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Showing posts with label wii games walkthroughs. Show all posts
Showing posts with label wii games walkthroughs. Show all posts

Friday, 9 July 2010

Animal Crossing: City Folk (Wii) - Guide

Animal Crossing: City FolkWii
Animal Crossing: City Folk Moving In

Everything must have a starting point. For Animal Crossing: City Folk, that starting point is a bus ride to your new city. On your way there, you'll be grilled by Rover, a cat who is entirely too interested in you.
Setting Up the City
When you first turn on the game and start the process of getting a file set up, you'll be advised that you can import your character from Animal Crossing: Wild World on the Nintendo DS if you happen to own it. If you do this, your character's clothes, appearance, and part of his furniture catalogue will be imported to the Wii. This does NOT erase it from DS game card, it merely makes a copy. Unfortunately, none of his possessions will be carried over, but at least you won't be starting from complete scratch.
Now, the first time you start the game and take the bus ride, Rover will ask you a series of questions. This includes the name of the town (which can be anything you want), which is permanent once you confirm it. He'll also ask you about the date and time, which you can change anytime you fire the game up. There is a strategy called "time traveling" involving the clock, which we go over in the Secrets section. For your purposes of starting the game up the first time, suffice to say you'll want to set the clock based on your personal schedule so most of your play time will be during the game's day.
Once you finalize all your options and see your city for the first time, the first thing you should do is make a lap around it. Seriously: one problem with the Animal Crossing series has been the occasional idiocy of its city design. Some cities are just plain inconvenient to get around, depending on the location and placement of its hills and bridges. If your city is too obnoxious to navigate, you should just reset the game immediately and start over. If you don't reset things now, you may regret it and resent the layout more and more as you play.
Each city will always have several definite features. For example, all cities will be half on a plateau and half not. The plateau section connects to the lower section with two hills. A river will cut the city in half, and two bridges (one in the plateau half and one in the lower half) will span it. Now, ideally, two hills are on the extreme ends of the plateau, and the bridges are roughly centered in their section of river. If all this is true, you can make a lap around your city quite easily, and getting to the other parts of the city will never be too out of your way. Rover will show you a map before you actually get there, but you may want to run a lap anyway just to test it even if the map looks good.
If you're satisfied, the first thing you need to do is go to the town hall, which is marked on your map. Head there, and Polly will greet you to the city. She advises that you find a home soon, which is a good plan... you certainly don't want to be sleeping on the grass!
You'll have four houses you can check out, each of which is marked on your map. Unlike the previous games of the series, each one has slightly different starting items in it, so check them each out to see which you like the best. Any time you leave any of the houses, you'll run into the raccoon Tom Nook, who offers you the house. Accept, and your new home will become your nexus for the rest of your Animal Crossing life!
Your First Day
Your first day of living in the city serves as a tutorial for the game's activities. Well, as well as a first step to getting a decent supply of Bells to start paying off that mortgage!
The first thing to do once you've bought your house is to meet the neighbors. Do a lap around the city and talk to everyone in all buildings. That means all the common animals, as well as the Able Sisters, Blathers and Celeste in the museum, Booker and Copper at the town gate, and Mayor Tortimer inside the town hall. Once you're done, head over to Tom's shop to start your short part-time job there.
Additional Players
Around your city is a total of four houses. You've taken one, but those other three can be filled from local players (that is, opposed to players online).
When additional players join your city, they will go through the same series of questions you did except for the town name. Then, once they're in the city proper, they will go through the same First Day steps as you did. After that, they're as free with you, and can interact with your town as equally as you can. Fill those houses so you can trade items and accomplish some of the tougher objectives together!
First things first, Tom wants you to change into a work uniform. Hit the - button on the Wii remote to open your items list, then click-and-drag your new shirt onto yourself. Simple enough so far, for sure. Next, he wants you to plant some flowers and trees around the shop. To do this, head outside, open your items list, select the plant or tree you wish to plant, then select "Plant" from the context menu. You'll need to walk a couple steps away to plant the next one; repeat until all seven are planted.
Head back to the shop, and Tom will give you an item to deliver to someone in town. Bring up your map with the + button and find your target's house. The target will be inside if the lights are on, or wandering around nearby if the lights are off. Deliver the item, and your target will give you a quickie lesson on how to move furniture around your house.
Head back to Tom again, and he'll give you some paper to write a letter to one of the townies. Bring up your items list, select your paper, choose "Write a Letter," and select your target. What you write specifically is up to you, but be warned that the letter's target will more than likely show it off to other players. If you play with your kids or parents or something, you may want to keep the language G-rated... not that we worry about such things around IGN! Once you've got the letter written, head to the town hall, and speak to Polly while standing on the red rug with an envelope on it to mail it out.
Back to the shop again, and you'll have another delivery to make. Return after that for a third total delivery, this one to the same animal you sent the letter to. The animal will, in fact, show you your own letter (like we said, they love showing them to players!). Next up for Tom is to write something on the town billboard, which is located next to town hall. You can again write anything you want: the billboard is a great place to leave yourself reminders of things you need to do around the city. The billboard will hold up to 15 messages, and it's best to check it out every day to find out event information and random gibberish.
That's it for Tom, and he'll lay you off. This puts the responsibility of paying off the rest of your loan squarely on your own shoulders: you'll need to pay it off by any means necessary. Check out the next section of our guide to see how to earn those Bells!

Animal Crossing: City Folk Daily Living

Just like reality, life in Animal Crossing is a daily affair. On any given day there are many things you can do but very little you must do... Regardless, you'll need Bells to get you on your way to bigger and better things, so doing work for a mediocre income is unavoidable.
Earning Cash, Doing Chores
Tom Nook's shop will be your go-to destination for anything you may wish to buy or sell. By far, the best way to earn bells is to sell stuff, and he'll buy anything!
Early on, especially before you have tools, your primary method of collecting Bells will be to harvest the produce and seashells that are around the town. Walk up to any tree, point your cursor at it, then press A to give the tree a shake. Then, stand over the fruit and press B to pocket it. Once you've got a full stock, head over to Tom's and unload them all for a tidy profit.
You know the expression, "You have to spend money to make money"? Your very first purchases, provided Tom has them in stock, need to be a fishing pole, a bug-catching net, and a shovel in that order. Fish are by far the most valuable things to sell on a per-unit basis, with insects close behind. Your shovel, meanwhile, can find money rocks (explained in the Secrets section), as well as allowing you to expand your orchards to provide even more money.
When you've had your fill of harvesting stuff, you can talk to the animals around town for the occasional quest. It always boils down to a fetch quest (bring an item to one of the animals), but you'll always get some sort of reward for your efforts. The rewards have been toned down significantly from the first Animal Crossing; the quests really should be your last priority in any given day.
Being Social
The animals around town expect a certain level of attention whenever you're around. At minimum, you should talk to each one once per day to see what's on their minds. It may result in a quest, but more than likely they'll just have something random to say to you. They may ask you questions that have some degree of longevity (such as when your birthday is so they can send you a present), or they may just gossip about each other. Either way, it gives your city more life and your neighbors more personality.
If you wish to make further efforts, you can mail your animal friends letters. The content doesn't matter, although be warned that the animals will show them off to other players, so you may want to keep the content G-rated. Regardless, animals almost always will send a letter back to show their gratitude.
You can go one more step, in fact, and enclose a present in with the letter. Again, animals tend to reciprocate; if you don't need the money from an item you're planning on selling, you may wish to send it in a letter to have a chance of getting a brand new, free item back! If you send an animal a piece of furniture, there's a strong chance they will display it in their houses!
Animals will come and go, especially as you visit other players' towns. As you socialize however, the animals will be slower to leave your town. In fact, if an animal is starting to move out, you might be able to convince them to stay if you're friendly enough with them. Not that you'll want them all to stay, of course, but there might be one or two who you like enough that you want them to hang around forever.
Shopping
There are several shops scattered around your little hamlet. The most common one you'll get to know is Tom Nook's store, which will upgrade as you and your friends spend Bells there. When Tom's upgrades, he'll have to shut down for a day, but when he reopens he'll be selling new items! Also, spending money there earns you Nook Points, Tom's internal reward system that eventually earns you discounts on anything you buy.
Another building you'll have to get familiar isn't so much a shop, but you'll still be dropping Bells there constantly. The Town Hall, probably the first building you visited when you moved in, is manned by Pelly and Phyllis. It's from here that you can pay off your loan to Tom, change the town tune, mail letters, and even donate to the city's treasury. Donating earns you rewards based on how much you give, with the final reward coming at a whopping 900 million Bells! Better get started now if you want that!
More immediately, you'll also want to visit the museum. Run by Blathers, you can donate any fish, insects, fossils, or art to him. Donations net no reward, but working with your friends to fully stock the museum is a solid goal for the city. Upstairs from the museum, you can create and view constellations with the help of Celeste. Downstairs from the museum is the Roost, a little coffee café run by Brewster. KK Slider plays his songs here every Saturday night, and other guests may pop by now and then as well. Plus, if you give Brewster enough business, he might just give you a bit of free storage space.
The Able Sisters, Sable and Mable, run a tailor's shop usually near Tom's. You can buy new threads here, as well as headwear and accessories. You can display your own textures created in the menu too; if a texture is on display, there's a chance one of the animals around town will decide to start wearing it!
Finally, you can check out the town gate at the north edge of the map. You can use this to check out other towns, or bring friends from other towns into yours. (Check out our Connecting To Friends section for further information.) You can speak to Copper and Booker in there to change the town flag or collect items from the Lost and Found as well.
City Beautification
Animals are encouraged to move in when the city is looking good, and a colorful town is a sight to behold. The first step to making sure you city looks its best is to pick up all loose items (not including seashells) and to plant tons of flowers and trees.
What's "tons," you may ask? You may want to sit down... getting a perfect town rating requires an obnoxious 300 trees and 200 flowers. Further, the trees can't be touching each other (except possibly diagonally, but we wouldn't recommend it). Crazy, isn't it? Further, you'll need to make sure all weeds are plucked and all flowers are watered. Luckily, trees don't need to be maintained once they're grown, but you'll need to keep an eye on your flowers to make sure they don't die on you. A little spritz from a watering can should suffice.
Note however that you can't just shove all your trees and flowers in one place. Animal Crossing maps are divided invisibly into zones of 16x16 tiles, with a tile being defined as one spot where a tree or flower can be placed. Each zone must have the following rules applied to it:
Between 12 and 15 trees inclusive
Between 6 and 10 flowers inclusive
No weeds, no stumps, no dirt holes
One way you can get through it is to make a couple lines of trees, or otherwise vary the pattern as you see fit. The following screenshot shows one way you can make a 16x16 zone...
Of course, the most balanced way to do it would be...
Doesn't look so bad like that, does it? Note that achieving a perfect city beautification rating is extremely tough, perhaps the most difficult goal of the game. Don't fret if you can't get it! Patience and persistence will get you a perfect rating if you choose to pursue one. Just remember to do your zones consistently, and you should be all right.
One more thing... early on, a great strategy to increase your cash flow is to propagate fruit trees, especially fruit that is not native to your town. If you want to guarantee a tree will grow, follow these steps: cut down the tree, dig up the stump, and plant the fruit in the hole left by the stump. This guarantees the tree will grow to maturity.

Animal Crossing: City Folk Exploring the City

GracieGrace
GracieGrace, run by Labelle the porcupine and Gracie the Giraffe, is a posh department store that sells entire sets of furniture and unique clothing not available at other places. The catch here is that the amount of Bells you'll need to spend is absolutely insane: we're talking hundreds of thousands per piece, making it impossible for new characters to do much here. Still, if you're patient and can eventually afford it, you'll be able to make the HRA pretty much bow down and worship you.
Your hamlet is no longer the only place in the Animal Crossing universe you can visit. From day one, whenever you want to explore the nearby city, just head over to the bus stop, hop on, and take a ride! Note that the first time you do, Rover will talk about WiiConnect24, the service used to keep all Wiis connected all the time. We'll talk more about that in the Connecting to Friends section.
Most of the shops in the city open at 10am, so you may want to hold off visiting the city early in the morning. They're open late though, so unless you're like me and primarily play games at like two in the morning, you'll be to check out all the sights late at night.
Shampoodle
Shampoodle is a small building on the right side of the city, run by a poodle named Harriet. She'll give you change your hair style for a fee, but she has a much cooler feature than that: you can select a Mii model and wear a "Mii Mask." This will give you the appearance of any Mii on your Wii, letting you possibly play the game as yourself! This costs a nominal fee as well, and you can only have one Mii Mask at a time, but you can head back to the city once per day to change it up.
Note that if you change the Mii in the Mii channel, your Mii Mask will do the same. If you delete it, your Mii Mask will disappear to. To remove your Mii Mask (or put it back on if you take it off), you need to go to the Design menu, rather than your Items menu. In the top-right corner will be a button that you can press to toggle your mask.
Auction House
Perhaps the most important building in the city (and definitely the most important one for completionists) is the auction house, located just past the fountain on the right with a Gyroid sign. Run by a Gyroid named Lloid, the auction house (AH for short) is a place for buying and selling random items, but especially Gyroids and rare items like silver or golden tools.
Happy Room Academy
Speaking of the HRA, the headquarters for it is finally a tangible place! You can pop in and talk to Lyle, the chairman of it if you will, who is in my opinion has one of the greatest dialects of NPCs in the history of gaming. You can't do much here once you introduce yourself to him, although you can stop him from sending letters to you in case you no longer wish to participate in the HRA. Finally, they always have a model room where you can see the entire set (including wallpaper and carpet) of whatever theme happens to be on display for that month.
Auctions are a bit restricted in the AH. First of all, all auctions are "blind auctions." For those not in the know, this means that you can't see what the high bid of an item is: you simply bid on an item, and hope your bid is high enough to win it. If it is, you'll get the item by mail; if not, you'll have your money returned by mail instead.
You can place items yourself up for sale, and set a reserve price (the absolute minimum amount you'd be willing to accept). However, you can place only a single item at a time. Once it sells or fails to sell, you can place a different item up there, but only one at once.
Lloid has a magic power in the AH though, where he can look at any of your storage areas from the AH itself. This way, you don't necessarily have to have the item you wish to sell in your pockets: you can magically pull it out of thin air from your dresser or whatever, speeding things up considerably.
Katrina's Fortune Telling Shop
Katrina resides on the far right of the town, and she'll tell your fortune for a measly 100 Bells. Fortunes may inflict minor gameplay changes, such as making a particular animal friend like you more. None are game-breaking, but you may as well take advantage of a positive fortune if you've got it.
Marquee
Located next to HRA, the Marquee is a little theatre run by Dr. Shrunk, who puts on plays for 800 Bells a pop. The plays are amusing usually, and watching one through always gets you an emote, so you can have your character do something bizarre for a friend's enjoyment.
Better still, Katrina can give set up a charm that increases a player's overall luck. She'll make a minor quest (like catching a goldfish in your hamlet), and succeeding will net the player a charm. The catch is that you cannot get the charm: it must be a visitor from another town!
Naturally, this works best when you have a friend regularly playing with you. You both activate your city's charms for that month, then visit each other's towns and do the appropriate quest. Luck increases, everyone is happy, you both gain tremendous advantages over players who still play Animal Crossing solo!
Redd's Secret Shop
Redd the fox runs a members-only shop at the far left end of the street. Getting in requires a referral from one of your animal neighbors, though they won't even mention him until you initially knock on Redd's door (and he tells you to scram). It's random which animal will give you the referral, but just talk to them every day and one eventually will. When you get it, you'll have to pay a nominal fee to get in. Do so, and you'll be able to buy sets of furniture and paintings for usually decent prices.
Redd's shop is the only place to buy paintings regularly, but he frequently sells forgeries. Unfortunately, there is no way to tell if a painting is fake or not until you try to donate it to Blathers at the museum. He'll reject it if it's a forgery, at which point you'll have no recourse but to sell it for a measly price to Tom. Still, Redd's paintings are worth the gamble if you've got the cash to spare; just don't expect to walk away happy all the time.
Otherwise, he sells a decent variety of random items and furniture for your home. These occasionally can be bought elsewhere for a cheaper price, but he'll give that deal now and then that makes the whole thing worth it. Check back every day: you never know what you'll find!

Animal Crossing: City Folk Collectibles

One goal for completionists is to collect the myriad of fish, insects, fossils, and art in the game. All those items are displayed in the museum if they are donated, though the game also tracks a player's personal checklist of caught fish and insects.
Here, we'll show you the complete list of all the collectibles in the game, as well as when and where to get them. Note that if you don't time travel, it will take literally all year to get everything; Animal Crossing is a long-term game, for sure!

Fish
Fish are the easiest collectible to deal with, provided you know the optimal fishing times to get them all! We list the fish by name, with its location in parenthesis afterwards. After that, we'll list which months you can catch the fish, and what time period you can find it.
While most locations are self-explanatory, we need to elaborate on the difference between the small pond and large pond. The small pond, also called a holding pond, is a tiny body of water fully enclosed by land. This does not refer to the little tiny water bodies located next to the museum, though the real holding pond isn't much larger. The large pond, meanwhile, is the large body of water that is connected to the river. Note that the area just under the waterfall is an entirely third pond that we refer to simply as "waterfall."
Also, the times fish are available are divided into three sets of time windows. "D&D," short for "dawn and dusk," refers to 4am-9am and 4pm-9pm. "Day" refers to 9am to 4pm. "Night" refers to 9pm to 4am. "All Day" refers to, logically, the full 24-hour period.
Type Location Time
Angelfish (river) May through October, D&D and night
Arapaima (river) July through September, D&D and night
Arowana (river) June through middle of September, D&D and night
Barbel Steed (river) All year, all day
Barred Knifejaw (ocean) March through November, all day
Bitterling (river) November through February, all day
Black Bass (river) All year, all day
Blue Marlin (ocean) July through September, all day
Bluegill (river) All year, day
Butterfly (ocean) April through September, all day
Carp (river) All year, all day
Catfish (large pond) May through October, D&D and night
Char (waterfall) March through June, D&D
September through November, D&D and day
Cherry Salmon (river) March through June, D&D
September through November, D&D and day
Clownfish (ocean) April through September, all day
Coelacanth (ocean) All year, D&D and night (must be raining or snowing)
Crawfish (small pond) April through middle of September, all day
Crucian Carp (river) All year, all day
Dab (ocean) October through April, all day
Dace (river) All year, D&D and night
Dorado (river) June through July, D&D and day
First half of August, all day
Second half of August through September, D&D and day
Eel (river) June through middle of September, D&D and night
Football Fish (river) November through March, D&D and night
Freshwater Goby (river) All year, D&D and night
Frog (small pond) May through August, all day
Gar (large pond) June through September, D&D and night
Giant Snakehead (large pond) June through August, day
Goldfish (river) All year, all day
Guppy (river) April through November, day
Hammerhead Shark (ocean) June through September, D&D and night
Horse Mackerel (ocean) All year, all day
Jellyfish (ocean) Second half of August, all day
Killifish (small pond) April through August, all day
King Salmon (river mouth) Second half of September, all day
Koi (river) All year, D&D and night
Loach (river) March through May, all day
Lobster (ocean) November through February, all day
Moray (ocean) August through October, all day
Napoleon (ocean) July through August, all day
Neon Tetra (river) April through November, day
Ocean Sunfish (ocean) June through September, D&D and day
Octopus (ocean) March through July, all day
Second half of September through January, all day
Olive Flounder (ocean) All year, all day
Pale Chub (river) All year, day
Pike (river) September through December, D&D and day
Piranha (river) June through middle of September, day and night
Pond Smelt (river) December through February, all day
Popeyed Goldfish (river) All year, day
Puffer Fish (ocean) July through September, all day
Rainbow Trout (river) March through June, D&D
September through November, D&D and day
Ray (ocean) All year, all day
Red Snapper (ocean) All year, all day
Salmon (river mouth) Second half of September, all day
Sea Bass (ocean) All year, all day
Sea Butterfly (ocean) December through February, all day
Sea Horse (ocean) April through November, all day
Shark (ocean) June through September, D&D and night
Stringfish (river) December through February, D&D and night
Squid (ocean) October through middle of August, all day
Surgeon (ocean) April through September, all day
Sweetfish (river) July through middle of September, all day
Tuna (ocean) November through March, all day
Yellow Perch (river) October through March, all day
Zebra Turkeyfish (ocean) April through November, all day

Insects

Insects are arguably more of a pain to catch than fish, because they can be tough to spot as you run around town. Insects are available during certain time windows similar to fish, but there are six possible time windows instead of three. Rather than name the time windows, we'll just blatantly tell you what the times are next to each insect entry. Who loves you more than IGN?
Insects can appear almost anywhere, unlike fish. Some insects prefer hanging out by flowers, others attach themselves to trees. Really, this shouldn't matter, because your town should have a plentiful supply of trees and flowers anyway. The only tricky ones are the Violin and the Longhorn Beetle, which appear on tree stumps. When you're looking for them, cut down a tree and just leave the stump until you've got 'em.

