  He
    then begins to glow and is raised above the ground.  Demise uses his magic to
    draw Ghirahim’s energy from his chest in the form of a large broad sword.
    Demise says to Link, “So you are the chosen knight of the goddess”.  With the
    flick of his wrist, Demise sends a surge of energy to throw Zelda high in the
    air.  Suddenly, Groose appears and tells Link, “…not to worry…I’ve got this”.
    He then dashes down the pathway and saves Zelda from certain death. Demise is
    surprised that Link and Groose would come to the aid of the goddess.  He
    thought he would never see a human attempt to stand against him in battle.
    Demise tells Link that he will prepare for battle in another place and to seek
    him there.
    
    Groose tells Link to “Listen up!  Grannie had some info for you!”  Groose
    tells Link that the Priestess said that it will take time for Demise to absorb
    the soul of the goddess and if he can take Demise down before this happens
    Link may still have a chance.  Demise raises his sword as the darkness
    surrounding him reaches to the sky.  Demise offers Link the choice of staying
    behind and dying with his friends or to raise his sword and come for him.
    Demise and the darkness surrounding him disappear into a dark pool in the
    center of the pit.
    
    The scene shows Groose holding Zelda in his arms saying to Link “It’s up to
    you now, Link”.  
    
    Link needs to go back to the Gate of Time and return to Skyloft to replenish
    his hearts and potions before attempting any further battle.  If Link feels
    that he needs the Hylian Shield then he must do the "Thunder Dragons"
    challenge now.  For more information see the section listed as THUNDER DRAGONS
    CHALLENGE.  The Hylian Shield is not necessary to do battle with Demise or to
    defeat him.  
    
    
                          <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
                          #52 Link’s Ultimate Goal - Destroy Demise
                          <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>
    
    
    Returning to the Sealed Grounds Link approaches the dark pool and Fi appears
    to tell him that he has a zero chance of returning unless he is able to
    vanquish Demise.  Link is transported to a realm of water and fog.  Demise
    seems to be happy that Link has chosen to do battle with him.  Demise tells
    Link to take note of his surroundings for it will be his tomb for eternity as
    he intends to destroy Link and take the Triforce for his own.
    
    Link’s sword will not have the power of the skyward strike as he might expect.
    Somehow it is lost in this place.  To defeat the Demon king Demise, direct
    attacks work best.  Demise will protect himself by placing his sword in front
    of and across his chest.  As Demise moves the sword and raises it up, target
    his head and strike with a vertical slice.  When Link has done this at least
    six times, Demise will be knocked backward and onto his back.  He will leap to
    his feet and raise his sword.  Lightning is striking all around.  Demise will
    charge his sword from the lightning and fire off bolts of energy at Link.  If
    Link tries to attack in close quarters he will be electrified.
    
    Demise will also lurch forward to strike at Link.  Raise Link’s sword to let
    it charge from the lightning and send it to Demise.  When he is struck he
    will be stunned.  Run up to him and slice away.  When he falls, use the fatal
    blow to finish him off.  With this done he stands hunched over, and with no
    energy left he thrusts his sword to the ground where it shatters.  Demise
    tells Link that he never expected to be brought down by a lowly human and that
    this is not over.  His energy leaves his body and he disintegrates.
    
    Link looks at the Master Sword as it is aglow.  He then raises it to the sky
    as the dark fog left by Demise is drawn into it.  Fi calls to Link to confirm
    the eradication of the Demon King.  She also tells Link that his consciousness
    was absorbed into the Master Sword.
    
    The scene shows Link standing before Impa.  She tells Link that he has done
    well.  Link turns to see Zelda and Groose smiling at him.  Zelda thanks Link
    and says, “I think it’s over…Finally…it’s all over”.  She then begins to cry.
    Groose laughs as he walks away and says, “Nice going, you two.  You guys were
    totally amazing in this little adventure I like to call the “legend of Groose…
    that’s a little joke”.
    
