Ordon Village

You begin your journey with Link in a small village, where Link is apparently a well-known farmhand. Considering that there are less than ten people in the town, though, perhaps it’s not too surprising that everyone knows your name. Under the tutelage of a local familyman, you’re also being prepared for the adventuring life, as he asks you to travel to Hyrule to deliver something to the royal family there.

There’ll be plenty of time for foolishness later, though. You have to head back to your house after the little talk that Rusl here gives to you. The day passes, and you’re summoned just before dusk by the village idiot, who requests that you help him herd goats. Oh, the ignominy! Doesn’t he know that you’re the next savior of Hyrule?

Not much to do but help him out. Take the time to get used to the game’s controls here. You have to find Epona before you can move on; there’s only one path you can currently take from this area, which leads back to the lake you were at the night before. Head there to encounter Ilia, a local girl, who’s washed Epona for you. Maybe you like your horse smelly and unclean, did she ever think about that? Ilia wants you to play a melody for her and Epona on the grasses that grow along the lakeside. If you walk over to one of the stalks near the entrance to the area and stand on top of it, you’ll get the Pick option; pick up the grass and blow it to get on everyone’s good side.

My-ay-ay Epona

With Epona in your possession, ride her back to your house, then head through the village. Feel free to dismount and talk to everyone around, if you like; you can learn who everyone is, but you can’t head into any buildings just yet.

When you’re ready to help hoard goats, head up to the farm through the far end of town. The idiot is there, waiting for you to help him get the goats into the barn. It’s not difficult to do so; just put the goats between Epona and the barn, then start trying to guide them to the open door. You can hit the A button to “whoop”, which will increase the speed of the goats and make them more likely to stay in front of you, but don’t abuse it; use it too much, and the goats will get angry and knock you off Epona. After a simple fence-jumping exercise (hit A to dash towards a fence and Epona will automatically jump it, given enough lead time.)

You can hit the hay by jumping over the gate leading back to town; you’ll automatically warp back to your house, and it’ll be the next morning when those damn kids from next door wake you up with their yelling and shouting. Kids these days…in my day we’d give them a good thrashing, the little brats…

Village Idyll

Head outside your house and speak to all the kids in the area. You’ll learn from them that Colin has made a fishing pole for you (his mom is holding it) and that a slingshot has gone on sale at the store in town. You’re going to need 30 rupees to buy the slingshot, so start looking for them! You can find rupees standing free in the game world, but for the most part they’ll be found by picking up stones and pumpkins and throwing them.

When you head into the village, you’ll learn of a number of troubles that have beset the villagers. Colin’s mom is worried about a baby basket that has floated downstream; the shopkeeper’s cat has run away; and one of the other villagers wants to knock down a beehive above his house. You’ll need to take on each of these tasks in order to obtain the items that they reward you with.

Basket

Colin’s mom will be the first task you should polish off. Talk to her to learn about the basket, then speak to the guy on top of the earth pillars in the middle of town to learn about climbing up and jumping around. You don’t need to actually jump from the pillar to move on to the next one; just run towards it and you’ll move on. He’ll also tell you about picking reeds and whistling in them.

Jump onto the house roof here and reach the farthest pillar out in the water. More reeds grow here, so pick one and blow it to summon an eagle. If you point the eagle directly at the monkey that’s hopping up and down in the distance, near the end of the water, you can press A to send it out; it’ll grab the bonnet from the monkey’s hands and bring it back to you. Jump from pillar to pillar until you reach dry ground, then drop down and bring the bonnet back to Colin’s mom. If you walk her back to her house, she’ll reward you with the Fishing Pole.

The Case Of The Hungry Cat

Now that you have the fishing pole, you can feed the cat that’s run away from the shop here in town. You can find the cat on a pier near the water wheel. Run over to it and equip your fishing rod. (To do so, hit the – button, point at the rod, and hit B.) Using B will equip the rod, then hitting B again will throw the lure out into the water.

After the lure goes all the way down into the water, you can gently pull the remote control backwards; don’t go exaggerated and fling it over your head. If you get the “Fish On!” prompt, keep it pointed upright until you reel the line all the way in, and you’ll have your fish. (Honestly, it seems kind of random as to whether you get a fish on the line or not when the bobber goes into the water, but if you keep trying this action, and simply wait ten or fifteen seconds after the bobber starts to dip before pulling it out, you’ll eventually nab a fish. Don’t worry; you won’t have to do this very often in the game.)

You’ll probably need to grab two fish here for whatever reason. After nabbing the second small fish, it’ll fall off your line in front of the cat (make sure you’re fishing from the correct pier; the cat should be right nearby when you’re fishing), who will grab it and run back to the store. Follow it to find the owner right perky; she’ll give you half a jar of milk and will allow you to buy the slingshot for 30 rupees. If you don’t have enough, try smashing more pumpkins, or explore the town more thoroughly. There’s a ten rupee piece atop the mayor’s house, for instance.

Smashing Beehives

If you walk over to the house across the way from the store, you’ll be able to use the slingshot to knock down the beehive way up in the tree above it. No special rewards for doing so, but you will be able to walk up there and collect 15 rupees if you didn’t do so on your first trip through town. You can also drink the milk that the store owner gave you and use the bottle to collect some bee larva, if you wish. It acts as fishing lure.

The only other minigame in town is available if you talk to the mayor, who’ll enlist you in stopping rogue goats that are attempting to escape the farm. It can be deceptively difficult to hit the A button at just the right time to do so.


Kids These Days

Head back towards Link’s house when you want to move on in the game. Rusl will tell you that he left something for you in your bedroom. Hopefully it’s not another one of those freaky love letters. That creep, you’ve told him to knock that off!

Before you head inside, talk to the girls for a makeshift slingshot lesson. When you’re done with it, be sure to lock onto the spider on the ladder leading to your home and shoot it before heading up. When you reach your house, open the chest in front of you to find your Wooden Sword. Yay!

Talk to the girls outside and tell them you’ll show them all about swordplay. They’ll give you a rundown on the basic sword attacks that are available to you.

  • Horizontal Slice: Shake the Wiimote from side to side.
  • Vertical Slice: Shake the Wiimote up and down.
  • Stab: Hold Z to target, tilt the nunchuck analog stick forward, and shake the Wiimote.
  • Spin Attack: Shake the nunchuck from side to side.
  • Jump Attack: Use Z-targeting and press A.