Type Time
Agrias Butterfly June through September, 8a-5p
Ant All year, all day
Atlas Beetle July through August, 11p-8a
Bagworm October, 5p-8a
November through February, all day
Banded Dragonfly July through August, 8a-5p
Bee All year, all day
Bell Cricket September through October, 5p-8a
Birdwing June through September, 8a-4p
Brown Cicada July through August, 8a-5p
Centipede June through February, 4p-11p
Common Butterfly March through June, 4a-7p
September, 8a-4p
Cricket September through November, 5p-8a
Cyclo July through August, 11p-8a
Darner Dragonfly June through August, 8a-5p
Diving Beetle May through September, 8a-5p
Dung Beetle December through February, 5p-8a
Dynastid Beetle July through August, 7p-8a
Elephant Beetle July through August, 11p-8a
Emperor June through September, 7p-8a
Evening Cicada July through August, 4a-8a and 4p-7p
Firefly June, 7p-4a
Flea March through November, all day
Fly All year, all day
Fruit Beetle July through August, all day
September, 7p-8a
Giant Beetle July through August, 11p-8a
Gold July through August, 7p-8a
Goliath Beetle June, 7p-8a
July through August, 5p-8a
September, 7p-8a
Grasshopper July, 4p-5p
August through September, 8a-5p
Hercules Beetle July through August, 11p-8a
Honeybee March through June, 8a-5p
Jewel Beetle July through August, 8a-5p
Ladybug March through June and October, 8a-5p
Lantern Fly June, 11p-8a and 4p-7p
July through August, 4p-8a
September, 11p-8a and 4p-7p
Long Locust August through November, 8a-11p
Longhorn Beetle June through August, 11p-7p
Mantis August through November, 8a-5p
Migratory Locust August through November, 8a-11p
Miyama Stag July, all day
August, 11p-7p
Mole Cricket November through May, all day
Monarch September through October, 4a-5p
November, 8a-5p
Mosquito June through September, 5p-4a
Moth May through September, 7p-4a
Oak Silk Moth June through September, 7p-4a
Orchid Mantis August through November, 8a-5p
Peacock March through June, 4a-7p
July, 4a-5p
August, 8a-5p
September, 8a-4p
Petaltail August through October, 4p-7p
Pill Bug January through June, all day
July through August, 7p-4a
September through December, all day
Pondskater May, 8a-5p
June through September, 8a-7p
Rainbow Stag June through September, 7p-8a
Raja May through September, 8a-5p
Red Dragonfly September through October, 8a-7p
Robust Cicada July through August, 8a-5p
Saw Stag Beetle July, all day
August, 11p-7p
Scarab Beetle July through August, 11p-8a
Scorpion July through September, 7p-4a
Snail April through September, all day
Spider March through June, all day
July, 7p-8a
August, 7p-4a
September, all day
October, 11p-4p
Tarantula June through August, 7p-4a
Tiger Butterfly March through June, 4a-7p
July through August, 8a-5p
September, 8a-4p
Walker Cicada July through September, 8a-5p
Walkingleaf July through August, 8a-7p
September, 8a-5p
Walkingstick July through August, 4a-8a and 5p-7p
September through November, 4a-7p
Violin June, 4a-7p
September through October, 4a-5p
November, 8a-5p
Yellow Butterfly March through June, 4a-7p
September, 8a-4p

Fossils

Fossils are dug up from the ground with your shovel, and must be identified by Blathers to be of any use. You can then sell them once identified, or you can donate them to the museum. Unlike fish or insects, no personal record of fossils is kept. Therefore, if you find one that is already in the museum, there is no other purpose for it than to sell it (unless you're crazy enough to display it in your house).
Also unlike the fish and insects, there is no particular time or date when fossils will or won't appear. You seem to have a better chance of any fossil being buried on days after it rains or snows, but all fossils have an equal chance of appearing. Good luck!

Amber
Ammonite
Ankylo Skull
Ankylo Tail
Ankylo Torso
Apato Skull
Apato Tail
Apato Torso
Archaeopteryx
Coprolite
Dimetrodon Skull
Dimetrodon Tail
Dimetrodon Torso
Dinosaur Egg
Dinosaur Track
Fern Fossil
Icthyo Skull
Icthyo Torso
Iguanodon Skull
Iguanodon Tail
Iguanodon Torso
Mammoth Skull
Mammoth Torso
Pachy Skull
Pachy Tail
Pachy Torso
Parasaur Skull
Parasaur Tail
Parasaur Torso
Peking Man
Plesio Neck
Plesio Skull
Plesio Torso
Ptera Left Wing
Ptera Right Wing
Ptera Skull
Raptor Skull
Raptor Torso
Sabertooth Skull
Sabertooth Torso
Seismo Chest
Seismo Hip
Seismo Skull
Seismo Tail
Shark Tooth
Stego Skull
Stego Tail
Stego Torso
Styraco Skull
Styraco Tail
Styraco Torso
T. Rex Skull
T. Rex Tail
T. Rex Torso
Tricera Skull
Tricera Tail
Tricera Torso
Trilobite

Paintings

Like with fossils, paintings are not bound by certain dates or times, and all have an equal chance of appearing at any given time as each other. Paintings are primarily bought from Redd's store, although be wary of the fact that Redd frequently sells forgeries. These phony paintings are not able to be detected until you try donating them to Blathers; if the painting is indeed fake, it can only be sold to Tom Nook for a measly 10 Bells.
There is also an extremely thin chance that you'll get a painting as payment for doing a favor for your animal neighbors, or Tom Nook may offer to sell one at some point. Paintings acquired as payment or from Tom are always real, but the chance of getting one either way is mathematically insignificant. Still, you might get lucky!

Amazing Painting
Basic Painting
Calm Painting
Common Painting
Dynamic Painting
Famous Painting
Fine Painting
Flowery Painting
Jolly Painting
Moody Painting
Moving Painting
Nice Painting
Perfect Painting
Proper Painting
Quaint Painting
Scary Painting
Scenic Painting
Serene Painting
Solemn Painting
Strange Painting
Warm Painting
Wistful Painting
Worthy Painting

Songs


KK Slider's performances are my absolute favorite part of the Animal Crossing series. Every Saturday night after 8pm, KK will perform for you once in the basement of the museum. Once he finishes, you'll receive a free copy of his song, which you can pop into your stereo back at your house and listen to at your leisure.
When you talk to him, he'll ask if you have a request. Some of these songs are by request only, so it may be in your best interest to just ask for a song each week. Note that when he asks you for the title, you must type it in while paying mind to the case of the words and any punctuation. That is, if you want Agent K.K., you must type it exactly as "Agent K.K." and not "Agent KK" or "agent k.k." If you choose not to request a song, all songs that are not request-only have an equal chance of being performed.
If you're playing with a friend, you can get a second song every week by going to a different town. Team up to collect those songs fast!
If you want to listen to multiple songs from KK and don't care about collecting them, there are two things you can do without time traveling. First, you could listen to the performance, then immediately reset the console. This will of course bring the wrath of Resetti, so you may instead want to request a song that doesn't exist. For example, if I request "PyroFalkon," KK will play a random song of his choosing, then tell me the song doesn't exist. He'll then allow me to make another request if I want to. You can do this as many times as you want per week, until you decide to request and collect a real song.
Agent K.K.
Aloha K.K.
Café K.K. [notice the accent on the lowercase E]
Comrade K.K.
DJ K.K.
Forest Life
Go K.K. Rider!
I Love You
Imperial K.K.
K.K. Aria
K.K. Ballad
K.K. Blues
K.K. Bossa
K.K. Calypso
K.K. Casbah
K.K. Chorale
K.K. Condor
K.K. Country
K.K. Cruisin'
K.K. D & B [notice there are spaces around the ampersand]
K.K. Dirge
K.K. Dixie
K.K. Étude [notice the accent on the capital E]
K.K. Faire
K.K. Folk
K.K. Fusion
K.K. Gumbo
K.K. House
K.K. Jazz
K.K. Lament
K.K. Love Song
K.K. Lullaby
K.K. Mambo
K.K. Marathon
K.K. March
K.K. Metal
K.K. Parade
K.K. Ragtime
K.K. Rally
K.K. Reggae
K.K. Rock
K.K. Rockabilly
K.K. Safari
K.K. Salsa
K.K. Samba
K.K. Ska
K.K. Sonata
K.K. Song
K.K. Soul
K.K. Steppe
K.K. Swing
K.K. Tango
K.K. Technopop
K.K. Waltz
K.K. Western
King K.K.
Lucky K.K.
Marine Song 2001
Mountain Song
Mr. K.K.
My Place
Neapolitan
Only Me
Pondering
Rockin' K.K.
Señor K.K. [notice the tilde over the N]
Soulful K.K.
Spring Blossoms
Stale Cupcakes
Steep Hill
Surfin' K.K.
The K. Funk
To The Edge
Two Days Ago
Wandering

Gyroids are funky little robots that make little songs automatically once placed in your house; they're sort of a combination of a Furby and those animals that danced to the music from a radio. If you have multiple gyroids of the same series, their song will actually sound impressive rather than random. Of course, mixing and matching their sets may make some unique, interesting songs as well.
(They're pretty cute, too. My personal favorite set is the Gongoid set, because they seem to have the exact same face expressions as Cactrots from the Final Fantasy series.)
Putting an entire set in your house seems to make the HRA very happy, but either way they're quite valuable to sell both to Tom and at the auction house. Gyroids are typically found in the ground, especially after it rains. You also have a very small chance of getting them as rewards for quests and such.
Note that not all sets contain the same number or same type of gyroids.
Alloid
Mega Alloid
Mini Alloid
Tall Alloid
Bovoid
Mega Bovoid
Tall Bovoid
Bowtoid
Bowtoid
Mega Bowtoid
Mini Bowtoid
Tall Bowtoid
Buzzoid
Buzzoid
Mega Buzzoid
Mini Buzzoid
Tall Buzzoid
Clankoid
Clankoid
Mega Clankoid
Mini Clankoid
Tall Clankoid
Croakoid
Croakoid
Mega Croakoid
Mini Croakoid
Tall Croakoid
Dekkoid
Dekkoid
Mega Dekkoid
Mini Dekkoid
Dingloid
Dingloid
Mega Dingloid
Mini Dingloid
Squat Dingloid
Tall Dingloid
Wee Dingloid
Dinkoid
Mega Dinkoid
Mini Dinkoid
Drilloid
Drilloid
Mega Drilloid
Mini Drilloid
Droploid
Tall Droploid
Echoid
Mega Echoid
Mini Echoid
Tall Echoid
Fizzoid
Mega Fizzoid
Mini Fizzoid
Freakoid
Mega Freakoid
Mini Freakoid
Gargloid
Gargloid
Mini Gargloid
Tall Gargloid
Gongoid
Gongoid
Mega Gongoid
Mini Gongoid
Tall Gongoid
Harmonoid
Harmonoid
Mega Harmonoid
Mini Harmonoid
Howloid
Howloid
Mega Howloid
Mini Howloid
Lamentoid
Lamentoid
Mega Lamentoid
Mini Lamentoid
Tall Lamentoid
Lullaboid
Lullaboid
Mega Lullaboid
Mini Lullaboid
Tall Lullaboid
Metatoid
Metatoid
Mini Metatoid
Nebuloid
Nebuloid
Mega Nebuloid
Mini Nebuloid
Slim Nebuloid
Squat Nebuloid
Tall Nebuloid
Oboid
Oboid
Mega Oboid
Tall Oboid
Oombloid
Oombloid
Mega Oombloid
Mini Oombloid
Tall Oombloid
Percoloid
Mega Percoloid
Tall Percoloid
Plinkoid
Plinkoid
Mega Plinkoid
Mini Plinkoid
Poltergoid
Poltergoid
Mega Poltergoid
Mini Poltergoid
Tall Poltergoid
Puffoid
Mega Puffoid
Mini Puffoid
Tall Puffoid
Quazoid
Quazoid
Mega Quazoid
Mini Quazoid
Slim Quazoid
Tall Quazoid
Rhythmoid
Rhythmoid
Mini Rhythmoid
Rustoid
Rustoid
Mega Rustoid
Mini Rustoid
Squelchoid
Squelchoid
Mega Squelchoid
Mini Squelchoid
Sproid
Sproid
Mega Sproid
Mini Sproid
Tall Sproid
Sputnoid
Sputnoid
Mega Sputnoid
Mini Sputnoid
Tall Sputnoid
Strumboid
Strumboid
Mega Strumboid
Mini Strumboid
Tall Strumboid
Timpanoid
Timpanoid
Mega Timpanoid
Mini Timpanoid
Tall Timpanoid
Tootoid
Tootoid
Mega Tootoid
Mini Tootoid
Warbloid
Warbloid
Mini Warbloid
Tall Warbloid

Animal Crossing: City Folk Connecting to Friends

Thanks to the Nintendo Wi-Fi Club, your Animal Crossing cities are no longer limited to the ancient memory cards of the GameCube! As long as you have the prerequisite friend codes, you can visit friends' cities across the globe!
Unfortunately, there is no communication between Wild World on the DS and City Folk on the Wii, except for importing a copy of your character from Wild World to City Folk when you first move in. However, you can use your DS to visit someone else's town if you absolutely want to, and you don't need a copy of Wild World to do so. Read on!
DS Suitcase
If your friend lives nearby and you're planning on visiting him in person, you can use the DS to temporarily hold your character's data. Make sure your battery is full before doing this, as it can be a bit of a drain. (In fact, you'll definitely want to take your DS power adapter with you!)
Okay, the first step is to power on your DS. Go to the system menu, then select "DS Download Play." This should open communication between the DS and Wii, and the DS will have a message that reads "Looking for software available for download..." The DS will wait at this screen for eternity, until you cancel it manually, so don't worry about things timing out on you.
Okay, now... on City Folk, take your character to Copper, the dog on the right at the town gate. Select "I wanna go out!," and then select "DS Suitcase." Confirm you want to go out, and the DS should present you with a suitcase icon after a few seconds. Press A on the DS to accept it, and the DS will download your character's data. Once done, your character will run through the gate on City Folk, and you'll be transferred to the title screen.
Now, you can use the DS to run around the other person's town. Close the DS but don't power it down; this way it's in sleep mode and you can save some battery power. Once you're at your friend's house, on his title screen, select "DS Suitcase." His Wii will then look for any DS signal. Open your DS, and select "Connect to Wii" from the menu. After communication, your character data will transfer to his Wii, and you can run around to visit at your leisure.
When you're ready to go home, just repeat the steps. Have your DS download your character data once your character is done. Keep the DS on in transit, and when you're back at your house, select "DS Suitcase" from the title menu. The DS will transfer your altered data, and your character will finally be back home. With that, you're good to go, and finally turn the DS off.
If at any point something messes up, note that you can play your character on City Folk without needing to transfer him back from the DS. However, if you do this, anything you got from your friend is obviously lost. Worse still, any item your Wii character was carrying when he initially went to the DS will be gone. His house will be safe, but if he had any money on him, it will be gone. Be careful, and be sure to move back from the DS to the Wii to make sure it doesn't happen!
Wii to Wii over WFC
The safer way to connect to a friend is over the Nintendo Wi-Fi Club. Before connecting to anyone on another Wii, you'll need a friend code. Remember that the Wii doesn't operate like many current gen systems: you can't just hook up to some random player in another country. First, you'll need an active connection to the WFC, which is beyond the scope of this guide (check out the game manuals or nintendo.com for more information).
Once you've got an active connection, you need to head to the town gate at the north edge of town. Talk to Copper (the dog on the right) and select the "Friend Code!" option. After your system connects to WFC, you'll get your friend code. Write it down if you wish, though you can talk to Copper anytime to hear it again. Note that if you ever completely rebuilt your town, you'll need to get a new friend code.
Now, you and your friend need to exchange friend codes. You can register your friend code from anywhere by going to the "Friend Roster" option in the menu. Once you and your friend both have each other's friend codes, it's time to visit!
If you are hosting a visitor, you need to go to Copper and select "Invite Friends." He'll open the town gate, and... that's all you gotta do. You can run around and continue to live life as normal, fishing or bug collecting or whatever. If you are visiting someone else, you need to tell Copper "I wanna go out!" Then, select "Nintendo WFC," and select your friend's town from the list. (Note: if he's already got several visitors, you may be unable to go for the time being.) Once Copper verifies the connection is good, he'll open the gate and let you out.
When you visit someone over WFC, you're more limited in your actions. You can't go to the city and you can't assist your friend with his museum collection directly. Of course, you could drop the items on the ground and let him pick them up, if you're doing some sort of trade that way. Still, you can play together and chat with either the in-game keyboard or the new Nintendo voice chat thingy... Either way, it sure beats playing alone!