    Impa walks up to Groose and thanks him as well.  He tells Impa that he is glad
    that he could help.  Groose turns to Link and Zelda to ask if they are ready
    to return to their time.  Fi appears and tells the Goddess Hylia, or Zelda,
    that she is glad that she is safe.  Fi then tells Link that she must talk with
    him.
    
    Fi tells Link that he has successfully fulfilled his role as the Hero of
    Legend and that her purpose is complete.  Fi asks Link to dissolve their
    arrangement.  She tells Link to return the Master Sword to the pedestal where
    she will return to the sword to enter a sleep without end.  Link is reluctant
    to do it and Fi asks him several more times to return the sword to the
    pedestal.  She then transforms herself to energy and hits him at the back of
    the head.  Link looks at Zelda before returning the sword to the pedestal.
    
    As Link turns to walk away Fi calls out, “Link.”  To console Link she explains
    to him what her purpose was.  She tells him that in the beginning she viewed
    her function as merely a servant.  But now she feels that the time they have
    shared is the most precious data she has on record.  Fi then appears, to tell
    Link that she is not fully capable of understanding the human spirit.  But now
    she is experiencing a feeling that she does not understand.  She thinks it may
    be happiness.  Fi then says, “Thank you, Master Link.  May we meet again in
    another life…”  Fi is gone.
    
    Impa is asked to come with them to their time.  She tells Zelda that she has
    memories of the goddess and it is not possible.  Impa is a being of this time
    and must remain.  Impa tells Zelda to move on and she will take care of the
    gate once they have gone through.  Zelda pleads with Impa but Impa must stay
    to watch over the sword.  Zelda gives Impa her goddess bracelet.  Impa tells
    Zelda not to despair and that they will meet again someday.
    
    The scene is Zelda, Link and Groose arriving in the Sealed Temple and the Gate
    of Time disappearing.  Link and Groose run to the Priestess who is wearing the
    Goddess bracelet.  Zelda smiles and walks to her.  The Priestess says, “…See?
    I told you we’d meet again”.  Zelda nods her head with understanding.  The
    Priestess then transforms into a glittering golden cloud and then is gone.
    Impa's spirit thanks Fi for everything and then a bright light shines at the
    great doors.  The great doors then open to the outside.
    
    -The Credits Run-
    
    The scene is now at the Goddess Statue grounds.  Zelda’s father, Cawlin and
    others rejoin Zelda, Link and Groose at the base of the Goddess Statue.
    Several Loftwings land to greet them as well.  The scene shifts to Groose
    riding his Loftwing and waving to Zelda and Link who are standing in the hands
    of the Goddess Statue.  Zelda turns to Link to tell him that she had always
    dreamed of the world below the clouds and of being on the surface.  Zelda
    tells Link that she wants to live here to look at the clouds above her and to
    watch over the Triforce.  She asks Link what he will do now.  Link smiles for
    a moment and then looks to the sky to see two Loftwings rising to the clouds.
    
    -THE END-
    
    
    At this point you, the player, will be asked if you want to save the game in
    the “Hero Mode”.  If you choose to do so all the saved data you have will be
    lost.  This means that Link will not be able to go back and play the "Thunder
    Dragon's" challenge or play any of the mini-games.  Link will be able to start
    the game over in the "Hero Mode" or start a completely new adventure.  If you
    choose not to, then you will be able to play from the last save point
    accessing the mini-games and challenge.  
    
    
    )))))))))))))))))))))) THUNDER DRAGONS CHALLENGE ((((((((((((((((((((((((((( 
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
    
    
    As mentioned before, Link will be given three options, Battle, Silent Realm or
    Neither.  If Battle is chosen the Thunder Dragon will feel that Link has
    moxie.  For that reason he will only choose the toughest opponents Link has
    ever faced.  Link is given three choices of where his battle will take place, 
    the Beginning of his travels, the Middle or Later On.  Link can also say Never
    Mind and quit.  Choose the Beginning and Link is given the choice of, The
    Imprisoned, Moldarach, Ghirahim or Scaldera.  If the Middle is chosen Link
    will be given the choice of, The Imprisoned, Ghirahim, Koloktos or Tentalus.  
    If Later On is chosin Link is given the choice of Ghirahim, The Imprisioned or
    Horde Battle.
    