Super Monkey Brawl

After slashing your way through combat training, a monkey will come and lure all the little children out towards the lake area where Ilia washed Epona. You’ll have to head past it, into the Faron Woods, to find the monkey and the last child, Talo, that’s been chasing it. Unfortunately, there’s a gate in your path, so head back and mount Epona to follow the path. When you reach the cave that Epona refuses to go into, take a left and head into the clearing there to find a hippie salesman. Damn hippies! This one’s all right, though, as he’ll give you a lantern for free, all as part of a ruse to sell you lantern oil when you run low. An astute economist, this one. Little does he know that you’ll take his lantern and buy your oil at Walmart for 75% of his asking price! Sucker!

With the lantern in hand, head back to the cave and walk inside. You’ll have to kill the Audrey II outside the cave; just lock onto it and swing that Wiimote to do the honors! It’ll drop a seedpouch; grab it and throw it to restore your slingshot ammo. In the cave, swing your lantern at the stone pillars to light them up as you move along. You’ll also need to use it to burn through any spider webs that you spot. When you come to a fork in the path, head right to find a chest with a 10-Rupee spot in it before moving further down the path to reach another exterior area.

There are plenty of monsters here for you to fight, so feel free to get after them with a vengeance. For the most part, simple slashes will kill them quickly enough, but don’t forget your jump attack and spin attack. The spin attack is also handy for cutting patches of grass down, since they’ll sometimes restore your health. There’s also what appears to be a jumping puzzle on the western side of this area, but before you frustrate yourself trying to jump it, take our word on it and just ignore it for now.

The gate in the southeastern corner of the zone is locked, so head through the northeastern passageway to find a small cave. If you open the chest here, you’ll gain the Small Key, which you can use on the locked gate in the previous area. Lighting both of the pedestals on either side of the chest will reveal another, hidden chest, which contains your first Piece of Heart. You’ll need to find five of them to make a full new heart container.

Rescuing Telo

You may need more lantern oil before heading into this next area. Well, you actually won’t, but if you want some, you can return to the hippie for a refill, but it’ll cost you 20 rupees. Or, you can just unlock the gate leading to the Temple and grab some oil from the parrot-vendor there; it’ll cost the same amount of money. You can even get away with stiffing the parrot of his fee, but he’ll attack you if you attempt to visit the shop again. You can appease his wrath by dropping the money into the box underneath his perch.

When you’re ready to free Telo, head up the ramp towards where she’s being held prisoner, defeat the monsters, then slash at the cage until she and the monkey are free. With that done, you’ll return to the village and make ready for your trip to Hyrule, but not before herding some more goats! There are 20 of them in all this time, and your target time for getting them all in is three minutes. You don’t appear to get anything special for beating that time, though.

You Meddling Kids

Before you head out to Hyrule, Ilia horsenaps Epona and takes her to the spring for some special rubbing. Whoa now! Before you can follow her, you’re forced to let some of the rugrats borrow your wooden sword. Way to be responsible there, Link. Now you’re going to have to answer for all their splinters.

Anyway, hand the sword over and head down to the spring. Ilia won’t let you through the gate, but Talo will fill her in on the deets. You have to crawl to them through the little tunnel that can be found in the small clearing near the exit to your house in order to make it to the spring. Just head back to the path leading to your house and check the eastern wall to find the tunnel. After all this trouble, Ilia basically insults you by telling you not to try and do anything too hard for you while you’re on your journey. Man, if we were Link, we’d give her what-for for all this running around, but apparently all he can do is stand there, mute.


The Dark World

After a number of unsettling events, Link finds himself in the world of shadow…a place just as real as Hyrule, but not as brightly lit. You’ll soon meet Midna, who frees you from your chains. To reach the other side of the bars, stand near the junk in the corner of your cell and attack it while standing still and holding Z, or just by moving the Wiimote around. Doing so will reveal a small gap in the bars. Use the d-pad to Dig under it, and you’ll be free!

Move into the other cell here, hold Z to target the chain, then hold A to jump at it. That’ll open the gate leading on. Head downstairs and use your animal senses to talk to the soldier’s spirit. There are a couple of chains in this area; biting them will open up the corridors nearby, and one of them will raise the water level, allowing you to pass over the spike trap. In the next area, you’ll have to find another chain to bite to lower the water level again, allowing you to pass under a gate and regroup with Minda. Be mindful of the enemies here, as they take off a full heart when they hit you, and you only have three to work with. The tight quarters make combat somewhat difficult, and you can’t attack in the water, so try not to get too frustrated if you die once or twice.

Enter the small passageway on the left side of the floor near the grate after the water’s been lowered to reach Midna. The spiral staircase nearby is going to feature some rocks that break underneath your feet, but Midna’s the girl you need to get up top; when you hear her voice prompt on your Wiimote, press up on the d-pad, target her with Z, and hit A to warp to her position. Keep repeating this until you reach a rope, which you’ll have to tightwalk across.

At the top of the stairs, you’ll have to kill a couple of bats. There’s some stone rubble nearby; get on top of it and Midna will warp you up to the flapping door up top.

The Upper Reaches

You’ll come out to the upper reaches of what is quickly revealed to be a warped version of Hyrule Castle. You have to head across the spires here, fighting off vicious birds. The birds are best tackled with your Z+A lockon leap attack; wait until they get low before striking them, and make sure you don’t fall off the castle! When you reach the tiled roof on the far side of the area, stick to the middle of the roof and climb up to move on.

Inside the castle, you’ll meet up with who else but the Twilight Princess. She’s basically an exposition machine for the moment, as she’ll give you the rundown on what precisely happened to Hyrule to turn it into such a nasty place. She’ll ask you to leave before the guard returns. After heading down the stairs, you’ll automatically get warped back to Hyrule.

Back To Reality

But…oh, dip! Midna didn’t change you back into human form! That little rat. She wants you to find her a sword and a shield before she changes you back. That little extortionist. Nothing to do but head back towards Ordon Village. After you kill off the enemies outside your home, you’ll be told, by a squirrel of all things, that you now have the ability to talk to animals.