Animal Crossing: City Folk Secrets

This section gives you some miscellaneous tips and strategies involving the game's secrets, just in case you absolute must have those silver and gold tools and other items!
Time Traveling
The date and time are important because many events in Animal Crossing are based off the clock. While by default it orients itself to your Wii's internal clock, you may want to change it in the game based on your personal schedule. For example, I personally work a bizarre third-shift schedule, and there are a lot of events I would miss under those circumstances. Two weekly events, KK Slider's songs and Joan's "stalk market" (both explained in the Daily Living section), have very narrow time windows. As such, I actually play the game with clock set backwards by 31 hours. That way, if it's Monday at 1pm in reality, it's Sunday at 6am according to the game. This way, I can be sure to get Slider's songs and Joan's turnips despite having the personal schedule from heck.
Of course, the more pragmatic solution if you have a bizarre schedule is to change the clock as necessary when you turn the game on. In Animal Crossing lingo, this is referred to as "time traveling," but it can seriously mess up your game if you abuse it. If you wish to time travel just to hit certain events, it's in your best interest to change the clock only a little bit, then change it back as soon as you can. For example, say you normally use the real clock, but you wake up too late on Sunday to get Joan's turnips. Start the game, adjust the clock backward a few hours from the main menu, then enter the game and buy the turnips. As soon as you do, save and quit, then start the game up again reset the clock back to its original position. This way, you've got your turnips, but you've only time traveled a few hours total.
HRA Secrets
If you're into scoring big with the Happy Room Academy, there are several simple rules you need to know. The majority of the HRA points come from items within the same set to fully decorate your room. For example, if you have find all the Mushroom furniture in November and place them accordingly, you'll score huge.
Second, the HRA deducts points based on clutter. It doesn't look in the basement, so you can make that as messy and disorganized as you want. For the other rooms though, you'll want to keep any loose item in a storage item, such as a wardrobe.
Third, the HRA gives bonuses for adhering to Feng Shui. Simply put, yellow items should be placed near the left wall; green items should be placed near the bottom wall; and red items should be placed near the right wall. "Near the wall" in this case is defined as the space adjacent to the wall, or the space adjacent to that. Check out this screenshot to see what we mean, and note that the bottom corners can hold one of two colors....
Adhering to Feng Shui also seems to give you a greater chance of getting special fish, insects, and so on. It makes you luckier, in other words; may as well stick with it as best you can!
Note that when you start getting multiple floors, the HRA rates rooms individually, then sums up the scores to give you your grand total. That means your first floor doesn't have to match your second floor to maximize points.
In general, there are three tips we can give you to time travel safely without giving your little town any adverse effects...
Time Travel Rule #1: Don't Change the Date. The game almost always can handle minor changes within the same 24-hour period. You can time travel safely if you just want to bump the clock forward or back a few hours to get certain events.
Time Travel Rule #2: Travel Backwards before Going Forward. The game can handle a rewind much better than a fast-forward. If you miss an event because you were too late, you can adjust the clock backwards to check it out, and you probably won't see any negative repercussions. You can fast-forward to see an event you'll otherwise miss, but the game may struggle when you reset the clock back. This mainly ties to rule #3...
Time Travel Rule #3: Never Visit a Time You've Already Been To. This is by far the most important time traveling rule! You stand the highest chance of something going wrong if you time travel to revisit something you've already seen. For example, say it's 7:30pm on Saturday, and adjust the clock forward an hour to see KK in concert. Once you get his song, if you then rewind the clock back to 7:30 and wait to hear him play again, you stand the chance of something going wrong with his song copies.
As long as Rule #3 is adhered to, you'll actually be in pretty good shape. If you adjust the clock forward, play the game, then adjust it back, just be sure not to play the game again until that time period has passed. In our above example, if you fast-forwarded the clock an hour just to get KK's song, you can reset it and be fine as long as you don't come back into the game until that real hour has passed.
It's more serious when you start moving days. Say it's Monday, and you're impatient for one of KK's songs. If you set the clock forward to Saturday, you can get his song without too many issues. Then, if you rewind the clock back to the real day and play, you'll risk some massive problems with trees, flowers, turnips, and other time-based events. Not good, and we definitely don't advise it.
Money Rocks
If you see a rock on the ground, you can tap it with your shovel for a chance of making it produce a bag of money. If it produces one, then you can repeatedly tap the rock for a few seconds to make it spew out even more. Each time you hit it, you're pushed backward a bit, so you might want to dig some holes around yourself first as back support. This way, striking the rock won't send you anywhere, and you can concentrate on striking it repeatedly.
Tool Upgrades
Each of the game's tools can be upgraded to Silver and Gold versions if you meet certain conditions. Upgrading them makes them easier or more accurate to use. For example, the Golden Axe will never break on you, and the Golden Fishing Rod pretty much guarantees any fish to be hooked. Here, we'll describe how to upgrade each tool to each level.
Silver Axe
Donate 500,000 Bells total between all players to the Town Hall, and the mayor will build a fountain somewhere in the town. Throw a normal axe into it, and you stand a chance of getting a silver one back! Silver ones never break, no matter how many times they are used.
Golden Axe
Same method as above, just a thinner chance of getting a golden one rather than a silver one. Golden ones never break, and they will chop down trees faster.
Silver Fishing Rod
Tom will randomly sell silver fishing rods instead of normal ones, which will attract fish from a farther distance.
Golden Fishing Rod
Catch at least one of every type of fish, and you'll get this as a reward. Note you don't need to keep the fish, just so long as you've caught them at some point. Golden fishing rods will not only attract fish quickly, but make it easier to catch them.
Silver Net
Tom will randomly sell silver nets instead of normal ones, which feature a bigger net, allowing you to be a step farther away from an insect and still catch it.
Golden Net
Catch at least one of every type of insect to get the golden net. Like with the golden fishing rod, you don't need to keep the bugs, just so long as you've caught them. The golden net features a huge net for simplifying your bug-catching exploits.
Silver Shovel
If you visit the city after 8pm and immediately go right, the traffic cones may be moved out of your way and you can find Resetti's hideout. The first time you see him, he'll give you the silver shovel to go away. This tool will increase the amount of money you get out of money rocks.
Stalk Market
Every Sunday from 6a to noon, Joan will be around town selling white turnips. The idea here is to buy them, then sell them to Tom later in the week for a profit. The price typically slowly climbs from Monday through Wednesday, then starts to taper off. If you wait until Saturday, there is a thin chance that the price will spike, and you can make an absolute killing. Of course, the price may also bottom out, and you'll make a net loss. Turnips go bad after a week, so if you can't sell them for some reason, it's better to sell them on Saturday for a loss than to get absolutely nothing.
Joan may also wind up selling you a packet of Red Turnip seeds. These are special "flowers" you plant, and you must water them every day that week, including the day you plant them. At the end of the week, they'll produce a Red Turnip that will sell for an insane amount back to Tom. If you forget to water it for even one day, the turnip will go bad and become worthless.
Golden Shovel
Bury a shovel and wait four days. When you come back to the spot, you can dig up the golden shovel, which allows you to make money trees by burying a bag of Bells.
Silver Slingshot
Like with nets and fishing poles, Tom occasionally sells the silver version of a slingshot for no reason. Buy it, and you'll fire two shots at once.
Golden Slingshot
After shooting down eight presents from the sky, the ninth present and each one thereafter has a chance of being a golden slingshot. I like to call it the "shotgun slingshot," because it fires a spread of three bullets.
Silver Watering Can
Awarded to you when you buy 50 bags of seeds from Tom. This watering can has a larger watering area, allowing you to water large gardens quickly.
Golden Watering Can
Maintain a perfect town rating for 15 consecutive days. Make sure you check in with Pelly every day to make sure everything is copacetic with the environment. Follow our tips under City Beautification in the Daily Living section. This watering can, naturally, has a better range than the silver one.

Animal Crossing: City Folk Calendar

Almost every day is a new event in the world of Animal Crossing! Most of the dates here are birthdays of your animal friends, who will usually acknowledge and thank you if you're kind enough to give them a present on their special day (and they'll be more likely to reciprocate when it's your birthday). Of course, not every animal is going to be in your city at once, so our advice is to just look up today's date here and see if anything cool is going on.

We won't spoil the surprise of the holidays or what fun you can have with them, but at least with our calendar you can be sure you won't miss any! Note that some events are specific to a certain country, so you'll need some international friends to take advantage of them all!

Weekly and Monthly Events
Saturdays from 8p to midnight: KK Slider performs a song at the roost
Sundays from 6a to noon: Joan sells turnips around town
2nd or 3rd Saturday from 6a to 6p: Fish- or Insect-Catching Tournament
4th Sunday from 6a to midnight: Flea Market

Variable Events
Festivale: February or early March
Mother's Day [United Kingdom]: Last Sunday before Bunny Day
Bunny Day: Sunday in late March or early April
Tsukimi [Japan]: Late September or early October
Autumn Moon [United Kingdom and United States]: Late September or early October

January
01 New Year's Day
Bob's birthday
02 Poncho's birthday
03 Joey's birthday
05 Roald's birthday
06 Carmen's birthday
07 Harry's birthday
08 Pierce's birthday
09 Tiffany's birthday
12 Moe's birthday
13 Puddles's birthday
15 Gladys's birthday
17 Rizzo's birthday
19 Simon's birthday
20 Opal's birthday
21 Genji's birthday
22 Francine's birthday
23 Gwen's birthday
24 Rhonda's birthday
25 Savannah's birthday
27 Aurora's birthday
28 Margie's birthday
29 Cube's birthday
31 Winnie's birthday
February
01 Bill's birthday
02 Groundhog Day [United States]
Jitter's birthday
03 Bean Day [Japan]
Olivia's birthday
04 Lily's birthday
07 Boomer's birthday
08 Frobert's birthday
10 Stitches's birthday
11 Pompom's birthday
13 Ribbot's birthday
14 Valentine's Day
15 Kitty's birthday
16 Anabelle's birthday
18 Dora's birthday
19 Freckles's birthday
21 Puck's birthday
22 Avery's birthday
23 Pate's birthday
27 Rosie's birthday
29 every four years): Leap Day
March
01 Coco's birthday
03 Girl's Day [Japan]
04 Anchovy's birthday
05 Gala's birthday
06 Chevre's birthday
09 Cyrano's birthday
12 Midge's birthday
14 Dotty's birthday
21 Elise's birthday
23 Axel's birthday
27 Lolly's birthday
28 Baabara's birthday
30 Felicity's birthday
April
01 April Fools' Day
Tammi's birthday
03 Eunice's birthday
04 Buck's birthday
06 Hopper's birthday
07 Rasher's birthday
08 Maelle's birthday
11 Punchy's birthday
12 Melba's birthday
16 Vesta's birthday
22 Nature Day
23 Miranda's birthday
30 Angus's birthday
May
1st or 2nd Thursday: Father's Day [Germany]
1st Sunday: Mother's Day [Spain]
2nd Sunday: Mother's Day [Japan, Germany, Italy, Netherlands, United States]
Last Sunday: Mother's Day [France]
01 Clyde's birthday
02 Mint's birthday
03 Boy's Day [Japan]
06 Tank's birthday
09 Bunnie's birthday
10 Patty's birthday
13 Biskit's birthday
18 Pekoe's birthday
23 Peggy's birthday
25 Derwin's birthday
27 Del's birthday
29 Purri's birthday
June
3rd Sunday: Father's Day [France, Japan, Netherlands, United Kingdom, United States]
02 Lucy's birthday
03 Filbert's birthday
04 Champ's birthday
05 Camofrog's birthday
08 Peanut's birthday
09 Alfonso's birthday
10 Walker's birthday
11 Pudge's birthday
12 Bettina's birthday
13 Scoot's birthday
14 Pippy's birthday
15 Maple's birthday
16 Roscoe's birthday
17 Tangy's birthday
18 Cookie's birthday
19 Sally's birthday
21 Midsummer's Day [Europe]
Sydney's birthday
24 Bluebear's birthday
25 Drake's birthday
26 Marina's birthday
27 Deena's birthday
29 Merry's birthday
30 Broccolo's birthday
July
01 Curt's birthday
02 Agent S's birthday
03 Blaire's birthday
04 Apollo's birthday
05 Samson's birthday
07 Starcrossed Day [Japan]
Bree's birthday
08 Jeremiah's birthday
09 Static's birthday
10 Mott's birthday
11 Victoria's birthday
13 Twiggy's birthday
14 Dizzy's birthday
15 Caroline's birthday
17 Jay's birthday
19 Nibbles's birthday
20 Yuka's birthday
21 Prince's birthday
22 Chow's birthday
23 Elvis's birthday
26 Curly's birthday
28 Truffles's birthday
31 Grizzly's birthday
August
Every Sunday: Fireworks Show
01 Kid Cat's birthday
02 Vladimir's birthday
04 Bones's birthday
05 Poppy's birthday
06 Chester's birthday
08 Bud's birthday
11 Gigi's birthday
12 Gloria's birthday
13 Tabby's birthday
14 Rod's birthday
15 Wendy's birthday
16 Nate's birthday
17 Stinky's birthday
18 Rocco's birthday
19 Alice's birthday
21 Wart Jr.'s birthday
22 Rolf's birthday
23 Nana's birthday
24 Nan's birthday
25 Tipper's birthday
26 Rowan's birthday
28 Chrissy's birthday
September
1st Monday: Labor Day [United States]
01 Violet's birthday
03 Spork's birthday
06 Cesar's birthday
08 Astrid's birthday
09 Pinky's birthday
10 Pecan's birthday
11 Peewee's birthday
12 Boone's birthday
13 Moose's birthday
15 Tutu's birthday
16 Ed's birthday
17 Whitney's birthday
20 Octavian's birthday
22 Ankha's birthday
25 Mitzi's birthday
26 Teddy's birthday
28 Kody's birthday
30 Monique's birthday
October
2nd Monday: Explorer's Day [United States]
03 Big Top's birthday
04 Goose's birthday
05 Elmer's birthday
08 Kiki's birthday
09 Drift's birthday
10 Benedict's birthday
11 Kitt's birthday
14 Egbert's birthday
16 Friga's birthday
17 Limberg's birthday
18 Al's birthday
20 Antonio's birthday
23 Groucho's birthday
25 Portia's birthday
27 Jambette's birthday
28 Gaston's birthday
29 Rodeo's birthday
31 Halloween
November
Every day: Mushroom Picking Day
4th Thursday: Harvest Festival
01 Butch's birthday
02 Iggly's birthday
03 Snake's birthday
04 Lucky's birthday
05 Lobo's birthday
08 Alli's birthday
09 Pango's birthday
11 Mac's birthday
12 Mathilda's birthday
13 Queenie's birthday
16 Daisy's birthday
17 Mallary's birthday
19 Amelia's birthday
23 Knox's birthday
25 Wolfgang's birthday
26 Willow's birthday
28 Peaches's birthday
29 Kabuki's birthday
December
04 Robin's birthday
05 Naughty-or-Nice Day [Europe]
07 Monty's birthday
08 Eloise's birthday
09 Becky's birthday
10 Tom's birthday
11 Sterling's birthday
14 Freya's birthday
16 Gabi's birthday
17 Cousteau's birthday
18 Fang's birthday
19 Chief's birthday
21 Midwinter's Day [Europe]
23 Special holiday items for sale at Tom's
24 The Night that Jingle Comes to Town
25 Ruby's birthday
26 through 31: Special holiday items for sale at Tom's
27 Goldie's birthday
28 Bella's birthday
30 Hugh's birthday
31 Marcel's birthday


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Thursday, 8 July 2010

The Legend of Zelda: Twilight Princess (Wii) - Guide

The Legend of Zelda: Twilight Princess (Wii) - Guide
General Info
Money, Money, Money
Rupees are the currency of Hyrule. Although most of the purchasable items are optional, there are several items that you must buy in order to proceed through the story. There are several ways to acquire more:
You'll usually pick up a few by running through grassy fields.
Chopping down grass.
Breaking pumpkins.
Inside treasure chests.
Temples of Doom
For those new to the Zelda games, one of the most iconic features of this series are the nearly insurmountable dungeons. There are nine of them in Twilight Princess, and they escalate in difficulty as you progress through the game. Generally, you'll find an item within the temple which is used to solve puzzles and battle the temple's final boss.
Link (Human Form)
Rollin' Rollin' Rollin'
Although it looks ridiculous, Link's roll move is a quick way to cross terrain or escape danger. You can even turn slightly mid-roll.
Slash 'n' Dash
While it's easy to fall-back on Link's standard sword attack; don't forget his Spin Attack can be devastating. It's helpful for taking down groups of enemies, in addition to being far more powerful than a standard hit. Use it on bosses for a quick victory.
Horse Riding
Link's trusty steed will be an invaluable aid during his adventure. While riding Horseback, Link still has access to most of his weapons, such as the Gale Boomerang and the Bow and Arrow. However, new to the series is the ability to swing your sword while riding. Not only that, but Link can even perform his Spin Attack, which is a quick way to dispatch of most foes.
Wolf Form
The Animal Whisperer
While in Wolf form, Link can communicate with the roaming wildlife, including cuccos, cats, frogs - well, pretty much anything that breathes. They'll often provide helpful tips or additional plot details, so it would be wise to pay attention.
White Wolfs Can't Jump
Well, not without Midna's help at least. While Link's wolf form can hop over short distance, Midna can assist with crossing much longer gaps.
Use Common Sense!
Link's canine appearance bestows him with some highly acute senses. Make use of these to follow scents, find digging spots (often revealing hidden caverns or rupees), and see the spirits engulfed by the Twilight.