    When a choice is made, the Thunder Dragon will tell Link that he is limited to
    only the weapons Link carried during the original battle with the items in the 
    Adventure Pouch being prohibited.  That means no Potions or Fairies. Then the
    Thunder Dragon feels that he is being a bit to harsh so he allows Link to use
    the shield he is currently carrying.  He will also give Link a chance to leave
    and come back with a different shield.  The battles are timed.
       
    If Silent Realm is chosen the Thunder Dragon feels that Link has guts.  Link
    is told that the trial will be held here at this point but just finishing
    won't be enough.  The trial will be timed and if Link is fast enough he will
    receive a reward.  However, if Link is hit even once by a Guardian the trial
    will end and Link will lose all but one of his hearts.  Link is then given
    four options, Lanayru Desert, Faron Woods, Eldin Volcano or Other.  If Other
    is chosen Link is then given the option of Skyloft, Previous or Neither.
    
    Which ever is chosen Link must finish within a target time to receive the
    greatest reward, otherwise he receives only five Rupees, except when
    completing the trial for the first time for which Link then receives an extra 
    fifty Rupees.  The target times are;
    
    Faron Woods:	3:00
    Lanayru desert:	4:15
    Eldin Volcano:	6:00
    Skyloft:		4:00
    
    Believe me it is very difficult especially because Link is under the
    additional stress of being timed.  My times on the first try were; 5:31, 9:47,
    10:20 and 7:01 respectively.
    
    
    ============================================================================
    ============================== HERO MODE ===================================
    ============================================================================
    
    
    The introduction is the same but the player is given the option to "SKIP" to
    the next scene if they wish.  This also applies to many other scenes later in
    the game.  Link will find that he has all the Insects and Treasures he had at
    the end of the original game but nothing else, not even a sword.  Link will
    also find that there aren't any Heart Flowers to be found.  Hearts usually
    found in vases or in soft soil spots can no longer be had.  To replenish
    Hearts Link will have to rest at a bench or on a stool.  The other way is to
    carry a Fairy in a bottle or to carry Heart potions.  Link's first sword
    is the Academy training sword and the second sword is the Goddess sword just
    as in the original setting.  Link must be careful not to take any damage
    because he takes twice the damage each time.
    
    When the Sheikah Stone appears, it will know that Link is playing in the Hero
    Mode and will open all the hints so that Link can use them for reference.
    Some dialog in the Hero Mode will be slightly different but nothing will be
    changed in regard to what Link must do.  The play itself remains the same.
    
    After completing the Lanayru Mining Facility and striking all the Goddess
    Cubes encountered, Link will find, in one of the silver treasure chests on
    island #7, the Heart Medal.  While carried in his pouch Link will find that
    Heart Flowers will pop-up around him and that Keese may yield a heart when
    destroyed.  Hearts may also be found when cutting grass.  Later in the game
    Link may also find a heart or two in a soft soil spot or in a barrel.
    Interestingly enough Link will receive another Heart Medal when he opens the
    silver treasure chest at island #2.
    
    The side quests and mini-games remain the same and the rewards are also the
    same.  For all intents and purposes, the Hero Mode is the same game in a
    higher difficulty, at least in the first third of the game.  Once Link has the
    Heart Medal and is able to replenish his hearts easily the game seems to be
    less difficult and much closer to the normal difficulty.  All in all it is a
    challenge.  Have fun.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    >>>>>>>>>>>>>>>>>>>>>>>>>>>-- Credits --<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Credit to Ninna W for her help in transcribing my notes, grammar check and
    proof reading.
    