Head into the village proper to learn that all of the children have been kidnapped. Sucks to be them. Anyway, to find the sword and the shield, you’ll need to head towards where the Mayor and the idiot are talking, in front of the house with the waterwheel on it. To overhear their conversation, you have to creep up slowly towards their location and hit the A button to listen in every couple of steps. If you listen from too far away, you won’t be able to hear anything; if you get too close, they’ll spook, run inside, and won’t return until you leave the area.

Tip: Your Senses can be used here to find holes that you can dig up treasure in. There are a few of them near the pier where you caught the shopkeeper’s cat a fish. Try it!

The Shield

After overhearing the conversation, you know that you have to get into the house with the waterwheel. Unfortunately for you, one of the villagers is going to be guarding the waterwheel itself by standing on one of the pillars and throwing a hawk at you. You’ll show him who’s boss, though…you’ll show all of them! Get a start by running over to the shop and stand on the small rock near the pet door; this is where Midna needs you to be before she can get you up on top of the house. Jump from there to the pillar where the man is standing, and he’ll be scared off into the night, where some other monster will undoubtedly rip him limb from limb.

Head into the house here and drop down to the living room. If you stand on the table, Midna will get you up to the upper level of the house. Dash into the wall underneath the shield a couple of times to knock it off the wall, then grab it and climb out the window nearby to get out of the house.

The Sword

The sword you need is in Rusl’s house, where you delivered the basket to the pregnant woman earlier in the game. Rusl will patrol through the town, very slowly, at this point. He’ll attack if he sees you, and will warp back to the house if you scare his wife. No matter, though. Head around to the southern side of his house and use your Senses to check for a weak spot in the ground near the lumber pile; digging there will net you access to the house. Grab the Ordon Sword from the couch, then dig back outside.

Midna wants you to head back to the woods at this point, so do so. When you reach the spring, though, you’ll be called by the spirit of the wood, which will force you to face off against a demonic creature of the dark in one-on-one combat. Nothing too difficult here: just lock on with Z, press A for a jump attack, then repeatedly hit A to gnash away at the beast while you’re grappling it. Be sure to avoid its slashing attacks, but that shouldn’t be too hard since they’re so slow.

With the beast out of the way, you’ll be confronted by Ordona, one of the four light spirits of Hyrule. (We heard she tried out for the latest Miyazaki movie but got turned down and had to do this game instead.) She’ll set you on your task: find the three other light spirits and help restore their light, which has been stolen by the shadow beings. We were hoping she would tell you to find some nice female wolf and settle down, make a family, but apparently that’s not in the offing.

With that interlude in the past, head down to the twilight door and proceed through, courtesy of Midna.


The Faron Woods – Again

Oh, Midna. How badly we want to tear your throat out with our ferocious jaw. Move forward here to start a fight with no fewer than three of the shadow beings. When you take down two of them, the third will simply revive them! What’s a wolf to do? According to Midna, all you have to do is hold down the B button, then wait for all of the shadow beings to get inside your circle of pain. When you have them all in your circle, let go of the button to kill them all instantly. Easy enough.

Head forward and talk to the glowing light above the waterfall here. It’ll give you the Vessel of Light, which you need to fill with the tears of the light spirit in order to banish the twilight once and for all. The tears are in the possession of numerous insects scattered throughout the woods; you’ll need to use your Senses to detect them when you reach their position on the minimap.

Bughunt

The first couple of bugs will be easy to get to, but some of them will be devious. There are a couple in the house near where you obtained your lantern; use the ramp to the south of it and Midna will be able to get you up to the window from there. Use your Senses to talk to the spirit inside to reveal the two insects. There’s also one on the outside of the house; ram the wall underneath it to knock it off and take it down.

Head back to the gate nearby and dig your way underneath it; the path is clear when you’re in Sense mode. Two more bugs are right near it. When you get through tunnel here, you’ll come out to the swamp you were in earlier. The bottom of it is filled with fog; falling in will warp you back to the entrance. Two bugs are near the western wall here, so ram the wall to get them off, kill them, then head to the rocky outcropping nearby and use Midna to warp your way across the branches.

Remember that jumping puzzle we told you not to bother with before? Well, you can bother with it now that you have Midna along to ease your jumping. Hop down into the bowl-shaped area in the middle of the swamp and kill the bugs there, then follow the path along until you head way up into the branches overhead. You have to time your jumps right to get past the man-eating plants; just hold down Z and tap A as quickly as possible, and you should be fine. Dodge the swinging tree stump up top, then hop down to the last bit of land in the swamp. The two bugs here are underground; flip your senses on, get close to them, then dig when you’re prompted, and they’ll pop up, ready for the killing.

Head into the last area of the woods, where Telo was held captive by the monsters, and kill the two bugs in that same area to fill up your Vessel of Light. Doing so will warp you back to the spring, banish the twilight, and return you to human form. You’ve been made better…stronger…faster…or, at least, you’ve been given a change of clothes.

To The Forest Temple – For Reals

Feel free to return to the village, if you wish. All of the kids have been kidnapped, blah, blah, blah. What a bunch of whiners. You can use your lamp in the basement of your house to find a 50 rupee piece.

But no, your real goal now is to reach the Forest Temple, which is located in the area beyond where you found Telo and the monkey earlier. You’ll need to speak to the hippie again to get a key that unlocks the gate leading to the temple, but he’ll also sell you a bottle of oil for 100 rupees. Worth it, if only to obtain the bottle.

When you reach the swamp again, you’ll find that it’s still filled with fog. Equip your lantern and take it out, then walk along the pier, only to find that the monkey is still in the area, and wants it for himself. Not to worry, though; he’ll guide you along the swamp floor, through the fog, so long as you stick close to him and protect him from any enemies that attack.

When you pass by the parrot’s shop again, you may want to fill your lantern with the oil bottle, then buy more oil from the parrot. Just a suggestion; it might come in handy to have a bit of oil in the Forest Temple. Before you can get inside, though, you’ll have to go through a tutorial with a wolf/skeleton/spirit guide person, who’ll teach you the Hidden Skill: Ending Blow. With that done, burn the spider web in front of the temple and head inside.


Forest Temple

Monkey Shines

In the first room here, kill the spiders on the vines to your left with the slingshot, then climb up and grab the Yellow Rupee from the chest. You’re going to probably hit your current maximum rupee limit by the time you leave the dungeon, but every little bit helps. Also note that you can roll into the small totem poles in this area to knock the items atop to the ground; this will come in handy in a couple of instances during the dungeon run-through.