Prologue - Part I
The adventure opens with Link inside his house...exciting! So your first task is to find something to do! Climb downstairs and exit the house, then travel down the path on your left. A short while later, turn right into the pond where your horse, Epona, waits. Saddle up and ride back up the path towards Link's house.
Once there, continue down the road directly across from Link's house leading to Ordon village. Ride on through town and up the hill leading to Link's job site, Ordon Ranch. It seems Link's boss has been having trouble rounding up the goat populace, so meet with him in the center of the field to get to work. Thankfully, Link's minimum wage job really isn't that tough. Simply ride your house around and direct the goats into the barn. Because the goats act like magnets of the same polarity, try to position yourself so the goats are directly between you and the barn. Since they're trying to escape your presence, they'll head right for it! You can also whoop with the action button to frighten the goats into moving quicker. After all ten goats are captured, jump over the fences with Epona to head home for some sleep.
Link will awaken back inside his house. Climb down and hike over to Ordon village again. Follow the river up to the distraught young woman. It seems she's lost her cradle and can't continue living without it. After the conversation, go back up the path and climb the vine covered pillar. There's a man on top who will teach you the ancient art of summoning hawks. Jump over on the nearby roof, then over to the final two pillars. There's some grass on the last one you can use to call for your hawk buddy. Once he perches himself on your arm, aim down the river at the summit of the distance island and fire the bird off. This will send it on a crash course with a cradle toting monkey. When the bird returns, it will deposit the cradle in your hands. Now simply jump back to the ground and return it to the riverside woman. However, it seems bringing it to her isn't quite enough. Oh no - she wants you to deliver it to her house too. The nerve! Run up to her house where she'll reward you with a fishing line.
Note
If you accidentally fall into the water while holding the cradle, worry not! Just push the basket into the open by swimming behind it and use the hawk to grab it again. Alternatively, you can also push it to shore, but this can take an annoyingly long time. (Contributed by Alec.)
Elsewhere in the village, a shop owner has lost her poor kitten. Run across the nearby bridge and behind the house with the water wheel to locate the cat. Unfortunately, it's a stubborn animal and won't go home until you catch it a fish. Thank goodness for the fishing line! Stand on the dock and lower it into the water, and then bob the floater up and down to catch their attention. The fish hook will drop below the camera's line-of-sight, so watch the fish carefully. Once you see a fish swim out of view towards the hook, pull the line back to make the fish latches on. After catching the second fish, press B (read: not "A") to make Link throw it at the cat, who will then return to the shop owner with fish in tow. If only everyone else in this game were that capable...
With the cat returned, you best be off to the shopkeeper to gather your sweet, sweet reward. The shopkeeper's business is the closest building when entering town from Link's house. When you go inside, it seems the delusional cat lady is convinced the cat caught the fish itself, but thankfully, she's so happy to have her cat back, she gives Link a bottle anyway. While you're here, purchase the slingshot behind the counter for 30 rupees since it's required later..
Note
If you don't have the funds, you can find more rupees by running through the tall grass and by smashing pumpkins (rock on!). However, the easiest way to earn some fast cash is to climb the nearby money tree (which is thankfully devoid of men dressed as caterpillars). However, a wasp hive blocks the way. Knock it down by using the hawk from the pillar where you first learned that technique. Afterwards, climb the tree to find a couple of relatively high-valued rupees.
Now head home to find a present on the first floor of Link's house. It's a wooden sword! With your new found weapon equipped, speak to the group of children outside your house. They will be so impressed with your weaponry, they'll request to see them in action. With the slingshot, shoot down all of the targets and the scarecrows. Subsequently, just follow the children's directions for the sword.
When the exposition is complete, a strange monkey well run down the nearby trail. The kids (who apparently have short attention spans) will chase after it down the road. Hop back on your high horse and follow them down the path. Continue past the pond, across the bridge, over the gate, and into the tunnel. After exiting, turn left to meet with some guy who will give you a lantern for free... but he charges for the oil...what a scam artist.
Head back to the entrance of the tunnel you came from, but don't enter it. Instead, travel through the nearby gate into the cave. Inside, you can light the torches along the way to help with visibility. You'll come across a couple of spider as you explore the cavern's depth - just swipe at them with your lantern to burn them down.
Tip
Put your lantern away whenever you're not using it to save oil. You don't want to waste precious rupees purchasing more when you don't have to.
After exiting the cave, travel northwest towards yet another cave. Inside you'll find a key that opens the gate to Faron Woods. Now exit the cave and travel southeast. Open the locked gate with your key and proceed onward.
Continue to the end of the long path to discover one of the kids locked in a cage with a monkey. A few direct hits with your sword will show the cage who's boss and release the kid.
After the reunion, your boss will call you in for another day's work. Geeze, do you ever get a break? Just round up the twenty goats as you did before to escape his ironclad fist. Afterwards, jump the fence leading back to town.
As you enter, a cut-scene will begin automatically. The short end of it is that the mayor's daughter steals your horse because its injured. Well, Link won't stand for this! Run back to the pond where you first saw her (and Epona) at the beginning of the game. Along the way, you'll meet up the children again. This time, they won't let you pass unless you lend them your sword. While you can resist, it won't accomplish anything, as those selfish tikes are willing to block the path for hours. Give them your sword and then continue to the pond.
Upon arriving, you'll discover that the mayor's daughter has locked the gate leading into the pond. Luckily, there's a small cave back up the path which you can crawl through to get inside (it's embedded in the wall bordering the pond behind the grass). Go through it and into the pond. After some chit-chat, Link will be pulled into the Twilight Realm where he will now roam the land as Wolf Link.

Prologue - Part II
Wolf Link will awaken inside a jail cell with a ball and chain attached at the ankle (and no, Link isn't married). After struggling to get it off, a mysterious character named Midna will appear. She will beckon for you to exit the cell, but stops short of telling you exactly how. Use Link's attack to destroy the debris in the corner near the door, then dig in that spot to burrow under the gate and into the hallway.
Enter the adjacent jail cell and grab onto the chain to open the nearby tunnel. Head down it to enter the sewers. As you emerge, you'll see an odd floating orb. If you use your sense, you'll discover that it's actually a spirit. You can speak with them for further plot details.
Follow the left catwalk and jump the gap at the end. Then go through the gate until you reach the intersection. There's a pit of spikes on the right side which can't be crossed, so turn left instead. Grab the chain at the end of the path to raise the water level allowing you to swim over the spikes. Continue past the spike pit and make a left at the next intersection. At the end, Midna will dismount Link and float through the gate; sadly, Link can't do the same. Instead, there's a tunnel under the water that will get you by, but it necessitates lowering the water level first. Turn around and go straight down the hallway opposite of your current location, then activate the chain at the end.
With the water level lowered, venture back from where you just came and enter the tunnel on the left side of the hallway. It will take you right to Midna.
Continue into the next room and climb the long staircase. No matter how hard you try, you'll always fail the first jump. Just climb back up and try again - only this time, Midna will help you out. When she floats to the other side, target her, then press the jump button to cross the gap. Simple! Work your way to the top of the staircase, then cross the tightrope to the other side. Just a little further to go!
You'll encounter a locked door near the top. To get around it, stand on the stones to the right of it and use Midna to reach the very top floor and go through the door.
You'll emerge outside. Proceed until you see the spirit, then make a left. Climb on top of the box and hop over the barrier. When you drop onto the circular platform, go right. Continue straight until you reach a wooden balcony. Around this point, you may be attacked by a group of birds - use your spin attack to take care of them with ease. Walk onto the balcony and use Midna to jump to the rooftop. Run along the roof and enter window at the end.
Inside the tower, climb up yet another case of stairs to find princess Zelda (she's purdy). After speaking with her, travel back downstairs to trigger a cut-scene. You'll wind up back in the normal world, only you're still in wolf form (take that "Link to the Past's" rabbit form!). Exit the pond area to the left, and head to Ordon village to collect the sword and shield Midna requests.
Once in the village, stroll over to the building with the waterwheel. Slow down as you approach so you don't startle the villagers. Target them from a distance and press the action button to listen in. Talk about being at the right place at the right time - they'll help you locate both items you need! After the conversation, proceed to a small stone jutting out of the ground near the store. Just watch out for the villager's attacking hawk along the way - you can evade it by running quickly. When at the stone, call upon Midna to leap onto the roof, then onto the pillars, and onto the top of the building with the waterwheel. There's a small door you can enter through.
When inside, jump the table and use Midna to leap onto the upper level (make sure you position yourself far enough back on the table to complete the jump). Bash into the wall straight ahead twice to knock down the hanging shield. When acquired, exit out the nearby window, left of where the shield was.
Travel to the house in the eastern corner. Although you can't get in through the front door, you can burrow your way in by digging on the right side of the house. Use your senses to find the glowing spot, and dig there. After you're inside, grab the sword off the couch on the far side of the room, then go back out the way you came in.
Subsequently, go back to the pond where you met Epona for the first time. After arriving, a Twilight creature will drop from the sky. It doesn't pose much of a threat, just attack it quickly to dispose of it. Exit the pond to the right, cross the bridge, and re-enter the Twilight realm.

Prologue - Part III

As wolf Link, proceed down the path until you reach a large clearing. You'll be penned in and have to fight three Twilight creatures to escape. However, as you'll soon discover, you can't just kill them one at a time, as the last remaining foe will call for reinforcements. Midna will shortly chime in with her ever helpful advise; this time she will teach you how to use the Energy Field. Wait for the enemies to group together, then hold down the B button to create an energy field that surrounds both you and the enemies. If any of them are out of range, you can walk a short distance with the field around you, but be quick as it only lasts for a few seconds. After the creatures are trapped within the field, release the button to destroy them.
Continue on down the path to the pond ahead. Speak with the floating light spirit to obtain the Vessel of Light, which can be used to collect the "tears" held by various enemies. The tears you have to collect are visible on your mini-map; there are 16 of them, but since they are usually grouped together, you only have to visit eight locations.
Continue up the northern path to find the first two tears, in spider form. However, they will only become visible while using your sense. After you destroy them, a tear will float down from each one - make sure you collect these.
Total thus far: 2 / 16 Tears
Proceed up to the locked gate, then make a left into the area where you obtained the lantern. Stick to the left wall, and climb up on the wooden ramp. Call upon Midna to jump into the house.. Drop onto the ground below to find two more spiders. Climb up on the wooden planks to leave.
Total thus far: 4 / 16 Tears
Now travel around the back of the house to find another spider hanging on the wall. You can destroy him by using your energy shield, or knocking him down by ramming into the wall.
Total thus far: 5 / 16 Tears
Travel back to the gate, and dig on the right side to burrow underneath. Kill both spiders here.
Total thus far: 7 /16 Tears
Enter the cave and exit out the other side. Once you emerge, destroy the two spiders hanging on the wall by using your energy shield. If they fly off, just track them down and use your energy shield again.
Total thus far: 9 /16 Tears
Now you have to cross through the swamp to the remaining spiders, however, the purple haze is poisonous, so you can't just run through it. Instead, run to the West side where you'll find a small tree sticking out of the fog. Use Midna to jump onto it, then over through the rest of the swamp. Run up the short hill, then use Midna again to go across the pillars into a large wooden area. There are three more insects here.
Total thus far: 12 /16 Tears
Continue out the other side, and jump the gap with Midna's help. Keep jumping all the way up the tree, then activate Midna again to continue across the tree branches. You'll soon come across a swinging log - time your jump shortly after the log flies by to avoid harm and then cross over the pillars to the ground below. There are two more spiders, except this time the tricky devils are underground. Use your sense to see where they're buried, then dig them up and kill them.
Total thus far: 14 /16 Tears
Pass through the nearby tunnel to come across three more twilight creatures. Like before, wait for them to group up, then use your energy field to destroy them at once. Continue north to where you freed the child from the cage. Destroy both spiders here to complete your tear collection.
Total thus far: 16 /16 Tears
You'll automatically be returned to the pond area where you met with the Light Spirit, only now Link will his usual bipedal self.
Now it's time to head to the Forest Temple. Proceed through the Northern cave up to the Forest Path - but it's been locked away by a gate! Who could be behind such a travesty? Why it's the oil salesmen! Meet with him in his usual place down the adjacent path to obtain the key and then open the gate and enter the cave.
Bottle
You can obtain another bottle by purchasing the oil in a bottle the salesman offers for 100 rupees.
Pass through the cave into the swamp, and approach the dock with your lantern out. A seemingly greedy monkey will steal your lantern! But wait, he beckons for you to follow...she's not that bad after all. Follow her through the purple haze; just stay close to avoid being poisoned by the fog. Be sure to destroy the enemies along the way, as they'll frighten the poor monkey. When you reach your destination, the monkey will discard your lantern and take off. Make sure to collect it off the ground, though it will be out of oil.
Pass through the gate and continue towards the temple to the north. If you're out of oil, stop by Trill's store on the eastern side of this area to purchase more, as you'll be needing it later. You'll come across a white wolf blocking the path leading to the temple. He will transport you to some crazy cloud world; just follow the soldier's instructions to learn the "Ending Blow". This move can be used on a fallen foe by targeting and pressing A.
Afterwards, press on up the path and burn away the spider web with your lantern and enter the Forest Temple.

Forest Temple - Part I

Inside the Forest Temple, proceed through the tunnel into the main room. There's a monkey trapped in a cage dead-ahead. Slash at it with your sword to free the animal. Destroy the spiders on the vines with your slingshot, then climb up to the waiting monkey.
Proceed through the door into the next area and climb the staircase. There are four torches on the center platform, light them with your lantern to raise another platform. Follow the monkey to the doorway and open the chest on your left to acquire the Map. Then proceed through the door.
You'll emerge in some kind of valley. The monkey will soon be knocked into the gulf by an odd looking baboon, but thankfully she'll climb back up to safety. Follow her back into the room you just came from. She will then climb onto a rope, permitting you to use her as a swing to reach the western side of the room. Simply jump over to her and press the action button at the apex of your swing to land on the platform and then enter the room ahead.
Ooccoo
When you enter the new room, turn right and hit the spider creature with your sword to force it into its bomb form. Then pick it up and position it by the nearby boulder. When it explodes, it will reveal an alcove with some pots containing various items. One of those items just happens to be the Temple's Ooccoo, a strange bird-woman that can warp you in and out of the dungeon - very handy!
When you enter the room, turn left (or right, if you want to find the Ooccoo, shown above). Burn down the spider web, then proceed onward. Follow the monkey across the platforms, then go through the Northern door. Cross the bridge when it spins towards you (as dictated by the wind) and enter the room ahead.
Open the treasure chest on the right side to obtain a small key and then backtrack through the two previous rooms.
When you re-enter the room with the monkey, jump the gap on the right side and open the locked door. However, be careful of the spider that drops just prior to the jump; use your slingshot to take it down.
In the next room, you'll come across a monkey trapped in a cage on a totem pole. Roll into the totem pole a few times to knock the cage down, thus freeing the monkey. Destroy the two enemies that drop down afterward and follow the monkeys up to the collapsed bridge. The monkeys will let you swing off of them to cross the gap. After landing, proceed through the door
Follow the right wall to the southeast tunnel and continue through the door. Use the female monkey to swing across the first gap back onto the central platform and then use the male monkey to swing across the other gap directly across the way and enter the next room.
Climb up the staircase, past the enemy flower, to the spider-bomb. Slash it with your sword, then quickly put your weapon away and grab it. Carry it around the immediate corner and toss it down the gap to destroy the flower you passed below.
Now jump over the gap where the flower was and make note of the boulder on the platform above. Grab the nearby spider-bomb and have it explode near the boulder to reveal a doorway.
Inside this room, climb down the stairs to the ground floor (near the water). There are a pair of pillars positioned between the two staircases. Roll into the northern most one to dislodge a treasure chest containing a Small Key. You will use this to free the trapped monkey on the opposite end of this room. Although there's a bridge connecting both sides, don't bother crossing it, as some pesky creatures will knock you off the tiles. Instead, jump into the water and swim alongside the bridge, then climb onto it at the very end and walk up to the platform. There are four torches here, half of which are unlit. Ignite both of them with your lantern to raise a pair of platforms leading to the caged monkey. Unlock the cage, then exit the room through where you entered (remember to swim across the water).
Heart Piece
Return to this water filled room once you retrieve he boomerang to obtain a heart piece. Simply use the boomerang to blow out the four torches to lower the platforms revealing a chest containing the prize.
As you enter the next room, turn left and shoot the spiders resting on the vine covered wall. Then jump across and climb your way up to the door and go through it.
You'll see a plant creature eat a small key and it's up to you to get it back (and no, Link doesn't beg to be eaten, MIB style). Simple strafe around the plant and wait for it to slam its head towards you onto the ground. Evade the attack and then slash at it while it recovers from the missed pounding. Repeat this a few times to destroy that portion of the plant. Now simply grab one of the two spider-bombs on the southern end of the room, and throw it into the remaining portion of the plant to reveal the key. Use it to unlock the cage in the south end of the room. Now exit the room through the way you came in.
Heart Piece
After you exit, grab the spider-bomb immediately to your left and chuck it down the gap ahead to destroy another flower. Drop down the gap and walk through the revealed doorway to open the chest containing it.
Now return to the main room by passing through the door on the ground floor. Cross onto the center platform and follow the monkeys through the northern door. The monkeys will climb onto the rope, allowing you to swing from one to the next all the way across the pit. Proceed up the hill and through the door.
Mid-Boss Fight
When you enter, you'll see a mean looking baboon taunting you with his ass. It's time to get even.
The baboon will use the various totem polls as vantage points from which to attack. When he pauses, roll into whatever totem pole he's resting on to knock him off balance. Continue to roll into it to knock him off his perch. Alternatively, if you roll into his totem pole as his boomerang is returning to him after being thrown, it'll knock him off immediately. Once he's on the ground, slash away at his rear end with your sword. Just watch out for the roaming plant creatures.
After 16 hits to the posterior, the primate will be defeated leaving you with his boomerang.

Forest Temple - Part II

After grabbing the boomerang, fling it the contraption above the door to partly open it. Repeat this twice more to fully reveal the door.
As you exit, cross the first bridge and use your boomerang on the wind contraption of the second bridge to spin it towards you. When you reach land, throw the boomerang towards the rope holding the monkey's cage to free him. Continue up the hill and use the boomerang to cross the next two bridges and enter the door.
From here, proceed back to the temple's main room. The door on the bottom floor will take you there. Use the monkey to swing over onto the central platform. From there, throw your boomerang towards the hanging chest directly above to knock it down. Inside is a compass which will reveal the locations of additional treasure chests and the imprisoned monkeys. Now cross over to the west side of the room, via the hanging monkey and enter the door.
There's a gate located on the west side of this room that can only be opened by using your boomerang. You can get there in one of two ways: Climbing the vines to your left, or by crossing the bridge ahead and going around. We suggest the latter route, as it's easier. When you get to the gate, you'll find four pillars with an odd engraving on the ground between them. That picture displays what order you should hit them with using your boomerang. So from the bridge, aim towards the closest one on your left first, then the closest one on the right second, then the far left one third, and finally, the far right one. Make sure you lock onto each one before you throw the boomerang, otherwise it won't work. If done successfully, the gate will open revealing a chest containing the Big Key. Now cross the bridge and follow the monkey into the next room.
Use your boomerang to rotate the bridge and then rotate it again while on it. This will connect the bridge to two additional paths. Enter the door on the East side search for the next monkey. After entering, you'll see three holes in the ground, two of which are covered by cobwebs. Equip your lantern while standing on the left one to burn it away and fall to the caged monkey below. Just bat at the cage with your sword to free the monkey and then climb the vine covered tree roots to the top level. Exit the room through the way you came in.
Get on the bridge and rotate it again using your boomerang and enter the North door.
Proceed over the next two bridges, spinning them as you go, then climb the vine covered wall on the east side. Just make sure you kill the spiders on it first. Afterward, drop onto the wooden plank, kill the spider on the adjacent wall, and climb to the top and enter the door.
On the left side of the is a spider-bomb. Throw your boomerang at it to obtain its explosive goodness and quickly chuck it into the plant on the opposite side of the room. Now you can cross over to the chest containing a Small Key. Hop back over to the mainland and grab another bomb with the same technique. Except this time, instead of throwing it, aim your boomerang towards the boulder to the east and let it fly! It will take the bomb with it, destroying the rock when it collides. Brilliant! Now climb up and do this a third time for the rock blocking the doorway to free the monkey. Now exit the room the way you came in. .
Climb down and go back through the door to the south. Hop onto the bridge and spin it so you can unlock the east door and proceed inside. After entering, deploy your boomerang towards the tiles on the ground to uproot the pesky creatures hiding underneath. Destroy them as they flop around helplessly and then proceed into the cave to the northeast. Kill the spiders on the vines and climb up to where the final monkey awaits. Two wind propellers are all that stand between you and freeing the primate. Lock onto both of them and deploy your boomerang to release him. Now exit this room the way you entered.
Proceed through this area back into the Northern room where the final boss rests. The monkeys will form a huge chain that you can grasp onto to swing to the other side. Time your jump to when the monkeys are closest and release at the ape as usual. After that, open the large door ahead with the Big Key.
Temple Boss - Diababa
Part I
The boss battle begins with two plant tentacles attacking you - stand near the back wall to avoid their attack. On either side of them are spider-bombs. Lock onto one of them with your boomerang, then lock onto one of the tentacles and throw your weapon. It will pick up the bomb and then proceed to the tentacle destroying it in the process. Repeat this for the 2nd one as well.
Part II
After both tentacles are destroyed, the boss's true form will be revealed. Throw your boomerang towards him to trigger a short cut-scene. It turns out the baboon you defeated a short while ago wants to help you! He will swing back and forth carrying a bomb between his feet. Use your boomerang to lock onto the baboon first, then the main part of the boss, and let it fly. Like with the tentacles, it will carry the bomb towards the boss where it will explode. Afterwards, the boss's head will fall limp to the ground - slash with your sword at the eye sticking out.
When he retreats, he will fire a poisonous liquid at you. Stand back against the rear wall to evade it. Afterward, repeat the above process to defeat him.
You will be awarded with a Fused Shadow and a Heart Container.