    
    ============================================================================
    ============================= Copy Rights ==================================
    ============================================================================
    
    Under the copy right laws of the United States and most other countries, the
    foregoing text, in the manner it is written, is solely owned by the writer
    whose name or user name is noted in the beginning of this guide/walkthrough.
    Except for the personal use of an individual player, none of the guide or
    walkthrough, in part or in whole, may be copied for any purpose.  All of the
    text herein may be posted on the Internet, by the owner, for the personal use
    of individual players on one or more hosting sites with their permission.
    
    
    ============================================================================
    =========================== Questions and Answers ==========================
    ============================================================================
    
    Q:   Where are the locations of the pieces of heart?
    
    A:   A list of locations of the pieces of heart is not provided.  The
         locations are given in the walkthrough.
    
    Q:   Where are the locations of the Goddess Cubes?
    
    A:   A list of locations of the Goddess Cubes is not provided.  The locations
         are given in the walkthrough.
    
    Q:   Where are the locations of the treasure chests?
    
    A:   A list of locations of the treasure chests is not provided.  The
         locations are given in the walkthrough.
    
    Q:   Where are the locations of the medals?
    
    A:   A list of locations of the medals is not provided.  The
         locations are given in the walkthrough.
    
    Q:   Where are the side quests?
    
    A:   The side quests are described throughout the walkthrough.
    
    Q:   What does Link get from collecting Gratitude crystals?
    
    A:   I could answer that, but then it would spoil the game.
    
    Q:   Why do the side quests?
    
    A:   For the fun of it!  Also because some of the items Link might need are
         found in the side quests.
    
    Q:   Why waste time with a side quest that just opens up a game?
    
    A:   Again, for the fun of it!  Isn’t that the point of playing a video game?
    
    Q:   Where is the Moonlight Merchant?
    
    A:   Link must find 80 Gratitude Crystals for Batreaux so that he can become
         human.  Once this happens Skyloft will be clear of monsters during the
         night and the Moonlight Merchant can then be found in the cave near the
         waterfall.
    
    Q:   In Skyview Temple I can't reach the vines on the wall from the log?
    
    A:   The water level in this temple must be raised twice to be able to reach
         the vines.
    
    Q:   In Skyview Temple I can't jump onto the steps from the log?
    
    A:   The water level must be raised twice and Link will have to find a small 
         key to open the door before leaving this area.
    
    Q:   In Skyview Temple I can't get past the door with the eyeball above it.
    
    A:   Equip the sword, point it toward the eyeball and move it in a circular
         motion.  The eyeball will get dizzy and drop to the ground giving Link
         access.
    
    Q:   I can't get to one Tadtone hidden in the poisonous part of a lilly pad?
    
    A:   Link must use the Clawshots to reach a Peahat and the ledge above.  Then
         jump down on the lilly pad to flip it over.
    
    
    
                            ++++++++++++++++++++++++++++
                            ~~~~~~~~ Epilogue ~~~~~~~~~~
                            ============================
    
    
    Now that I have played the Skyward Sword to its completion I must say that it
    eclipses the Ocarina of Time by far.  That is not to say that the Ocarina of
    Time was an average game because it was far beyond average.  It too was packed
    with dungeons and puzzles, as well as bad guys.  It is to say that the Skyward
    Sword is at the top of the gaming world.
    
    I have been playing the Zelda series from the beginning and enjoying each
    progression.  Although all the Zelda games, and I am only talking about the
    standard platform not the hand held device, are very good, it seems that they
    reached their pinnacle with the Ocarina of Time.  The Twilight Princess was to
    take the Zelda series to a new plateau but seemed to fall short of its goal.
    
    The team that brought us this fantastic game, the Skyward Sword, gave it their
    all.  My only hope is that any future Zelda adventures will be, at the very
    least, equal to the Skyward Sword and playable on the Wii console.