After killing off the enemies here, swipe away at the monkey cage until you free the simian caught within. Prepare to enter hell. Apparently the designers couldn’t be content with simply giving you one of the most annoying helper characters in Zelda history (right behind Tinkle); they also had to make a dungeon that forces you to hear monkeys constantly chittering as you attempt to play through it. Oh, man, if we could only explain how aggravating this is. Feel free to mute your TV while you have monkey companions, because it gets to be pretty aggravating.

Anyway, head into the next room to the north, Room 2 if you’re checking our low-rent map. This is a hub room, with three exits, to the north, west, and east. You can find a secret chest here by staying on the ground and checking out the northeastern corner of the room. There are small creatures that pop up out of the ground here and attempt to leap at you; if you block their attack with your shield, they’ll fall back over onto their backs and eventually explode. You can pick them up before they do so, though; grab one of these guys and throw them at the large rock wall on the northern side of the room, near their hole, and you’ll reveal a chest with 20 rupees.

If you head on up to the platform in the center of the room, you’ll face off against a large spider. These guys can defend against most of your attacks, but if you simply hold the Z button down and wait for them to rear up and prepare to strike, you can unleash a flurry of blows and defeat them. Light the four pyres here to raise a wooden walkway, then head across and open the chest here to find the Dungeon Map. (Note that you can’t reach the chest suspended above the platform just yet.) Head through the door to the north to reach Room 3, but you’ll be stopped when the chimpanzee across the way slices the cords on the bridge with his mighty boomerang. Guess what you’ll be stealing from him later on?

Retrieving The First Monkey

Your goal now is to track down and free enough monkeys to cross the bridge via the rope that hangs alone the two posts connecting where it uses to lie. You have one now, but you’ll need a total of four to make the crossing. Head back to Room 2, then let the monkey suspend itself from the rope leading to the west. Leap over to it and press A at the right time to jump across to the platform leading to Room 4.

As soon as you enter Room 4, take a right and block the explospider there with your shield. It’ll bounce backwards, in front of the rock wall nearby; when it blows up, you can smash the jugs inside to reveal Ooccoo, a creature that will let you warp out of dungeons. She won’t be very useful in here, but she’ll be handy in future dungeons. The monkey will lead you to a locked door in this room, but you don’t have a key! You have to leave the monkey behind (thank god), and head north to Room 5, where you’ll find a Small Key. With that in hand, return to Room 4 and unlock the room the monkey points you toward. (Note that there’s a chest with some Rupees in it hidden in this room; drop into the water and search the southwestern corner of the room to find it.)

In Room 6, drop down to the floor and roll into the central pillar a few times to free the monkey there from its cage. There’s another chest here, hidden away under the wooden walkway. When the monkey’s free, you’ll be able to swing along the ropes back to Room 4.

More Monkey Madness

Head back to Room 2 and from there, proceed east into Room 7. There are two monkeys in the rooms to the south and east of this room, but to reach them, you’ll have to find some way to destroy the large plants that are blocking your path. Begin by heading up the stairs near you until you find another explospider. Block it with your shield, then run along the walkway to your north until you’re directly above the first plant; Z-target it and toss the spider with A to throw it into the plant’s jaws, which will destroy it. Return to the explospider, block another one, then run and jump across the gap you just freed up before throwing the spider towards the rock on top of the nearby platform; that’ll blow up, revealing the path to Room 8.

In Room 8, drop down and roll into both of the totem poles near the entrance; one of them will drop a chest containing a Small Key. Cross the walkway in the center of this area, being careful to avoid the worms that dwell underneath some of the tiles, and light the two unlit lamps to raise the stairs leading to the monkey’s cage. (Yes, there’s a chest underneath the stairs, but you can’t get it yet. You can climb the vines on the north side of the room to find one on the platofrm there.) Unlock the monkey and deliver it back to Room 2.

Monkey Four

The entrance to Room 9 is to the south of Room 7; it should be easy to find.

Tip: You can find a Piece of Heart in Room 7, near the exit to Room 9. There’s an explospider nearby; block it, then bring its body over to the gap in the walkway above the plant way down below. Don’t attempt to z-target it; just stand at the gap and hit A to drop the spider down on top of the plant. It’ll explode, revealing a chest containing the Piece of Heart.

Room 9 features another man-eating plant. This one, however, combines the head of a man-eater with the body of one of the explosive-loving plants from Room 7. It’s not difficult to kill; just get in range of its attack, hold Z to block and target it, wait for it to strike, then counterattack with your sword to kill it. When the head is dead, Fred, grab an explospider and chuck it into the body to reveal the Small Key. Free the monkey and return to Room 2. With all four monkeys in your retinue, you’ll finally be able to pass north through Room 3 to Room 10, where’ll fight for the Gale Boomerang.


Every Which Way But Loose

The orangutan in Room 10 has your boomerang. Or, at least, what will soon be your boomerang. He won’t let it go without a fight, though!

Video Walk-through

The orangutan here won’t be a significant roadblock.
Watch It »

Unfortunately for you, the orangutan prefers to let others fight for him; he’ll continually cut down man-eater plants from the ceiling, which will attack you, while he dances around on the totem poles in the center of the room. The man-eaters are easy enough to dispatch, but attacking the orangutan will require a bit of finesse. As he moves from totem pole to totem pole, continually z-target him to keep an eye on where he’s headed; he can be a pain to track otherwise, since he’ll so often jump off the screen.

When the orangutan pauses to throw the boomerang from atop one of the totem poles, ram into it with a rolling move; if you’re lucky, you’ll trip up the beast, causing the boomerang to come back and hit him in the chest, dropping him to the ground. When that occurs, z-target the orangutan’s butt and start flailing away at it! It’ll eventually get back up and repeat the procedure, but after three or four rounds of this, you should be able to polish the animal off and grab your boomerang.

Starring Eddie Murphy and Robin Givens

Now that you have the boomerang, use it on the windmill above the door to unlock it; you’ll need to hit it at least three times. With that done, return to Room 3 and use the boomerang to adjust the windmills atop the walkways so that you can cross to the east. Another monkey is in a cage here; use the boomerang to cut the spider’s silk on top of the cage, and it’ll come crashing down.