After Forest Temple - Part I

After the Forest Temple, you'll be transported back to the woods. Travel through the western cave and turn left before the gate. Pass by the oil salesman and continue towards the Northern route.
You'll emerge in Hyrule field. Travel westward towards the Twilight Realm. As you near, the local mail carrier will approach and hand you a very non-essential letter. Continue westbound and enter the Twilight Realm.
Once there, sniff the sword it to pick up the Youth's Scent. Activate your Sense to see the aroma trail left by the children.
Follow this up to the three Twilight Creatures. After you destroy them, Midna will make note of the missing bridge. She will then teach you how to use the portals that are opened whenever those Twilight creatures are defeated. Select the North Faron woods portal to warp there.
After arriving, turn right to spot the bridge. Speak with Midna and select the Warp option, and then choose the Kakariko Gorge to transport the bridge back to its rightful place.
Back in the gorge, cross the bridge to the other side. Then continue to follow the child's scent using your Sense. When you come across the locked gate, dig under the left side to burrow your way through and continue down the path.
You'll arrive at Kakariko Village. There are three more Twilight creatures ahead. Attack the one furthest away, then use your Energy Field on the remaining two to clear them out. When they're defeated, speak with the spirit in the pond ahead to obtain another Vessel of Light. You will use this to collect 16 tears in the form of spiders which can only be seen by using your Sense.
For the first two, travel around the back of the nearby house and call upon Midna to leap to the roof. Walk onto the damaged portion to fall into the house and use your sense to trigger a cut-scene. You'll learn that in order to get to the cellar, where the tears are located, you'll have to light all of the candles. Pick up the wooden stick next to you, then ignite it both ends by moving it over the open flame. Now climb the staircase and run along the wall all the way around to light all four candles to reveal the cellar. Drop into the hole.
Proceed north through the cavern up to the first room. Use your sense to destroy the three insects and collect their tears.
Total thus far: 3 / 16 Tears
Continue down the tunnel and use Midna to climb the scaffolding and emerge in the graveyard. In the center is a buried spider. Dig it up and defeat it for another tear. Afterwards, head down the East path back into the Kakariko village.
Total thus far: 4 / 16 Tears
Proceed through the wooden gate on the east side of town, right below the ramp. There's a small hole you can enter. Climb up the top level where you'll find a bug on the wall. When finished, exit the way you entered.
Total thus far: 5 / 16 Tears
After leaving the house, climb up the ramp right next to you on the East side, and jump over the Hotel, then enter it through the door. Drop to the ground level and use your sense to the right of the ladder to spot a bug hiding inside the chimney. You can't attack him from here, instead, grab the wooden stick off the ground, then climb onto the table and ignite it with the torch, then light the fire beneath the chimney to scare the bug out. Afterward, climb the boxes and shelves to reach it.
Total thus far: 6 / 16 Tears
Drop back to the ground floor and enter the doorway and climb the stairs to the upper floor and enter the room to spot another bug on the wall. Now exit the hotel the way you came in.
Total thus far: 7 / 16 Tears
Jump back to the ground outside and run towards the building across from the General Store on the West side of the valley. Climb onto the shack next to it, then onto the roof. From there, jump over the gaps onto the roof with the damaged ceiling. Stand on top of that point to fall inside. Once in, push the box next to the bed to reveal the creature. Subsequently, use Midna to jump out through the hole in the ceiling.
Total thus far: 8 / 16 Tears
Now move onto the far northwest building and climb on top of the small shack. Jump through the glowing window next to it to get inside. Proceed up the staircase to the upper floor. Ram into the cupboard to knock it down revealing the insect. Then climb out the upper window.
Total thus far: 9 / 16 Tears
Climb around the roof and up the staircase to spot an insect retreat into the nearby house, There's a small hole you can enter on the side. Indoors, you'll find the creatures hiding in the fireplace. Like before, light the piece of wood on the floor using the open flame in the corner, and then ignite the fireplace. Only this time, the house will ignite! Luckily, it will also scare three insects out of the walls. Don't even try to kill them now, instead leave the house through the same small hole you entered, otherwise you'll burn alive. Once you escape, the house will crumble taking care of the three insects for you! Just make sure you collect the tears.
Total thus far: 12 / 16 Tears
Climb up the hillside and dig your way into the house at the top. Break the jars in the corner to find a beetle. After that, dig your way back outside.
Total thus far: 13 / 16 Tears
Now drop down into the valley (don't worry, the long fall won't hurt you), then proceed up the trail to the north leading to Death Mountain. Run up the ramp on the left, and use Midna to jump to the path above. Continue up the trail until you reach the steaming geysers. There's a spider waiting in the open at the northern tip of this area.
Total thus far: 14 / 16 Tears
Howling Stone
Walk up to the strange stone above and interact with it. It will teach you to howl. Press A and use the control stick and follow the highlighted blue sections to repeat the played notes (i.e. Up, Center, Down / Up, Center Down). This will transport you to a strange area - repeat the howl one more time. The wolf will invite you to visit him when you're back in human form. He'll mark the location on your map.
Exit this area by taking the trail to the north to reach Death Mountain. Hop on down to where the four Twilight creatures are. One of them is off hiding in a corner. Take him down first, and then round up the other three with your Energy Field to defeat them.
After they're dead, kill the spider on the nearby gate.
Total thus far: 15 / 16 Tears
Now hop onto the platform right next to the gate and use Midna to jump above. Make sure to time your jump so you don't hit the geyser. Follow the path until you reach a small ledge you can walk on. At the top, use Midna to climb higher.
Note
Don't stand in any one place for too long, as there are rocks falling off the mountain.
Follow the path, and then drop to the area below. You can find the last spider here in the central area.
Total thus far: 16 /16 Tears
With a full Vessel of Light, you'll be transported back to the Light Spirit as human Link.

After Forest Temple - Part II

With Kakariko village restored to its former self, your next objective is meeting with the Gorons. Head north up the path towards Death Mountain. Climb the wall to come across an angry Goron who will knock you off the ledge. It's pointless to try again, so leave the area instead to greet with a waiting villager, who will request that you return to Ordon Village.
Make your way through town to trigger a cut-scene involving Epona - the poor horse has been spooked and needs to be calmed. When Link grabs hold, press the control stick in the direction shown on screen to hang on. Make sure you respond to the changing directions quickly, otherwise you'll be thrown off Epona. Before long, Epona will calm down allowing you to ride her once again. Now exit the area and cross Hyrule Field back to back to Ordon Village.
Hidden Skills
If you interacted with the stone in Kakariko Village, turn left into the pond where you first met Epona to come across the mysterious wolf once again. This time he'll teach you the Shield Attack.
After arriving at Ordon village, meet with the mayor outside his house to learn how to Sumo Wrestle. When in the ring, press A to grab your opponent, and continually press it to shove him back. If he lunges at you, duck by pressing A. You can also sidestep with the control stick. After you successfully push him out of the ring, he'll present you with a treasure chest containing the Iron Boots.
Heart Piece
If you go back to your boss's ranch and round up the goats, he'll give you a heart piece.
Now proceed back to Kakariko Village by heading across Hyrule field to the west and jumping the gate with your horse.
After the cut-scene where the goblin kidnaps the child, chase him north through the valley and jump over the gate. You'll wind up in a different part of Hyrule field, with the kidnapping culprit dead ahead. Chase after him from atop your horse and slash with your sword whenever he's close. He's pretty quick, so make sure to utilize your available gallops to keep up. Be careful - there are other warthogs who will try to protect their leader; use your spin attack if they group around you. Also, don't worry about losing sight of the leader, as he will often pause for you to catch up (he's a pretty easy target to spot from afar).
After several hits, he will scamper of to the bridge. Now it's a good ol' fashioned face off. Essentially, you need to knock him off his warthog while protecting yourself. To do this, run at him from either the far left or right side as he charges at you head-on. Just before you collide, dodge to the opposite side of the bridge and slash with your sword as he passes. After a couple of passes, hell fall into the abyss, thus freeing the child..
After the cinema, you'll wind up back in Kakariko village. Proceed north to the Death Mountain trail where the Goron originally knocked you off, only this time, he has a surprise coming. When he rolls towards you, equip your Iron Boots and hold A to toss him off the edge (similar to the goats in Ordon Village). Continue up the path, repeating this for any other Gorons who dare cross your path. When you reach the archers, run past them as quickly as you can to avoid their fire arrows.
Carry on past the geysers into the next area where you'll find a couple of Gorons eying you. These guys will provide you with the lift you need to climb up the mountain, though not without some coaxing. In order to do this, you have to attack them, which will force them into their defensive rolled up form. While the game suggests using your Shield Attack, it's easier to equip the iron boots and roll into him one or twice. Once he's rolled up, unequip the iron boots and climb on his back. He'll then spring you to the next level.
Do the same for the Goron to your left to land on a pipe. Drop off to the other side and run past the geysers. You will come across a few geysers that just won't give up - equip your iron boots to keep you grounded as you walk through their jet streams. Use the next Goron to flip up to the next level and repeat this for the following two. Finally, enter the doorway at the top.
Inside you'll meet with the Goron Elder, Gor Coron. He'll only permit you to proceed into the mines if you can defeat him in a sumo match. Make sure to equip your iron boots before accepting his challenge, and then just hammer on the A button to defeat him. Impressed with your might, he'll permit you access to the mines.
Note
There's an optional elevator in the corner you now have access to. It leads to a couple of routes blocked by stones. Simply push them aside to reveal the way. The lower trail leads back outside to the Goron guards, whereas the other path leads to the Hot Spring and a store where you can purchase arrows, lantern oil, wooden shields, and milk.

Goron Mines - Part I

Inside the Goron Mines, carefully cross over the lava pit. Take your time to avoid the lava that surges upwards between the gaps. At the end, slash open the wooden barrier and step on the switch with the iron boots equipped to depress it. This will cause the jets of fire to subside. Quickly unequip the boots and run down the hallway past the temporarily extinguished flames.
There will be another switch on your left; depress it in the same way and move swiftly past the next fire stream onto the metal platform. Immediately go around the corner to double back on the fire stream. If you're not fast enough, the fire will reactivate and block the path. If that happens, climb the nearby ladder back into the hallway, then step on the switch again. Jump across to the next platform and climb the ladder up to the grating. At the top is a small platform to your left; jump over to it, then onto the catwalk and walk south over to another switch. Press it down with the iron boots to deactivate the fire directly behind you. Make sure to run quickly to prevent being burned and then go around the corner.
Proceed down the path onto the grated surface in the next area. To your right is a reddish platform. Jump onto it and equip the iron boots to weigh it down, thus opening the gate and revealing a door.
In the next room, move forward and proceed down the left descending ramp. Open the chest at the base to find a key. Now progress back up to the platform you just came from and go up the other ascending ramp. At the top are a pair of rotating platforms. Jump across them when they momentarily pause during the rotation. Open the door at the other side with your key.
Go down the path, but watch out for the fire-breathing lizard. His only weakness is in the tail. Jump across the platforms in the lava, again timing the leaps between the fire streams, to arrive on the other side of the room. Grab the large chain on the ground and pull the wall back as it will go. This will temporarily reveal a door. Keep an eye on the flaming jets through the grate, and release the chain the moment they subside. Then jump back three platforms, and from there, leap to the door on the left. Move quick, otherwise the path will become blocked as the wall returns to its original position. Proceed through the door.
Now this is a change of pace - a room without any fire, and full of water! Jump in and put on the Iron Boots to sink to the floor. Quickly walk through the hole in the gate and then step on the switch to activate a magnet which will pull you straight up. Now walk along the blue surface and open the door.
In the next room you'll find an elderly Goron. What is with this Temple? First fire, then water, and now a peaceful hangout? Anyway, speak with the goron, Gor Amoto, to acquire a key shard. You'll need three of these to complete the Big Key. There are two more elders to locate within the dungeon. Before you leave, open the treasure chest behind the Goron to obtain the Map. Now climb the ladder and exit out the door on the other side of this room.
Ooccoo
Climb the ladder to the top floor and break open the moving pot to find the Ooccoo.
You'll emerge in the top floor of the water room. Equip your iron boots, and walk along the blue wall to the other side and go through the door.
Step on the switch at the edge of the platform with boots equipped to be pulled up to the ceiling again. Walk over to the eastern wall, and follow it around to the western side of the room, and drop down between the two lit torches. Now go through the door.
Heart Piece
Walk over to the northwest corner of the room and drop down to find a chest contain a heart piece.
Proceed down the path onto the platform and activate the switch hidden on the left side behind the structure. This will activate a magnet, which will rotate to three positions. Move over to the extended platform and use the iron boots to stick to the magnet when it passes by. Drop off when it rotates clockwise to the platform on northern side of the room, and step on the switch here. This will activate another magnet that cycles through two positions. Hop on and ride it to the other platform and enter the door.
Why it's another water room! Drop into the water using the iron boots and open the chest on the western side, which contains a Small Key.
Proceed to the southeastern side, and push the block preventing access to the cage. Float to the surface and step on the switch to turn on another magnet. Walk a short distance and drop onto the platform. Then step on the switch near the metal grate to - you guessed it - activate another magnet. Jump onto said grate with the iron boots equipped and drop down into the magnet's stream. You will be pulled over to the wall. Follow the path to the next platform. Swipe at the spinning blue diamond with your sword to open the gate below and then drop down and pass through before it closes.
Now use the boots to walk up the wall on the east side, and drop off on the northern ledge and cut the rope holding up the bridge. This will reveal a locked door you can open with your key.
Heart Piece
Climb up the wall using the boots and walk to the right to reach a chest containing a Heart Piece.
You will emerge in a long valley. Break open the wooden barrier and continue onward. Watch out for the archers though - you can shoot them down with your slingshot. Continue past the magnet into the area with the rotating statue and stick to the right wall to find a chest containing a Small Key. Now exit this area, and enter the door on the exact opposite end of the room.
Cross over the spinning beam to the wooden platform and go up the ramp. Now there's a huge spinning platform here. It's much too long to cross at once, so use your iron boots at the blue portions to avoid falling off as it spins. You may notice both sides of it have different amount of blue spots (1 and 3, respectively). Either side will get you across fine, but the one with three is easier. Following that, go through the door..
Yay, another elder! Speak with him to obtain the second portion of the Key Shard. Subsequently, climb the ladder behind him to the upper floor, and follow the platforms to exit out the door on the other side.
From here, use the boots to walk across the wall to the platform below, then pass through the door where the mid-boss awaits.

Goron Mines - Part II

Mid-Boss Fight
Step onto the platform to meet with this dungeon's mini-boss: an aggravated Goron guard. The arena is a bit unconventional, seeing as it dangles over a pit of lava and all. In addition, it tilts as the Goron moves around.. As such, your boots will be invaluable during this segment since they'll keep you on the platform.
He has a few different attacks that involve swinging his arms at you. When he raises his arms up in preparation of striking you, use your spin attack while near his stomach to force him into his rolled up ball mode (normal slashes work too, but take longer).
When in this form, he will attack by rolling towards you. Make sure your iron boots are equipped, and hold down the A button when prompted to grab and throw him. But here's the catch: Link's throw distance is limited, and so he may not always throw him off the arena into the lava. To complicate matters, Link throws the Goron exactly 180 degrees of where you grabbed him, but you can use this to your advantage. Try to stay near the edge of the arena (with a few feet of buffer room) when you attack him. Once he rolls into ball form, step to the side so your back is to the lava, then grab him to throw him off. Don't worry if you can't grab him in time; he'll roll around the arena and come back to you soon enough.
After three throws he'll be done for.
With the boss defeated, enter the southern room to obtain the Hero's Bow.
Now shoot an arrow through the open flame towards the rope suspending the bridge. This will drop the bridge allowing you to push on.
Enter the next area and go down the hallway directly across the room to activate the spinning statues. There are several of them blocking the way, and it's difficult to shoot them from the center as one is almost constantly firing at you. Instead, take refuge in one of the open side rooms, or in the entrance way, and fire an arrow at the Pink spot on their front side. Once one or two are destroyed, you can venture out and take care of the rest with ease.
After they're defeated, you can pull them out of the way. Behind the eastern most one is a treasure chest containing a Compass and behind the western most one is another elder who will give you the final Key Shard, which if you've been following this guide, means you now have an intact Big Key. Now return to the room with the statues and go through the southern door.
Don't be put off by the gate ahead, roll into it a couples times to knock it down and then hop across the platforms to the other side. Just watch out for the fire creatures hanging from the ceiling that will drop onto you. Use the bow and arrow to shoot them down before crossing.
Just past the door is another switch. Activate it with the boots to be pulled up to the ceiling. Now walk along the path to a hole in the wall. Pull out your bow and shoot the blue diamond inside to open the door. Then just take off the boots and fall to the ground below and go through the door.
When you step out of the door, target the rope to your left and let an arrow fly to drop the bridge. Cross over and step on the switch to activate the magnet. After it transports you to the northern side, drop down and go through the door.
Cross over the platforms in the water, then shoot an arrow towards the blue diamond in the northwest corner to open the gate. Go past it, and then onward through the northern door.
Back in the valley, continue past the magnet to the area with the rotating statue (where you found the Small Key some time ago). Destroy the statue by firing an arrow into the pink spot on front, then pull it back to reveal a ramp behind it. Climb up, and destroy the far archers by shooting an arrow at the explosive box between them. At the end of the path, step on the switch to, of course, activate another magnet. Catch a ride on it, and pull out your bow to shoot the rope holding the bridge up. With the bridge lowered, drop onto it and proceed through the door.
Follow the ramp down and shoot the rope that supports the bridge and then unlock the door with the boss key.
Temple Boss: Fyrus
Fyrus appears to be quite intimidating, but with the right technique, he's a pushover. Keep your distance and fire an arrow into the pink spot on his forehead to stun him.
While he's stumbling around, grab one of the chains trailing behind him and equip the Iron Boots to trip up the boss. Once he's down, run up and slash the pink spot on his forehead with your sword.
If the boss gets uncomfortably close, you can roll between his legs to escape quickly. Furthermore, if he launches his wall of fire attack, seek cover behind a pillar for protection.
Don't forget to break the pots lining the arena if you need additional arrows and/or hearts.
After a few attacks, the boss will be restored to its former self. You will then be awarded a Fused Shadow and Heart Container.

After Goron Mines - Part I

After wrapping up the Goron Mines boss, you'll be transported back to Kakariko Village. Begin by entering Barnes Bomb shop in the northwest corner of town. The owner has finally restocked his supplies, so make sure to purchase the Premium Kit from him for 120 Rupees, as you'll need these bombs later.
Heart Piece
Climb onto the Goron by the bomb shop and launch to the top of the store. Continue up the mountain to yet another Goron, who will launch you to the upper floor of the nearby building, Climb the ladder and speak with the child on watch out duty. Accept her request to demonstrate how to use the bow to meet with Malo near the Village's entrance. Shoot the targets straight ahead and on top of the eastern building to trigger a challenge from the children. They will dare you to hit the distant pole to the female child's left. Just place the cursor over the pole and let the arrow fly to obtain a Heart Piece.
Tip
This is significantly easier if you turn the pointer off in the options menu, which enables you to aim with the control stick instead. This will prevent the minor tremors in your hand from interfering with your aim.
Heart Piece
Now that you have bombs, there's a rock you can destroy near the Entrance of the village in the southeast corner. Proceed up the revealed path and jump into the pool of water below with your iron boots equipped to open the chest at the bottom and obtain a heart piece.
Call for Epona (there are whistle flowers near the town's entrance) and jump the gate to the northeast leading to Hyrule Field. As you enter, you'll receive a letter from the bomb shop teaching how to make bomb arrows. Now proceed across the bridge to the northwest and blow up the boulders blocking the path with your bombs. Continue onward and enter the Twilight Realm
Proceed down the trail and sniff the purse along the way to learn the Scent of Llia. Use your sense to follow the aroma leading to Hyrule Castle Town.
Once there, keep following the aroma through the Alley's and enter Telma's Bar at the end. Go to the back of the room check out the map on the table to learn more about your next destination: Lake Hyrule. Follow the aroma back out of town and run to the Eastern path of Hyrule Field.
In the next area, cross the bridge to come across an archer who ignites the bridge on fire. The only way to escape it to hop onto a nearby box and leap off the side of the bridge to the puddle below.
Now swim to shore and speak with the spirit outside the house straight-ahead to make a monster appear to the north. As you approach the archer, he'll call in one of his Twilight bird buddies for a ride. Simply evade the archer's arrows by strafing and wait for the bird to fly low. When he does, attack the bird with the A button to grab hold and bite continually. Repeat this until the bird retreats leaving just the archer. After finishing him off, Midna will saddle up letting you ride the bird into the next area.
This next sequence is pretty simple: Just avoid any solid objects, such as walls and pillars. You'll soon come across three falling pillars. Just dash beneath them to pass them safely. Immediately after, stick to either side of the cave to avoid a pillar falling towards you. When you approach the wall near the end, make sure to climb steeply in altitude to exit out of the high hole.
You'll arrive at Zora's River. Jump into the chasm below (which was once a river) and head Eastbound to enter Zora's Domain.
Walk forward to the small bump just prior to the pillars and use Midna to climb higher. Follow the path and walk around the fallen icicle and use Midna again at the top. Take your time however, when jumping from the second platform to the third as a chunk of ice will fall down which can interfere with your jump. When at the top, go through the northern entryway.
You'll come across three more Twilight creatures. Destroy the isolated one behind the barrier first, and then round up the other two to reveal another Warp portal. Now use your sense to look at the frozen Zoras below. Shaken at their fate, Midna will suggest you look for someway to melt the ice.
Warp back to Death Mountain and speak with Midna near the flaming rock. Then warp back to Zora's Domain. Midna will plummet the burning rock into the ice, thus melting it and freeing the Zora's. Now head out the southern end of the room to speak with Rutela. She request that you save her son, and in return, she'll grant you the power to dive in water. After she's done speaking, continue through the exit.
From here, jump off the waterfall into the lake below and let the river transport you back to Lake Hylia. You'll wash up right by the cave containing the Light Spirit Lanayru. Go inside to convene with her and obtain yet another Vessel of Light. Afterwards, exit back to Lake Hylia.
Alright, it's time again for everyone's favorite game show: Collect those Tears. You'll find the first Tear at the top of the ramp to your right.
Total Thus Far: 1 / 16 Tears
Proceed across the bridge to find three more Twilight Creatures. Kill either the far left or far right one, and then destroy the remaining two when they bunch around you. This will open up the Lake Hylia portal.
Subsequently, go across the nearby bridge and check the back wall of Fyer and Falbi's Water Top for another insect.
Total Thus Far: 2 / 16 Tears
Run back along the bridge to land and up the incline directly across the way, then turn left at the top and jump across the gap. Go across the next two stones. Jump over to the next stone and turn right and jump over to the land mass. Go up the hill and dig up the buried insect for the next tear.
Total Thus Far: 3/ 16 Tears
Jump into the lake and swim to the landmass on the Western side and destroy the insect by the wooden structure.
Total Thus Far: 4 / 16 Tears
There's a howl spot nearby in the flower patch facing the water. Use it to call the Twilight bird creature. He will take you through an otherwise unreachable portion of Zora River. There are four insects along the way. Simply fly into them to collect their tears. Two of them are before the wooden bridge, and two more after. Don't forget to use you map, in combination with your sense to find them. Once you do, Z-target them and dash to destroy them and collect the tears. Just follow the waterway out of the cave.
Total Thus Far: 8 / 16 Tears
Back outside; speak with the spirit sitting on the stairs to make another bug appear. Kill it to get another tear. Now head across the floating platform and follow the route on the shoreline to re-enter Zora's domain.
Total Thus Far: 9 / 16 Tears
Howling Stone
Across the floating platform is a Howl Stone on a small cliff facing the river. Listen to the song and repeat it back (Down, Middle, Down, Top, Middle, Down) to have the White Wolf mark a spot on your map where you can visit him later as adult link to learn a new move.
Inside Zora's domain, jump into the water and swim to the center island where you'll find two more bugs.
Total Thus Far: 11 / 16 Tears
From here, swim over to the West wall and go up the ramp to find a burrowed bug. Dig him up to collect another tear. Note: Since this one likes to fly around, you may have to climb further up the ramp to actually kill him.
Total Thus Far: 12 / 16 Tears
Drop back down to cross the water over to the East side of the room (sort of near where you entered from). Follow the wall north up to the point where you can use Midna to jump to the ledge above. Continue along and use her again to proceed higher until you reach a jet of water flowing from the wall. Climb the nearby incline and use Midna again to travel to the other side of the room into a cavernous area to find another bug.
Total Thus Far: 13 / 16 Tears
Now Warp up to the top level of Zora's domain to find yet another insect. It's located on the west side of the room and can be knocked down by dashing into the wall.
Total Thus Far: 14 / 16 Tears
Only two more left. Head back to Castle Town, either by warping, or using the river at the top of Zora's Domain. Then follow the aroma back to courtyard just prior to Telma's Bar. The insect is hiding in a box on the West side.
Total Thus Far: 15 / 16 Tears
After collecting the 15th tear, speak with Midna to locate the final one, which is back in Lake Hyrule. After warping there, swim to the center of the lake and use your Sense to locate the final insect—except for one minor thing, this one is huge. Try to stay on the platform while strafing and jumping to the side to avoid his diving attack. When he hovers near the ground, attack him with A to latch on and bite him. Repeat this a few times until he falls on his back into the water. Once he does, quickly leap onto him and use your Energy Field to knock him down for the count. You will then collect the last tear.
Total Thus Far: 16 / 16 Tears
With the tears collected, Link will be transported to the Light Spirit where he'll revert back to his human form.

After Goron Mines - Part II

Exit the Spirit's spring to return to Lake Hylia. Run over to Fyer and Falbi's Watertop building and speak with the operator to use his cannon for 10 rupees to land on an upper building. Go inside and drop to the lower floor, then exit out the door at the top of the ramp which leads back to Hyrule Field. Make you way toward Hyrule Castle Town.
Heart Piece
Before exiting the building, speak with Falbi and play his Flight-by-Fowl game for 20 Rupees. Now grab a cucco and float over to the multi-tiered island dead-ahead and land on the small rotating platform at the top. The chest here contains 100 rupees. Now carefully drop to the tiny platform below to find a piece of heart.
Tip
Hold the Z-button as you float for a better camera angle while throttling the control stick forward and back to align yourself with the platform, and let go of the Cucco once you see your shadow near the chest.
Hidden Skill
If you used the howl stone earlier, visit the wolf just outside Hyrule Castle Town. Climb the platform to the East of the entrance to learn the back slice.
Once at Hyrule Castle Town, give Telma's bar a visit. To get there, go south from the town center and then west down the alley. Inside you'll discover a sick Zora child who needs treatment. To obtain the proper medical attention, you'll have to escort the Zora by horse to Kakariko village.
The purple path on your map shows the route the carriage containing the Zora will follow. Begin by dashing down the path to the bridge where you'll have to take a goblin on the bridge one on one, like before. Only this time, he's equipped with two shields on either side, but is vulnerable from the front. As such, just run straight at him with your bow targeting his chest and let an arrow fly once you have a sure-fire shot. Be careful, as he starts weaving, but it's no match for a steady hand, two hits will take him down.
The carriage will soon come across several enemies in the valley that will launch fire arrows towards the carriage. While you can shoot them down, it's much easier to ignore them, and instead focus on putting out any fire on the carriage by Z-Targeting and throwing the Gale boomerang to cool it down. Once you reach the gate, hop off Epona and open it with your key.
Hop back on Epona and continue on. Shortly thereafter, the carriage will be attacked by several monsters riding boards. Hang back a bit and keep them off with your Bow and Arrow or slingshot. Near the end of the path, a bird will drop a bomb on the carriage. Shoot it down before it can, otherwise the cart will veer off course and circle around repeatedly until the bird is defeated.
After the next bridge, there will be yet another bird you have to destroy; otherwise the cart will circle this area as well. Open the next gate to reach the village.
After safely delivering the Zora, follow the spirit to your left into the graveyard. She will make a stone disappear to reveal a tunnel. Crawl through it and cross the water filled room to obtain the Zora Armor as a reward..
For this next part, you'll need the Water Bombs. If you don't already have them, you can purchase them from Barnes Bomb Shop. Equip your iron boots while wearing the Zora armor to sink to the water's bottom and then fling a water bomb towards the two boulders on the northern wall to reveal a passageway.
You'll emerge back in Lake Hylia. Dive down to the depths and head towards the center of the lake (as marked by a blue dot on your map) to find the Lakebed Temple.
Note
There is a Zora outside the temple's entrance on the opposite end of the ravine that sells Water bombs. This can be handy if you find yourself in a pinch.
At the bottom, you'll come across a cracked hole with two pillars on either side. Place a water bomb there to create a jet of water. Now take out another bomb, then unequip your boots and step into the jet of water to rise to the top where it'll destroy the rock blocking the entrance allowing you to enter the temple.

Lakebed Temple - Part I

Alright, it's time to tackle the Lakebed Temple. Begin by swimming through the tunnel to enter the actual temple.
Inside this room, climb the staircase and jump off the platform to grab the suspended gold lever to open the door behind you. Go through it to the next room.
Wander forward a few feet to trigger a dropping stalactite. This should clue you in as to your next objective. Equip your Bow & Arrow Combo and shoot the remaining stalactites to drop them to the ground. Cross the room using the fallen stalactites to reach the door.
Go over the bridge into the next room. When there, ignore the chain and proceed go down the stairs and then right at the base. Then turn right until you reach the lever in the south end. Grab it to rotate the staircase to where you're facing and proceed upstairs.
Ooccoo
Turn left at the top of the staircase and break open the moving pot at the end to find Ooccoo.
At the top of the staircase turn right and continue until you find the chain on the east side. Activate it to again rotate the staircase to your position, then proceed down it and turn right to find the map. Now enter the door by the bottom of the staircase.
Cross over the hallway into the next room. From the entrance, shoot the two large stalactites hanging from the ceiling. Proceed through the tunnel to your right where you can now cross the gap. Latch onto the vine covered wall and climb counter-clockwise around the structure. At the end, drop to the ground, then cross over the two nearby platforms over to a treasure chest on the West side. Inside is a Small Key. Now drop down and climb the vines and exit through the way you came in.
Now run clockwise around the room and open the locked door between the two red pillars on the West side of the room.
Cross the bridge over to the room on the other side. Shoot down the two stalactites on the right side of the room. Now run over and jump on the left one to reach the vine covered wall. Climb over to the right side and drop off and jump towards the lever. Now blow up the rock dead-ahead with a bomb and proceed through the door at the end of the path.
Inside, you'll see a little creature hop into a water bubble. Ignore him for now and exit out of the room through the door on the east side.
Drop down and open the chest at the end for a Small Key. Now run halfway back up the path and open the door on the right side.
You'll emerge in a room with a giant platform in the center. Exit out the door on the other side.
Turn left and go back into the room at the end of the tunnel and open the locked door.
Drop down and climb the vine covered wall on the east side. Then proceed all the way up the ramp and climb either of the two ladders at the top. Once there, jump over to the hanging lever to open a watergate.
Now jump into the water filled room below and swim to the center platform and grab the lever. This will open another gate allowing the water to flow into the next room. Enter that room through the south (it's the one you just came from) and go through the left door.
Continue to the end of the hallway and go through the door on the east side.
Follow the water across the bridge and into the next room. As you enter, a short cinema will play showing the water level rising. Run to the left and activate the switch on the opposite side of the room. Then go down the stairs that rotated towards you and enter the door at the base.
Proceed across the bridge and into the next room. Here, you'll find three rotating platforms. Hop onto one of them, and ride it to the northern door.
Head down the path to the left to find a treasure chest containing a Small Key. Now go back through the door in which you entered
Hop onto a moving platform again and right to the next door on the Western side. Unlock the door in the tunnel with your key and dive into the water. Swim to the end and use your iron boots to sink to the bottom. You'll see a stone blocking the way. Blow it up with a water bomb and swim into the next room.

Lakebed Temple - Part II

Mid-Boss Fight
After rising to the surface, look up at the ceiling with first person view to see a giant creature hanging on. When he jumps down, he'll unleash a plethora of creatures that will swim towards you. A spin attack is a quick way to take them down. You can also use your shield to keep them at bay.
When he leaps into the air, roll around to stay out of its landing area, as marked by its shadow. Thankfully, he'll be stunned when he lands, so lash at his exposed tongue with the sword to teach him a lesson.
After he's defeated, a chest will pop out containing the Clawshot.
Now use the Clawshot to grab hold of the tile in the southern end to open the door.
Exit the room through the door across the way. Use your Clawshot to latch onto the vine ceiling on the left and drop down to the door on the east side. Now head back to the main room with the rotating staircase. Once there, climb the staircase and turn left. Continue to the West side of the room and use the Clawshot on the ceiling tile to rotate the staircase towards you. This will allow the water to flow downhill into another room. Follow it through the door at the base of the stairs.
Heart Piece
Clawshot onto the chandelierin the main room to find a chest containing a heart piece.
Pass through the spokes of the waterwheel and into the next room.
Jump to the first hanging platform and aim your Clawshot at the tile above the platform to the left. Drop to the platform and Clawshot to the vines on the northern side of the room and then to the vine covered pillar in the center of the room. From there, climb over to the nearby platform and Clawshot over to the vines across the way in the northwest corner. Continue over to the nearby platform and open the door.
In this next room, turn right and shoot the stalactite above the right geyser. Then climb on top and ride it over the wall. After dropping down, latch onto the Clawshot tile above the door on the east side and go through the door.
From here, use your Clawshot to target the vines on the other since of the fencing along the ceiling to drop into that area. Drop down and cross the waterway to scale the ramp. Use your Clawshot to cross the broken portions. When at the top, Clawshot over to the eastern wall and open the chest to obtain the compass.
Subsequently, climb the ladder to activate the water flow, then drop to the water below and activate the chain on the center island to move the water through the temple. Now exit the way you came in (via the ceiling vines) and exit out the left door.
Go past the waterwheel and enter the door on your right. You'll arrive in a room with some spinning cogs. Drop to the room below and hop onto one of the two spinning platforms, and then Clawshot onto one of the latches on the high platform to ride over to the eastern door.
Drop into the water and use the iron boots to go through the tunnel and blow up the boulder with the water bomb to reveal a pathway.
After going through it, use a water bomb to destroy the boulder in the Bottom right, southeast corner. Continue until you reach land and go through the door. Then latch onto the tile above to pull open a hole in the floor and lower yourself down - Do not drop down, as the hole will close. When at the bottom, open the chest for the Big Key. Jump into the water and go out the way you came in.
Now make your way back to the main room with the staircase. Jump into the water and swim to the center island and open the door with the Big Key. After falling down the hole, use your iron boots to sink to the bottom to find the Temple's boss.
Temple Boss: Morpheel
Morpheel may seem daunting, but thankfully his lack of attacks make him a push over. He has two forms with his eye is the weak point both times. Lock onto the floating eyeball amongst the tentacles and use your Clawshot to pull it towards you. Just watch out for the bomb fish swimming around during this segment. When the eyeball is close, slash it with your sword a few times to make the boss fully reveal himself.
Although he's quite a fast swimmer, Link can catch up to him by cutting through the center of the arena, or approaching him from head-on. Just stay away from its mouth as it can pull you in to deal damage. There's an eyeball on its back that you'll have to lock on to, and then Clawshot to pull yourself over to it. Once Link gets situated, lash with your sword to deal damage (sorry, spin-attacks won't work here).
After a few attacks, the boss will be vanquished. You will then be awarded a Fused Shadow and Heart Container.