With the boomerang in hand, return to Room 8, where you originally encountered the worms that lived under the tiles on the floor. Use the wind of the boomerang to put out the fires in the two pyres here; that’ll lower the stairs leading up top and let you obtain another Piece of Heart. You can also find the Compass in Room 2 by chopping down the chest that’s suspended from the ceiling there.

Return to Room 4 and check out the southwest corner of the room, where a large chest is obscured behind a gate. In order to unlock the gate, you have to use the boomerang on the four windmills atop the nearby pillars. (You can queue up targets with the Z button while you aim the boomerang.) You can’t just hit them at random, though; you have to follow the Z-shaped pattern on the floor. For instance, you can go northeast pillar – northwest – southeast – southwest, or the opposite. When you hit the pillars in order, you’ll unlock the gate and obtain the Big Key.

Head north from here to Room 5, where you’ll be able to use your Gale Boomerang to move around the central walkway. Move up north to Room 11, where all the monkeys are waiting for you. Eventually they’ll be able to help you across to the boss room up north, but not until you manage to save all of them; there are still a few more to go. Use the walkways and your boomerang here to move over to the eastern side of the room and head into Room 12.

Boomerbomb

Room 12 has a number of obstacles for you to bypass, most of which will require you to use the explospider on the floating platform in the water. The only problem is that the platform is in the water! How the hell are you going to get out there to pick up a bomb?

The answer, of course, is that you won’t. First, chuck your boomerang at the explospider and let it go; it’ll bring the spider right back to you, ready to throw. (If you have a hard time getting a bomb because it hits the wall and blows up, try throwing your bomb from a bit further across the room.) If you throw it at the eater-plant on the south side of the room, you can gain a Small Key. If you grab another spider, you can break the block on top of the vines on the eastern side of the room by throwing the bomb at the block just before it explodes. (Wait for the bomb to start flashing and for the sound to get higher.)

Two More Monkeys

With the Small Key in hand and one more monkey free, return to Room 5 and head east into Room 13. There are three holes in the ground here, and two of them are covered with spider’s webs. If you stand on them with your lantern and press B, you’ll burn through the webbing and drop down. Do this on the northernmost hole to fall down to a platform with a monkey cage on it; break the cage, then climb back up the vines to return to the upper room.

Head back to Room 5 and unlock the western door leading to Room 14. Proceed through the small cave here and climb the vines to find the last monkey; use your boomerang to hit both of the windmills above its cage to free it.

Head back to Room 15, where the convocation of monkeys will make a huge chain stretching from the ceiling. Take your boomerang and aim for the uppermost monkey to send them all chittering to their deaths.

Just joking. No, you have to keep the monkeys alive for the moment. Jump out to the monkey as it swings towards you, then hop off when you reach the farther side. Smash the bottles outside the door to find a Fairy; fill up your lantern with oil and trap the Fairy inside the empty bottle.

Boss Fight: Diababa

When you unlock the door leading to the boss room, you’ll be facing off against Diababa, which consists of two man-eating plant stalks suspended in the water in front of you. They attack you (after shaking their heads) by lunging at you from the distance; it’s easy enough to avoid these attacks by rolling out of the way when you see their heads shaking. It’s also easy enough to destroy the heads, at least temporarily; use your gale boomerang to grab an explospider from the floating logs and queue it up into their mouths. Doing this for both heads will send them crashing into the water, ending the fight…or does it????

Video Walk-through

The Diababa will go down after a bout of boomerang-induced bomb indigestion.
Watch It »

Well, no, it doesn’t end the fight, as the beast disgorges the two heads from the water again, along with a third, larger head. The explospiders are also removed from the equation, but not to fear; the orangutan you defeated earlier is back, and is now insistent on helping you out, by sweeping across the playing field with an explospider in its feet.

In order to finish the Diababa off, you have to nab the explospider from the orangutan’s feet as it swings by, then queue up the largest head of the beast as your next target for the boomerang. If you have a hard time getting the orangutan targeted, just point your boomerang at the rope it travels along and wait for it to pass by your targeting cursor before hitting the Z button to queue up the bomb. When you manage to deliver an explosive to the central head of the Diababa, it’ll crash down to your platform, letting you target the central eye and strike at it with your sword. After a couple of rounds of this, you’ll finish the creature off, and net yourself a shiny new Heart Container! Speak to Midna to warp yourself out to the fields outside the Temple when you’re ready to do so.


Kakariko

After a chat with the light spirit, you’ll find yourself standing in the Faron Woods. You can go back to the village if you like, but there’s nothing new to be found there. Instead, head northwest past the hippy lantern-seller and into Hyrule Field. You can only exit this area to the west, but before you do, follow the road to the center of the map. You should encounter a pair of goblins just before a bridge that leads north. Before crossing the bridge, look up into the tree nearby; a Piece of Heart is located up there. You can nab it with your boomerang. Also, if you check your map, you should see two hills that glow green on it. If you drop down into the area between them, you’ll be able to find a male bug on one of the trees. Pick it up to add it to your collection. Collecting this bug will let you get a larger Wallet later on in the game.

Head west towards the exit; you’ll nab a piece of mail from the creepy mailman before you manage to reach it. He’ll periodically visit you with letters from this point forward, so be on the lookout for him!

Eldin

When you leave Hyrule Field, you’ll be turned into a wolf. You’ll find Telo’s sword down the path a bit; sniff it to learn the scent of the village children, then use Senses mode to highlight the scent on your screen.

You’ll have to destroy three more shadow creatures (using your B-button power) before you can cross the bridge here – only thing is, there’s no bridge to cross! The shadow creatures have sent it through one of their portals to trip you up, so let Midna warp you to the N. Faron Woods portal. The bridge is leaning up against a rock wall right near where you wind up, so walk over to it, speak to Midna, and have her warp it back to Eldin so that you can cross over it. Follow the scent to a gate to the west, then dig under it with Senses to reach Kakariko Village.

Kakariko Village

It can be difficult to get the three shadow beings here into your B-button circle all at once; one of them will keep its distance from the other two. In instances like these, it helps to simply lock onto one, attack it until it dies, then use your B-button shadow circle to kill the other two at the same time. You’ll still wind up killing all three.

When the shadow beings are dead, speak to Eldin, another spirit of light, in the lake nearby to receive its Vessel of Light. You know the drill: you need to track down all of the insects that have attached themselves to the tears of light that were shed by the spirit because it got so emo, or something. Time to track them down; most of the insects are actually inside the houses in the village. All are marked on your map, so get to work.

Begin with the house in the southwestern corner of the village, where the southernmost insects are located. If you circle around the building, Midna will show you a path you can take to leap up to the building’s roof. Drop down through the hole up there and activate your senses to reveal that the village children are here, in the “real world” version of the town. When the cutscene’s done, grab the stick from the ground, run up to the flame to set it alight, then jump past the candles on the upper level of the room to light them. Doing so will net you access to the cellar, where you’ll find the first three insects for your collection. When you reach the exit from the cellar, you’ll find yourself in the town’s graveyard, where the fourth insect is underground. Light it up with your Senses and dig it up, then attack it to add it to the Vessel.

More Insects

Return to Kakariko Village and start tracking down the rest of the tears. If you go from south to north, here’s how to obtain them. Many of the buildings will have signs outside of them, if you’re having trouble identifying them.

General Store: Walk through the gate on the ground floor here and find the small hole in the bottom of this building. Find the insect, kill it, and exit through the same hole.

Elde Inn: Walk up the ramp to the south of the general store and jump across to the hotel’s balcony. Drop down to the floor below you, grab a stick from the fireplace, light it by jumping from the table across to the torch nearby, then Place it back in the fireplace to roust the insect in the chimney. Another insect can be found by entering the hotel’s main lobby and taking the stairs up to the guest room above.

Residential House: On the western side of the street, a house contains another insect. Travel two houses to the south and find a small ramp you can hop onto, then jump from roof to roof until you reach the roof of the house with the insect inside. Drop through the weak part of the roof, then push the wooden crate towards the wall to reveal the insect. Midna will let you jump outside when you’ve killed it.

Barnes Bomb Shop: Head to the building just north of this large structure and climb up to the roof. You should be opposite a window on the Bomb Shop building; dash into it and you’ll smash through and wind up inside. Head upstairs and ram into the bookshelf that the insect is hiding to release it, then climb up the shelving to reach the building’s exit.

The Northwestern Hills: When you climb out the window leading to the top of the bomb shop, take a left and you’ll come out to the hills above town. To the northeast there’s a building with a diggable entrance where one insect is to be found. To the west, there’s a building marked “Danger!” It seems like the wisest option here is to grab a stick from the ground, set it alight at the torch nearby, then attempt to light the fire in the fireplace. Doing so, though, will blow up the entire building. Quickly exit before this happens, then grab the tears from the wreckage.

Death Mountain: If you head north to the edge of town, you’ll come to a tunnel leading towards Death Mountain. It’s probably a bad idea to head up there, right? It’s got to be called Death Mountain for a reason, right? Well, you don’t have a choice. Head on up towards the mountain, using Midna to hop the first set of obstacles, and you’ll find a series of geysers. The first of the three insects in the area is underground here, so dig it up and kill it.

Tip: The Howling Shrine in the middle of the geyser area will be the first that you encounter in your journeys. In order to interact with it, you first have to listen to it, then repeat the melody it tells you. To howl, hold down the A button and use your analog stick to replicate the pitch of the tune. You have to sing High – Mid – Low – High – Mid – Low here, which corresponds to holding the analog stick Up – Neutral – Down – Up – Neutral – Down while holding down the A button. It can be complicated to perform the song, but when you do, you’ll be able to repeat it for the ghost wolf, who’ll tell you to meet him back in the Faron Woods so that you can learn another Hidden Skill.

Head north until you reach Death Mountain proper. There will be four shadow beings waiting for you, one of which will hide in a small box of force shields while the other three attack you. You have to find the entrance to the small box, kill the solo shadow being there, then move out to the other three and kill them all with the B-button circle of death. The penultimate insect is located nearby, so activate your Senses and track it down before using Midna to hop up to the upper level of this area. Move around to the Goron that’s standing near a fumarole, then drop down to the watery area below to find the last insect.


Kakariko By Daylight

Now that you’re done with your collection, Eldin will restore light to the area and let everyone come out of hiding, including the kids from Ordon. They don’t even want to go home, though, the little brats, instead requesting that you stay in town and find some way to help the villagers with their Goron problems. Their parents are probably worried sick about them, but do these kids worry about anyone but themselves? Of course not!

Head back north towards Death Mountain and climb up the netting in front of the pass. The Goron there won’t take kindly to your intrusion, though, and will knock you off. You can’t prevent this from happening, so return to town, where the shaman will tell you that one man can teach you how to repel a Goron’s attack: Bo, the mayor of your hometown.

Getting back home will be made easier when you walk back to Kakariko, as Epona will show up. You’ll have to calm her down by moving the analog stick left or right in time with the prompts on the screen. When you see the “Seize” prompt, quickly press A to take control of Epona.

Back To Ordon

With Epona in tow, leave Kakariko via the southeastern passage and hop the fence there to reach Hyrule Field again. Now that you’re moving through the area as Link, a new Piece of Heart is available to you. Cross the bridge here and take a left, and look for it atop a stone pillar in the canyon. Use your boomerang to nab it.

Head back south to reach Faron, then stop off at the lake near your home to find the mysterious weaponsmaster, who’ll teach you the Shield Bash hidden skill. Just remember to move your nunchuck gracefully; attempting to stab violently will often cause you to fail his challenge.

Head back to Ordon proper and speak to Bo, who’s standing outside his house. Soon enough, you’ll be sumo-wrestling him. How do you get yourselves into these kinds of situations? Anyway, you have three basic maneuvers here: you can dodge by tilting your analog stick left or right; you can slap by shaking your Wiimote; or you can grab and push your foe by tapping A rapidly. Typically, to win a match, you’ll need to do all three. First you’ll dodge an enemy attack, then you’ll slap, and then you’ll grab them and start pushing them towards the side of the ring; when you reach the edge, you push them out and win! It can take a while to get used to the mechanics of wrestling, but Bo will keep trying you until he’s satisfied that you’ve got everything down pat. Just don’t forget to dodge in the direction that will get you farther away from the ringside yourself; the last thing you want to do is dodge so that you’re actually closer to getting pushed outside of the ring.

What’s more, though, is that Bo will also give you the Iron Boots that you’ll need to prevent the Goron from pushing you off the cliff the next time you head up to Death Mountain. Before you leave town, though, head up to the ranch and speak to the village idiot a couple of times. After another round of goat-herding, he’ll give you a Piece of Heart.