After Lakebed Temple - Part I

After a frightening encounter with Zant, both Midna and Link will be transported to Hyrule Field. Travel down the southeast route and proceed into Hyrule Castle town.
Attempt to enter Telma's bar (south from the Central Square, then West down the next alley), although they apparently don't take kindly to wolves, and will throw you out. Thankfully, Telma's cat, Louise, will show you an alternate way into the bar. Push the isolated box to towards the others and then climb them into the window.
Begin by crossing the tightrope on the right and continue on to the other side. Although you can push the pots out of the way, avoid knocking them off the shelves, as they'll alert the patrons to your presence. After the final rope, climb the platform at the end enter the doorway.
Hop down and use your sense to see the Poe, and attack it. After defeating it, speak with Jovani sitting in the nearby chair. Apparently, he's been frozen in place and needs you to collect the pieces of his sole from the twenty ghosts hiding around Hyrule - but don't worry about this for now. Instead, enter the path to Underground Waterway he reveals.
After a short slide down, you'll drop into the sewer. Grab hold of the northern chain and proceed down the open passageway.
At the top of the stairs, grab the wooden stick and light it on fire with the nearby torch. Use it to burn down the spider web. Afterward, reignite the stick and light the torch in the next room. Reignite it again and climb the western wall to burn down the spider web. Go through the doorway in the next area and dig in the middle of the floor to emerge elsewhere in the sewers.
Go through the tunnel and up the staircase. Cross the tightropes and go through the open door at the top.
You'll emerge outside. Run across the damaged buildings until you reach the broken bridge. Wait for the wind to kick up, which will extend the bridge allowing you to cross it. Jump to the blue roof below and enter the window at the end.
Scale the stairs to meet with Zelda. She'll instruct you where to find the Master Sword: in the Sacred Grove.
You'll be transported back to Hyrule Field. Warp to the Faron woods and follow the path leading to the Forest Temple. Just past Trill's shot, a monkey will be attacked by several creatures. Kill them to have the thankful monkey show you a pretty part of the forest on the other side of the cliff. Run up the cliff on the right and use Midna to cross the gap to a tunnel. Afterwards, wait for the wind to spin the bridges, then cross them and wait for them to spin again so you can reach the other side. Cross the tightropes carefully to avoid the swinging tree stumps and enter the cave.
Howling Stone
Approach the howl stone on the right and howl. After warping, howl the song again to have the wolf mark a spot on your map to return to as adult link.
Inside is the Sacred Grove. Walk up to the stone with the Triforce symbol and play back the howl song (Middle, Up, Down, Middle, Up, Down) to cause a creature to drop down from the trees. Ignore them for now and proceed through the tunnel. You need to find the kid - the trick is to listen for the horn in the music and look for the glowing light of his lantern to find him. At the end of the path, you'll find the skull kid near a tree. Attack him to make him reappear up on a ledge. Go through the cave until you find a waterfall with a tunnel behind it to find him again.
He will reappear on another ledge by a large blocked door. Climb the platforms in the next room to get to him. After he's hit, proceed through the door he reveals.
Drop down at the end of the path to encounter the kid again. This time, he'll warp from one platform to the next if you get too close. The trick is to catch him in the edge of your Energy Shield, and then attack. Try to target him when he's on the lower ledges, as Link will hit the wall if he tries to jump up a higher one. Three attacks will do him in, and reveal a doorway. Go through the door into the next area.
Stand on the Triforce icon and howl the song shown. This will make the two guards come to life and it's your job to get them back to their original positions.
What? Having trouble with this puzzle already? Okay, follow these directions to return the guards to their rightful place:
West, south, east, east, north, west, north, north, west, south, south, east, and north.
Once that's complete, go through the revealed doorway up to the Master Sword. The sword will accept you as its new master and restore you back to human form. You can now transfer between these two forms at will.

After Lakebed Temple - Part II

Now it's time to find the Mirror of Twilight.
Poe
Before you leave this area once and for all, go back to where the Skull Kid was destroy the rock with a bomb. This will expose a Poe. Take him down to collect another part of the spirit.
Heart Piece
Dig where the rock was (see above) to find a hidden cave. Destroy all the enemies inside to reveal a chest containing a heart piece.
Warp back to Castle Town. As you enter, the dedicated mail man will deliver a letter from Telma. She'll invite you to her bar to meet with a few others. Go there to meet with them and read the map on the table to learn important information.
Now warp to Lake Hylia and climb the platforms to the south to meet with Auru on top of the tower. He'll give you Auru's Memo. Take this to Fyer, the operator of the Canon amusement ride in Lake Hyrule (make sure to use the item while locked on). Hop into the cannon to land in Gerudo Desert.
Your goal is to find the Mirror of Twilight, but it won't be easy. Begin by crossing the desert to the northeast.
Fix the Bridge! You may want to make a pit stop in the southeastern corner of the desert to open an additional warp point and find a missing part of the bridge. Warp it to Eldin Province to fix the bridge there.
Eventually, two boars will come at you head-on. Shoot down their riders with arrows, and then mount one of the animals. These guys are the off-road equivalent of your horse. They're not pretty and the controls are a bit rough, but they get the job done. If you press A, the boar will charge forward for about 10 seconds. Use this ability to smash through the northeast gate, and then dismount the hog and climb up the ledges to continue through the northern route.
Poe
Before proceeding into the next area, take the east path to find a Poe.
As you approach the gate, shoot the archer to the West with an arrow, then take the path east of the gate. Slash at the enemies along the way. You'll soon come across a locked door; the key to which is in the next area. Kill the foe near the roasting boar to find it.
Heart Piece
Destroy the roasting boar through repetitive slashes to locate a heart piece.
Use the key on the locked door to encounter an angry goblin equipped with an axe. His only attack is to swing wildly, which is easily avoidable. In addition, he's very slow, so strafe around to his back and slash away. If you've learned the Back Slice, this is a great time to use it. The enemy will soon retreat and ignite the place on fire. Hop onto the nearby boar and dash through the southern gate to reach a new area.
Now enter the Temple, Arbiter's Grounds, ahead.
Poe
At the top of the stairs, turn right and destroy the Poe for another soul.

Arbiter's Grounds (Temple IV) - Part I

Arbiter's Grounds clearly hasn't had an inspection recently, as the abundant quicksand, numerous bugs, and attacking skeletons are a definite liability. Begin by Clawshoting over to the tile on the east wall and then cross the platforms to the northwest corner.
You'll find a chain floating on the sand; use the Clawshot to pull the chain to you, and then pull on it to open the door. Head down the east path, and cross over to the chest to obtain a Small Key. Use it on the northern door.
In the next room, light the two torches on either side of the door to open the way. Keep the skeletons at bay with your spin attack.
When you enter, four poes will dance around only to leave mere seconds later, however one will stick around .Turn into a Wolf to attack him. Afterward, he'll become invulnerable for a few seconds. Attack when he becomes brighter. Once he's defeated, smell his remains to gather the Poe's Scent.
Cross the platforms on the right side of the staircase to open the chest and find the Map. Now use your sense to follow the Poe's scent to the west wall and dig in that spot. Grab the revealed chain and pull it to expose staircases. Go through the door at the base.
Heart Piece
Clawshot to the platform to the left of the staircase and open the chest to obtain a Heart Piece.
The column ahead has a platform sticking out that can be pushed clockwise to block the way you came in, but reveal an entryway with a chest containing a Small Key. After getting it, aim your Clawshot through the hole in the ceiling at the red grate to land on the upper floor and exit through the door.
In the room surrounded by blue torches, not all is what it seems. Use the Wolf's sense to spot another Poe on the east wall. Get near to lure him out and defeat him as before for another Poe Soul.
Now go back the way you came, drop back down to the floor and push the center column counter-clockwise to reopen the way leading upstairs.
Back in the main room, proceed through the Western door and unlock the door just past the pillar. Cross the platforms in the sand to the northern end, but be careful, as spikes will sprout from the ground to block your way.
Once at the other side, pull and push the block into the small alcove on the West side. Then climb the stairs and climb between the fences. Drop down and grab the chain and pull it to raise the chandelier. Then quickly run across before it drops on you and enter the next area.
There's a chest containing a compass in the passageway behind the statue. After grabbing it, return to the center pillar and rotate it clockwise to unveil two passageways on either side. Since the east door is locked, head West for now and slice through the wooden barricade. Watch out for the creature and open the chest to find a Small Key. Now open the locked door on the east side.
Transform into a wolf and clear the room of the enemy's presence before proceeding. Wait by the entrance for the legions of skeletons to edge close so you can attack them. When they're down, kill the screaming skeletons, and then use your sense to dig where the aroma leads to reveal a chain. Pull on it to reveal an alcove with the third Poe. After collecting the spirit, follow the path through the door at the end.
On the east side of the room is a chest containing a Small Key. Use it to open the door to the east and then cross use the chandelier to go through the door on the other side.
Continue downstairs and push the block until it falls into place. Then jump on and pull the chain to the left to raise the chandelier. Once it's out of the way, drop the chain and stand on the indented part of the floor as it drops back down. The chandelier will fall safely around you. Now climb over it and out the east door.
Bust down the wooden barrier to find a regenerating Skelton. The trick is to blow him up with a bomb after he falls to the ground as a bundle of bones. This will open the way out.
After entering the south room, you'll have to light the two torches: the isolated closest to the entrance and the one furthest West to reveal a door. If you activate the wrong ones, you'll have a fight off a small army of skeletons to try again. Go through the door.
Transform into Wolf Link and use your sense to find a Poe along the south wall. This one will split into four; the brightest one is your target. Destroy it for another soul. Return to the main room by exiting through the north door, then the west one.
After entering, the gate to the north will open allowing you to pass. Go through it then enter the room to the West.
Drop to the bottom floor and push the column counterclockwise twice to spin the platform up. Go through the tunnel and open the chest to find aSmall Key. Now spin the platform clockwise to the ground floor and open the locked door.
You now need to cross this room to the south, but there are spikes that popup seemingly at random to prevent that from happening. Use the Wolf's senses see where the spikes pop up, and the ghost rats. The proper path through the room is to follow the east wall just past the river of sand, then head West to the opposite end of the room. Continue south and pull the chain at the end to reveal the opening. Now quickly run up to the sand river and head east to the other side, then south to the exit through the opening.
Revert to human form and head east down the path. Just avoid the spinning saw blades on either side. Then go through the northern door.
Ooccoo
At the end of the path, turn right and open the shaking pot to find Ooccoo.
Run between the spinning spiked poles to the northern side. There you'll find three regenerating Stalfos. The first two are on the east side, and the last one is across the sand on the West side. Destroy them with bombs to open a gate back in the spinning room. Go down that passageway and jump the gap at the end, and then open the door.

Arbiter's Grounds (Temple IV) - Part II

Mid-Boss Fight
Cut one of the ropes to reveal the mid-boss. He's invisible to the naked eye, so use the Wolf's senses to see him. After he attacks is when he's vulnerable.
After a few hits, he'll become visible. Switch to Human form and fire an arrow at him. After a hit, he'll spin around the room quickly. Slash him with the sword once he gets near to drop him to the ground, then slash away. After he's defeated, open the chest to the north to find the Spinner.
With the Spinner, you can pass over sand and use the railings scattered about the Temple as transportation. Use the Spinner on the West or east railing and drop off when you reach the exit.
After entering the next room, use the spinner on the railing to your left, then drop into the sand and continue on the right railing up to the door.
Ride the left railing with the spinner to the chest, and then over the sand to the next one. Then ride over to the railing on the right which will take you to a chest containing a Heart piece. From here, ride the rail along the north, then jump to the other side after the spinning pole, and then back over again a few seconds later. After jumping the gap, right the railing around clockwise (otherwise you'll just circle this corner indefinitely) to arrive in the northern part of the room.
Head up the east ramp and disengage from the railing at the top to proceed up another and latch onto the railing to get to the Western door. Just from between the two railings to avoid the spinning spikes. Go through the door at the end.
Open the chest inside to find the Big Key. Ride the railing behind it and land in the circular hole in the middle of the next room. Spin repeatedly inside the hole to move the wall to the north. Go through it and use the spinner to cross the sand
Fairy
Ride the railing all the way to the top to find a fairy hiding inside a skull.
Ride the railing up to the third set of stairs and line yourself up with the hole in the middle of this section. Then jump to the center platform - Link should grab hold and pull himself up. Hop into the circular hole and repeatedly spin again to raise a railing. Ride it up and open the door at the end to get to the boss.
Temple Boss: Stallord
Stallord will appear once you near the skull in the center.
Use the spinner on the railing and ride around to the boss's backside (make sure to jump off if am enemy spinner nears on the railing). Head towards the boss's backbone and attack by Spinning when near to destroy the vertebrates one by one. Just watch out for the skeletons that pop out of the ground, as they'll act like pinball bumpers preventing you from getting to the boss. After three vertebrates are destroyed, the boss be reduced to a mere skull.
Raise a pillar in the center with the spinner. After which, the skull will come to life and knock you off the platform. There are two tracks: one around the center column and the other on the outside of the arena. You can hop between the two by pressing B. Hop onto the inside track and ride it back up to the boss. When you see him he'll begin to launch fireballs. Avoid them by jumping between the two tracks. Once he gets close, jump again to knock him to the ground and slash him with your sword. After several attacks, he'll be defeated.
You'll be awarded with a heart container.

After Arbiter's Grounds - Part I

Proceed across the bridge to and up the staircase to the Mirror Chamber. As you approach the statue, five Twilight Creatures will drop from the sky. Just get between them and use the energy shield to reveal another Warp point.
Use the spinner on the railing lining the statue, then spin inside the hole at the top to reveal the Mirror of Twilight. However, it's been busted to pieces. The sages will task you with locating these fragments to restore the mirror to its former self.
Warp to Hyrule Castle Town. As you pass through the gated entrance, the dedicated mailman will deliver a letter from Barnes which states he's received a new type of bomb in stock. Continue to Telma's bar and check out the map on the table to see Ashei's exact location in Snowpeak Mountain.
Warp to Zora's domain and exit out the south side and drop to the water below. Then proceed up the tunnel on the east side which leads to Snowpeak. At the end of the path you'll find Ashei who'll provide you with a sketch of the monster.
Warp to Kakariko Village and enter the graveyard to the west. Crawl through the hole at the end to find Prince Ralis. Show him the sketch; in exchange he'll gift to you the Coral Earring - due to its shape, it will be added to your fishing line allowing you to catch Reekfish.
Now it's time to catch a reekfish. They can be found in the waterfall basin at the base of Zora's domain near near the Mother-and-child rocks (the two pillars sticking out of the water on the West side.) Drop the lure into the water, bob it up and down, and then pull back once a fish swims for the hook. While it flops around on the ground, sniff it while in Wolf form to learn the Reekfish Scent.
Follow the scent back to Snowpeak and beyond. It will lead you up the otherwise impassable mountain. Don't worry too much about the White Wolfos - just dodge their attacks and push forward. If you follow the smell exactly, you'll wind up at a wall. Follow the right wall to find a ramp and resume the trail. As you near the top, you'll come across a ledge you can't quite climb. Dash into the wall to cause the snow to drop letting you continue on.
Just after the ledge that you dropped the snow from, you'll find a howling stone on the Right side. Howl as shown (Up, Mid, Down, Mid, Down, Up, Middle Down. Play it again with the White Wolf to have the next Hidden Skill spot marked on your map in the Graveyard.
Howling Stone
You'll come across another cliff wall. Dig in the glowing spot to enter a cavern. Climb the ladder and the vine wall and go through the door. Continue to follow the trail to find three Twilight creatures. Destroy them to open another warp point.
Just beyond is a Yeti. Speak with him as Human Link. He'll be so happy to see a human, he'll invite you to his house for dinner. Roll into the nearby tree to drop an icicle and ride like a snowboard to the end. Enjoy the ride, as it's pretty easy. Proceed through the door at the end to enter Snowpeak ruins.

Snowpeak Ruins - Part I

After entering Snowpeak Ruins, run right across the foyer to the northern room.
Poe
Use your sense near the ice in the first room for a Poe.
Speak with the Yeti inside to obtain the Map. She will also request that you find the key to the room the Mirror is locked in. Proceed through the door behind her.
In her is her kindly husband making some soup. Exit through the northern door.
Soup
Climb the boxes and dip a bottle to get soup that restores two hearts.
To pass this room, you'll have to push a block onto a switch to keep the door open. Push the one closest to you West. Afterward, push the other block south, east, south, and West again to have it stop next to the first block. Then push it south once more onto the switch. Go through the open door on the east side
Transform into a Wolf and dig around the crack in the wall to reach the other side to a courtyard. You'll find a half-buried chest to the north, next to the ice wall. Dig it up for a Small Key. Go through the western door.
Unlock the door at the end of the hallway with your key. Simply destroy the three ice enemies here and proceed through the western door that opens. As you approach the door leading to the chest, two ice guards will drop form above. Use your jumping attacks or Back Slice to defeat them, and then continue to the chest. Inside is an Ordon Pumpkin. What? Where's the key you were promised? Exit through the southern door and visit the Sick Yeti to find out.
Good Soup
Give the pumpkin to the yeti's husband to improve the Soup. This will restore four hearts when swallowed.
Speak with the sick yeti to have her mark a new place on your map to look for the key. Exit out the northern door that she opens.
In the courtyard with the cannon, climb through the Window in the northeastern corner.
Pick up the cannonball ahead and make your way through the maze to load it into the cannon. Push the cannon so it faces south and then drop a bomb into the cannon. It will blow open the ice walls blocking the north door.
Note
Watch out for the ice enemies along the way. Use your sword or throw the cannonball at them to take them out. Don't worry if you can't find it afterwards, there are other cannonballs scattered about.
Make your way to the chest in the southwest corner by crossing the beams. Use the Clawshot to knock the enemies off blocking the way and jump from across the beams to avoid the icy patches. Inside the chest is a Compass. Now exit the way you came in and then through the western door back into the courtyard.
As you exit through the window, use your sense to dig a few feet south to discover a buried chest, as marked on your radar. You'll acquire a Small Key. Use it to unlock the door on the east side.
As you enter, grab the handle to your left to pull down the chute. Then load a cannonball into it and go back through the door to and pull the level on the opposite side of the wall to get hold of the cannonball. Load it into the cannon and rotate it 180 towards the ice beast. Then drop a bomb inside to fire and go through the door that was blocked.
Mid-Boss Fight
When you try to exit the room, one of the knights will come to life and try to take you down with his mace.
Wait for him to get close, and then use the Clawshot to latch onto the far ceiling tiles to propel over him to his backside. Wait from him to chuck his ball at you, and then jump to the side to dodge. While he tries to gather his weapon, run to his backside and attack his tail. Repeat the process until he's dead, and then pick up the dropped Ball and Chain.