Boarback Mountain

Return to Kakariko to witness a disturbing scene: orcs have arrived and have dragged Colin off to the northeast. Good riddance, we say! That little big-eyed waterheaded babychild always rubbed us the wrong way.

Unfortunately, you can’t actually complete the game if you let the orcs roast Colin and eat him; you’ll have to give chase to Hyrule Field via the northeastern passage out of town and attempt to rescue him. This is going to be your first taste of horsified combat, but you shouldn’t find it too difficult. The leader of the orcs will ride ahead with Colin tied to a stick; he’ll summon in multiple helpers to help fight you off, but they won’t be very effectual. You should ignore the peons as best you can, but feel free to swipe your sword at them as they come up alongside you to knock them off your horses. The leader can summon more of these fellows when you kill them off, though, so it’s not important to kill them.

Instead, focus on the leader. It can be difficult to get close enough to attack him, since he’s just fast enough to stay outside of your sword range, even if you prod Epona. It’s certainly possible to catch up to him, if you time your prods so that you prod Epona just as the speed burst from the last prod is fading away, or if you try to catch him while he’s turning and strike him then. He’s got plenty of armor on; you have to continually slash him until it all falls off, then hit him one last time to start the joust!

When you reach the bridge where you and your foe joust, press forward with your analog stick and tap A to speed yourself up. Just as you near the orc, swing left or right to avoid his ramming attack, and swing with your sword. Sounds easy, but it’s actually pretty hard to do, mostly because your sword doesn’t really swing that far to the left or right. You may want to try shaking the nunchuk to whip out a whirling attack, but this often won’t activate until a second after you’ve managed to shake the nunchuk, which can make it difficult to time. Regardless, you’ll need to strike the orc twice with your sword to finish him off.

After the incredibly maudlin cutscene that follows this series of events, head into the general store in Kakariko, where one of the kids you rescued is hawking his wares. Buy the Hylian Shield from him before you head up to Death Mountain.

Up Death Mountain

Head back to Death Mountain and climb the ropes near the entrance. With the Iron Boots equipped, you’ll be able to grab and throw the Gorons that attack you further down the cliff, letting you proceed along without too many problems. Don’t worry about keeping the Iron Boots on all the time; you can run along with them unequipped, then quickly equip them when you spot a Goron coming your way, grab him, then chuck him behind you to move on. The fire-arrow archers are all that stand between you and Death Mountain after that, and they’re easy enough to rush past.

When you reach the next section of the mountain, the Gorons will be waiting for you after the huge meteor drops from the sky. In order to scale the mountain, you have to curl the Gorons up into balls, then climb onto their backs, wait for them to pop back into full size and fling you up into the air, then move the analog stick so that you fly through the air up towards the next level of the mountain. You can roll the Gorons into balls by shielding yourself until they attack you, then slashing at them with your sword just after they hit your shield.

Head up to the top of the mountain, stopping by the shop in the hot spring if you need any lantern oil or something. You’ll eventually come to a fumarole that will block your path onward; equip your Iron Boots to prevent being knocked down by the hot water. Keep following the path onward and upward until you reach the convocation of Gorons, where Gor Coron, an elder of the tribe, will challenge you to a sumo match. You can only beat him if you have the Iron Boots equipped, so put them on and push him out of the ring! After doing so, you’ll be free to enter the Goron Mines, the second dungeon of the game.


Goron Mines

Each one of the rooms here can be problematic to navigate through, so we’ll split them up into small chunks for you.

First Floor

Room 1

In Room 1, go ahead and drop down and start jumping across the platforms in front of you. You’ll come to a set of wooden planks that bar your progress; smash them to move on. When you spot the button on the floor nearby, stand on top of it and put on your Iron Boots to depress the button. Doing so will cause the jets of flame that bar your progress to stop for a second.

After hitting the second button up ahead, run past the flame jet, then take a right and turn south to reach the ladder there. Hop across the southern gap at the top of the ladder to find a chest with a 20-rupee piece inside it, then hop north, then east to get onto the stone path. When you hit the stone, hop south to find another button, and depress it to stop a flame jet to the north. Quickly take the stone path to the north until you reach the door leading onward; jump onto the metal panel to its right and equip the Iron Boots to bring the lever downward, unlocking the path onward.

Room 2

Head down the ramp to your left to find a Small Key in a chest. Head back up the ramp and jump across the rotating platforms on your way to the locked door leading to Room 3.

Room 3

The salamanders here can only be hurt when you attack their tails. Wait for them to spit fire at you, then run around them and use your spin attack to deal heavy damage.

To leave this room, you have to hop around to a section of the room where a chain is attached to the section of wall that blocks the path to the door. You have to pull the chain, then release it so that you have time to actually make it to the door before the wall closes back up. Watch the flame pillars through the grates and wait until just before they subside to release the wall, then quickly hop your way to the door.

Room 4

Dive into the water and put on your boots to sink to the bottom. Move over to the button on the bottom of the water and tap it; you’ll be magnetically pulled up to the blue-tiled floor above you. Your Iron Boots stick to this kind of surface, allowing you to walk…upside down!!! Just like in Metroid!!! Cool!!!!!!!

Whatever. Walk up and over the surface here to reach the door leading onward.

Room 5

Ah, the first of three Goron Elders. When you speak to him, he’ll give you the first Key Shard; you’ll have to speak to the other two Elders in the mines to complete the entire Big Key. You can also find the Dungeon Map in a chest behind him. Time to climb the ladder to reach the second floor of the dungeon! You can find Ooccoo in one of the jars up top.

Second Floor

Room 4

You’ll be on the upper half of Room 4 as you extricate yourself from the Elder’s room. Use your boots to move back to the west.

Room 3

Move forward and flip the switch on the floor to jump up to the ceiling and start walking around. First off, head to the northwestern corner of the room to find a chest with a Piece of Heart in it, then walk back around to the southeast and find the path leading to the door. Drop down and move back to Room 2.

Room 2

Run forward here, kill the goblins, flip the switch, then move over to where the magnet is moving along and get sucked up by it. Drop down on the north side of the room. Repeat the process again until you reach the northern door.

Room 6

Kill all the enemies here, then equip your boots and grab the Small Key from the chest in the water. Move to the corner of the room with the chain gate in it, then drop down and push the box in the hole inwards and move in after it. When you’re inside the gate, unequip your boots and rise up to the water’s surface. Find the switch here and flip it to open a path up to the ceiling. Walk along the ceiling until you can drop down on the upper level, then flip another switch to start a magnetized stream that juts out from the wall. In order to drop into the stream, walk along the metal grate near this switch, then hop off into the blue; you’ll be sucked up by the magnetized stream and plastered against the wall.

Walk around to the platform nearby and strike the blue crystal with your sword. There are a few of these crystals spread around the dungeon; they act as switches that open doors for a short period of time before they close again. They can only be flipped by your sword…or by the weapon you’ll pick up later on in the dungeon.

Anyway, hit the crystal and move into the second part of this room. Your path will be blocked by stones with frickin’ laser beams! Don’t worry about them for the moment; instead, flip your boots on and walk up the wall. To your right lies a chest with a Piece of Heart, to your left, a rope that can be cut to reveal the path leading on to Room 7. Ignore the laser beam blockheads; just run past them to exit the room.

Room 7

Move forward along the paths here and take a right when you’re able to do so. You’ll come up into a small area with another laser blockhead in it; there’s a Small Key inside the chest here. Use it on the western door to go west.

Room 8

Hop across the rotating platform in front of you, then move out into the middle of the three Iron Boot sections on the second platform and equip the boots while it rotates. When you come back upright, flip the boots off and quickly run to the far side of the platform to move on.

Room 9

Another Goron Elder, another Key Shard for you. Climb the ladder here and move back to Room 8. Use the wall surface and your Iron Boots to move around to the door leading to Room 10.


Room 10: On Melting

Oh ho! A fight? Before you obtain a new weapon? Who could’ve imagined?

The huge Goron here can be taken out without much trouble, so long as you know the routine. The easiest way to proceed is to head to the edge of the metallic disc that you’re fighting on and clamp down with your Iron Boots to prevent you from sliding off. The Goron will approach you and get ready to strike, so keep your shield up. When he lifts his arms in preparation for his attack, slash at his belly a few times. He’ll curl up into a ball and start rolling at you, so immediately stop attacking when this occurs and hold down the A button. You’ll grab him and throw him off the surface of the disk into the lava.

Video Walk-through

This big Goron won’t take long to kill when you have his routine down.
Watch It »

Repeat this process three times before the Goron goes down for the count. When he does, he’ll let you pass through the southern door.

Room 11

Grab the Hero’s Bow from the chest here, then use it to slice the rope on the platform in front of you. This will lead you south into a room full of blockheads, none of which will be active when you approach them. If you attempt to leave via the southern exit, though, the blockhead there will suddenly activate, Cylon-like, which in turn activates all the rest of the blockheads in the area. If you kill the blockheads (by firing an arrow into their red crystal), you can pull them away from the pathways that they block. On the eastern side of the room, doing so will net you the Compass, while killing and moving the western blockhead will net you access to…

Room 12

The Elder here will have the last piece of the Big Key for you, as well as 50 rupees in a chest.

Room 13

Roll into the metal grate in front of you to knock it down. Before jumping across to the rock where the two salamanders await you, send arrows into their tails to destroy them. You’ll also want to shoot the fireslugs that are hanging from the ceiling ahead of your path; if you don’t take them out, they’ll drop down when you jump and knock you into the lava.

Move around to the next switch and flip it, then walk along the ceiling until you find the cave with the blue crystal in it. If you can avoid rousing the salamander nearby, it should be an easy matter to hit it with an arrow and unlock the path back to Room 2.

Room 2

The chest near the door here contains 50 rupees, but odds are it won’t fit in your wallet. Sever the rope on the bridge nearby with an arrow, then ride the magnets back to the northern end of the room.

Room 6

Jump across to the northern exit, then hit the crystal with an arrow to unlock the doorway leading on.

Room 7

There are a couple of chests that we didn’t point out in this room earlier. One is in the water, and one is in the far northwestern corner, behind the archers. The water one contains 50 rupees, while the one behind the archers is apparently inaccessible until you obtain the Hookshot or something similar.

Move back up and to the right, where the blockhead was lasering you before. Shoot out its eye, then pull it away from the wall to open a secret passage leading up a ramp. Kill the archers that fire at you from a distance, then work your way around to a switch. Flip it, then hop down and ride into the beam. As you ride along around the corner, fire your arrows into the rope holding the bridge there in place. When it drops, wait until you’re above it and drop down. Check the jars to the west for a Fairy before moving off to the east into Room 14.

Room 14

Move slowly into this room. When you spot the waist-high metal railing off to your right, stand behind it and use your bow and arrow to fire on the two archers atop the balconies further into the room. If you don’t kill them now, they’ll be large annoyances when you move down to snipe out the rope attaching the bridge leading on. Take out the horde of goblins that attacks you (spin attacks will be your friend here, obviously), then open the door leading into the main man’s room.

Boss Fight: Fyrus

Someone gone done tied up Fyrus. Luckily, you’re here to free him.

As is pretty par for the course, Fyrus isn’t difficult to defeat when you’ve got him figured out. He likely won’t even be able to attack you if you keep your distance from him, which is the first thing you’re going to want to learn to do. His most annoying attack is a circle of fire that expands from his body and takes up most of the room, but again, he shouldn’t ever be able to pop this off.

Video Walk-through

Fyrus can’t take many direct hits to the forehead. Deliver many of them.
Watch It »

Fyrus’ body is dominated by two features: the large glowing spot in his forehead, and the four chains that are attached to each of his limbs. Attacking him will require you to use both of these features. First, run to one side of the room, then turn around and peg his forehead with an arrow. (He’ll usually pause at some point while walking after you, making this an easy shot.) When he’s blinded, run behind him and grab the ends of one of the chains that’s attached to his feet. With that done, quickly strap yourself into your Iron Boots and start walking away from the giant. You won’t move quick, but you don’t need to, as Fyrus will be walking away from you as well.

When the chain starts to pull taut, Fyrus will topple over and fall to the ground. Quickly tap A to drop the chain, un-equip your Iron Boots, then run around to the beast’s head and slash away at it. You’ll have to repeat this process a few times before Fyrus will finally be finished off. When he is, though, you’ll nab another Heart Container.


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