Snowpeak Ruins - Part II

Enter the next room and use your new item to bust down the ice walls and open Yeti chest for the Ordon Goat Cheese. Now exit the way you entered and revisit the sick Yeti.
Superb Soup
Give the Ordon Goat Cheese to the husband to obtain the Superb Soup. When drank, it will restore 8 Hearts.
After speaking with the Sick yeti, exit out the east door in pursuit of the location marked on your map.
Go out the north door and push the block into the space below to clear a path for future use. Now go back to the previous room and climb the ramp.As you climb the ramp, avoid the Ice Giant's frosty breath and attack them through the large holes in the cage with the Ball and Chain. At the top, smash through the ice barricade and then enter the northern door.
Break the ice on the left to reveal a Clawshot tile and then hit the center chandler with the ball and chain to get it swinging. Then jump on and ride it to the other side to open the chest containing a small key. Now exit the room the way you entered and unlock the door on the south side.
Break the ice on the right to reveal another Clawshot tile. Now cross the room using the Clawshot on the chandelier to go through the west door.
Heart Piece
Use the Clawshot to cause the chandler ahead to start swinging, then jump aboard. Turn and cross over the next two to reach a chest on the far end of the room containing a heart piece. Now Clawshot your way back to the upper floor.
Destroy the enemies in the room and go through the northern door.
Poe
Use the Ball and Chain to bust down the ice wall to the west to reveal a Poe.
Push the block through the hole and follow it down. Use the Ball and Chain to destroy the ice covering the center switch and the frozen block in the northeast corner. Push the southern most block north, then the formerly frozen one south, west, and finally north. Now grab the first block and push it east, south, west and north. It will stop on the center switch, thus opening a door on the 2nd floor. Climb the blocks to the north and exit through the east door.
Drop to the walkway below and destroy the ice enemies, then Clawshot through the cracked wall to the north and continue through the door.
Destroy the ice to your right to reveal a Clawshot tile and then proceed across the two chandlers to the chest containing a Small Key on the south end of the room and then go through the nearby door. Continue to the foyer go through the door to the northwest and unlock the door here and continue on.
Defeat the creatures with the Ball and Chain. Afterward push the two blocks lined against the east wall into place. Then run past them, down the spiral and out the southern door. Pick up a cannonball and pass it through the wall with the contraption. Grab the cannonball again and load it into the cannon all the way at the top of the ramp. Then point it west and fire it into the room ahead. Follow the cannonball into that room.
Grab the cannonball and use the contraption to get it past the north door. Go through the door, grab the cannonball, and load it into the cannon. Then aim it towards the northeast ice creature and fire away. Drop down and enter the northern gate and climb the ladder and go through the door on the right.
Kill all of the enemies that appear and go through the northern door that opens to earn the Bedroom Key. Now exit the area.
The sick Yeti will direct you to the bedroom. Head up the ramp to find it.
Temple Boss: Blizzeta
The mirror shard will turn the kindly Yeti into a ferocious ice foe. Attack her with the ball and chain to shave off some ice with each impact. After several hits, she'll try a different tactic.
During this portion, you won't be able to see the boss directly, but you can watch for danger in the floor's reflection. She'll try to drop icicles on you; simply run around to evade them.
Subsequently, the icicles willform a ring around her. Watch the reflection for the gap in the ring and position yourself there to avoid them falling on you. Immediately after, use the ball and Chain to attack her through that gap. She'll go down after three hits.

After Snowpeak Ruin

Give Telma's bar another visit and read the map on the table again to learn the whereabouts of Rusi. You'll discover he's hanging out in north Faron. Warp to north Faron woods and to find him just past Trill's Shop on a small incline. Speak to him as human Link to learn about an ancient temple on the other side of the gorge. Grab the golden cucco he provides and then jump to the platform ahead - don't worry about falling, the cucco will slow your decent letting you cross the gap.
Continue to the next platform and then into the short tunnel. Rotate the bridge with the Gale Boomerang and then cross onto it with the Cucco. Rotate the bridge once again and then float across the gaps, timing your jumps to avoid the swinging log, and enter the Sacred Grotto ahead.
It looks like the Skull Kid is back and annoying as ever. Dispose of his Skeleton minions with your spin attacks, and then search the cavern for the kid. Listen for the trumpet and look for the light given off by his lantern to find where he is. Make sure you have some arrows handy (defeat the enemies if you some refills) as one of his hideout's is atop a tree. After three hits, he'll retreat to an area with several platforms. When he appears, shoot him with an arrow to force him to a different platform. During each phase, he'll unleash several enemies to hunt you down, but if you shoot the skull kid quick enough, the baddies won't even be a factor. Once he's been pelted by three arrows, he'll reveal a secret entrance leading to the Temple.
Push the block out of the way and then drop onto it and follow the path into the area below and proceed north to the pedestal where you obtained the Master Sword. Strike it with your Sword to make a statue disappear near the entrance, which leads into the Temple of Time.
As you head toward the door, you'll be ambushed by five Twilight creatures. Defeat them with Human Link's spin attacks, or Wolf Link's Energy Shield and proceeds back up the path you came from and enter the Temple of Time.
Proceed through the temple and strike the pedestal at the end once more with your sword to reveal a stairway leading up to the stained glass window and go through the door beyond.

Temple of Time - Part I

As you enter the temple, Midna will note the missing statue in the northeast corner; use Wolf Link's sense to see the missing statue. As you may have guessed, there's a statue at the top of this 8 story tower that you need to find.
Begin by grabbing the small statuette in the northwest corner and drop it on the switch directly across the room on the east side to raise a platform. Use it to climb up the staircase and then down to the torches on the other side. Ignite both of them to make a chest appear containing a Small Key. Now unlock the door at the top of the stairs.
Ooccoo
At the top of the staircase, you'll automatically reunite with Ooccoo. Don't worry, it's impossible to miss her.
Grab one of the pots in the corner and place it on the switch in the center of the room to open the western path. However, just a few feet further is another gate blocking the way. Stand between the two gates and destroy the pot with an arrow or your Clawshot to open the second gate and continue onward.
There are two switches bordering the northern gate. You can place either the nearby pots or statuette onto them to open the way.
After entering the next room, ignore the electrified gate and climb the staircase on the south side. Use the spinner to cross the broken portion and then push the lever in the center of the chandelier clockwise to move it to the ground floor.
Collect the small statuette and place it on the platform, the pull it counter-clockwise to ride back up. Then place the statue on one of the two switching on the south side of the chandelier. You can find a second statuette on a small ledge on accessible from the chandler's west side. Now before placing it on the second switch, stand on the white platform just behind it, then set it into place, otherwise the platform will rise before you can get on top of it. Now go through the door.
Destroy the two statues in the room to reveal a chest in an alcove on the east side containing a Small Key. Now exit the room and open the locked door on the opposite side of the chandelier.
When hit, the diamonds in this temple will move a set of doors between two positions. In addition, there are several circular tiles on the floor that show where to trigger them from. Begin by striking the diamond once to move the door. Pass into the next area and shoot an arrow through the circular design and to the diamond again, allowing you to reach the chest at the end containing a Compass. Now shoot the arrow through the two circular structures directly opposite the chest to proceed to the east.
After entering, fire an arrow towards the Diamond on a platform in the south east corner to open the way. After passing through the entryway, shoot the diamond again and continue through the next opening. Finally, shoot the diamond once more at the end to climb the staircase to the door.
You'll find a large scale at the top of the staircase that Link needs to cross to reach the other side. However, since Link weighs the same as one of the small statuettes, his presence will move the scale down, making the other end rise preventing him from crossing. To counter this, grab the statuette on the first part of the scale and throw it onto the other side. This will even the weight between the two sides. Now cross over and climb the ledge up to the door.
Proceed through the circular room with the spiked spinners. You'll come across a trap filled room complete with rolling logs of death. Run behind them as they pass to get through the room safely. Make sure to grab the Small Key in the southwest corner. Subsequently, grab the small statuette in the northwest corner and drop it on the switch to open a door.
In the room with the two statues, take out the spiders first and then attack the two statues. Once defeated, the gate blocking the door to the east will open.


Temple of Time - Part II

Mid-Boss Fight
Standing in the center of the room is a dark knight. He's quite apt at blocking attacks from most angles, but he's vulnerable just after he attacks. Jump to the side to dodge, and then use your jump attack to deal damage. After most of his armor is knocked off, the battle will enter phase II.
He's a bit quicker now. Continually strafe around him, and then attack when he makes his signature attacking sound. It's also helpful to Back Slice against him. After he's down, open the chest on the east side to obtain the Dominion Rod.
You may not have noticed, but there's a statue on the ledge above the treasure chest. Use your new found item to take control of it and lead it to the glowing green emblem on the floor. A strange contraption will grab hold of it and transport it down a single floor at a time. This is the key to returning it to the bottom floor. Now exit the room.
Since the statue duplicate your every movement, walk it up the closed gate and swing your rod to cause the statue to swing its act, thus destroying the gate. Now grab a pot and place it on the center switch to lower the ledge on the south side. Now walk both you and the statue onto of the lowered platform, then destroy the pot with a projectile to raise it.
Now lead the statue up to the electrified gate. There's a switch just beyond you'll have to rest him on in order to shut it down. Disengage from the statue, stand several feet back, and then reengage and walk it forward to move the statue onto the switch, while preventing Link from walking into the electricity. With the gate down, follow the path past the rollers (which the statue will keep at bay) and exit the room.
Back in the circular room with the enemy spinners, use the statue to smash the center pillar, and then move it onto the lowered white platform on the south side. Now use the Rod on one of the statuettes and move it onto the switch. Finally, take control of the main statue again and move forward slightly to have it pulled down to the next floor. Now exit through the north door.
Take control of the statue (to your left upon entering), and lead it onto the scale. This will cause that end of the scale to sink, and the other to rise. Hop off and run around to the other side of the scale and toss a couple small statues to choice the larger one to keep your side raised. Then Clawshot onto the ceiling tile. Use the Spinner at the end of the path to the other side of the room and go through the door.
Destroy the enemies here to reopen the doorway and then Clawshot onto the ceiling. There are four switches here that need to be held down. Collect the two small statues in the corners here and place them on the switches, then use the Clawshot to gather the two masks left by the enemies on the ground below and use them on the remaining switches. This will open the gate that leads to a chest containing the Big Key. Now exit the way you came in.
Relocate the statue back onto the scale. Now you need to offset the weight by throwing the small statuettes onto the other side of the scale. Begin by throwing the one right next to you, and then drop off and run up to scale's opposite side. Stand on the scale to match the statue's level, and then lure it forward onto your end of the scale. Once it's there, pull two small statues off of the western ledge and throw them onto the opposite end of the scale. Once four are on it, get off the scale and move the statue onto solid ground on the northern side of the room. Then lead it downstairs to the glowing platform to transport it down another floor. Get to it through the eastern door.
Take control of the statue through the fencing and walk it forward through the open gate ahead of it. Then shoot the diamond to the northeast to open to door and continue on. In the next section, just walk the statue through the electric fence, and then trigger the diamond to move the wall and proceed down the staircase. Use the statue's hammer to smash the wall at the end lead it to the glowing panel to transfer it to another section. Now go through the southern door.
Rotate the chandelier counter-clockwise to raise it to the statue's level. Afterward, move the stature onto the platform and take it to the ground floor. Destroy the enemies here to open the electric gate, and then have the statue smash open the gate blocking access to the transport device. After it has been moved down, exit the area through the western door.
Clawshot over the gate using the ceiling tile and then move the statue down the stairs and into the transport device. After that go through the northern door.
Alright, just move the statue onto the empty podium to reveal the path leading to the boss.
Despite its appearance, this room is pretty simple. Just hop over to the far wall, but make sure to destroy the two firing statues (or if you're quick, you can just run past them). Then grab one of the statuettes in the northern corners and drop it on nearest platform's switch to open the gate. Sadly, a second gate closer to your destination will close, so stand between the two and use your Rod to take control of the statuette and move it off the switch to reopen the way. Now unlock the door with your Boss Key to encounter the boss.
Temple Boss - Armogohma
Part I
Keep an arrow aimed at the spider's back and wait for its eye to open. Once it does, unleash an arrow into to drop the spider to the ground. Then quickly use your Rod on the nearest statue to pummel the spider with its hefty fists.
Afterward, it will drop dozens of spiders. Use your spin attack to destroy them, and watch out for the boss's subsequent laser beam. Just keep moving to avoid it. Hit it two more times to defeat him...
Part II
...or so you thought! Now, even though a mere eyeball, the boss will continue to persist. Don't worry though, he won't directly attack and will succumb after a few sword strikes or arrows.
You will be awarded with a Mirror Shard and a Heart Container.

After Temple of Time

After exiting the Temple of Time, Ooccoo will inform you that the Dominion Rod has run out of juice. Trek to Telma's bar and check the map on the table to learn the location of Shad, who is currently researching an odd statue in Renando's basement at Kakariko Village.
Afterward, warp to Kakariko Village and speak with Renando to obtain Renado's Letter. You'll also find Shad in the basement, but there's not much you can do for him now.
Golden Wolf
After activating one of the previous Howl Stones, the Golden Wolf appears in the graveyard. This is an ideal time to pay him a visit if you haven't already.
Warp back to Castle Town and show the letter to Telma. She will give you the Invoice. Take this and deliver it to the doctor on the west side of Castle Town. He will note that Llia had a wooden statue, but it has been stolen. Transform into a wolf and push the wooden block in the northwestern corner to reveal a scent. Sniff it to learn the Medicine Scent.
Now use your sense to follow the smell, which leads to Telma's cat, to discover that although she possessed the statue for a short while, a herd of skeletal creatures stole it from her.
Exit town through the south gate and run to the field below. A group of creatures will circle around you; use the Energy Shield to dispose of them quickly and then grab the Wooden Statue that appears.
Return to Kakariko Village and show the wooden statue to Llia. The visiting Gorons will take notice and offer to help since they know where it came from. Follow your map to the northwest portion of Hyrule field to meet with Darbus inside a cave. Using his might, he'll burst through the boulder blocking the away, permitting access to the Hidden Village.
Upon entering town, you'll discover twenty enemies roaming around. Hang back by the entrance use the your bow and Hawkeye combo to snipe the first 10 or so. Make sure to aim for the explosive barrels to take them down quickly. Afterward, enter the village to hunt down the remaining few. They can be found inside buildings, in the alleys, and on the balconies. Use your Clawshot to pull yourself to the higher levels, if necessary. When the town's freed of their presence, an elderly woman will emerge from her home and gift you Llia's Charm.
Howling Stone
Break the windows in the western building to locate a Howling Stone.
Warp back to Kakariko Village and show Llia the Charm. She will finally remember who Link is and give him the Horse Call. Now travel back to the Hidden Village and show the old woman the Dominion Rod. She will give you the Ancient Sky Book. Show this book to Shad in Renando's basement in Kakariko Village. Unfortunately, the book is missing a few symbols, thus making it unreadable. Shad will mark the locations of where to find these symbols on your map. In addition, power will be restored to the Dominion Rod.
Symbol #1
Use the Kakariko Gorge warp point and move north to find a symbol covered by an owl statue. Use the Dominion Rod to move it, and then approach the glowing symbol to add a character to the Sky Book.
Symbol #2
The second symbol is located on the north end of the Eldin Bridge. Move the statue to find the symbol.
Symbol #3
Warp to the Castle Town entrance and proceed south to find another statue on a pedestal amongst the rubble. Move it off to reveal the symbol, and then position the statue between the pedestal and the wall. Then jump from the wall, onto the statue, then onto the symbol.
Symbol #4
There's another statue in an alcove just north of the bridge spanning Lake Hylia. Move it off the platform, but position it just below the vine patch on the wall above. Clawshot to said vines and drop onto the statue to obtain the next character.
Symbol #5
Go to Gerudo Desert and travel to the statue on the eastern side. Move it off the platform and position it in the corner just below, so you can use it to hop across to the symbol.
Symbol #6
Finally, warp to the south Faron woods and destroy the boulder just a few feet northeast from the oil salesman. Move the statue just beyond to find the final character.
Now that you have all of the symbols, warp back to Kakariko Village and show the book to Shad, who's still in Renando's basement. He'll try the magic words again, but nothing happens. When he walks off, use your rod to move the statue. Go down the revealed path to find a busted cannon. Walk to the side and speak with Midna, though she's a bit warp shy due to Shad's presence. Speak with Shad once more to get him to leave, and then speak with Midna again to warp the cannon to Lake Hylia.
Once there, speak with Fyer at his building to have him check out your cannon. He'll offer to fix it for 300 rupees. Once it's in working order, clawshot into the rear of the cannon to blast off towards the Sky Temple.

City in the Sky - Part I

After a rough ride, you'll land in a small body of water. To the west is a store you can purchase such supplies as potion, arrows, and bombs.
Ooccoo
Speak with Ooccoo on the left side of the store's counter to have her at your side, once again. Only in this temple, she'll transport you to the store, as opposed to outside.
Venture north from the body of water you landed in, and shoot the crystal above the door ahead to open it.
Grab one of the roaming Ooccoos and use it to float over to the next set of bricks. Make sure you don't stand on the blue ones, as they'll drop to the Earth below when stepped on. For the next ledge, you can either Clawshot onto the ivy-covered pillar, then grab an Ooccoo (via Clawshot) and float over, or you can just hop the gap right away and toss the Ooccoo at the last second to grab the ledge. Either way, continue through the door at the end.
Use your Clawshot on the southeastern grate blocking the window, then walk through the gap to head outside.
Drop to the ground and use the Spinner in the round slot to extend a bridge. Now walk up to the ledge and use the Clawshot to reach the ivy on the far wall across the gap and then cross the bridge and go through the door.
Latch onto the red tile to the southeast with the Clawshot and lower yourself to the caged treasure chest to obtain a Small Key. Now Clawshot back to the door you came from via the grate on the wall and exit through the door.
After crossing the bridge, a large dragon will swoop past and destroy it. Don't worry about it now - enter the main room ahead.
Latch onto one of the vine covered columns and drop to the other side. Then enter the door to the west.
Follow the ledge to the left and use the spinner in the slot to extend another bridge. Cross it to the door on the other side and open it with your key.
There are a couple of large fans on the right side that will blow you off the ledge. Equip the iron boots walk to walk past the first one unscathed, and then latch onto the vine covered column with the Clawshot to pass the second one. Go through the door on the western side to find the Map. Afterward, reenter the previous room.
Now you need to make it to the door on the south side of the room - there's two ways to do this:
The longer and proper method: Clawshot onto the high pillar ahead to pass the first fan, then drop to the ground and use the iron boots to pass the second. Now move to the ledge in the southeast corner to find a switch north from your location. Hit it with the Clawshot to deactivate the far fan, then cross back over to the other side like before to safely cross the blue blocks to the southern door.
The quicker, but unintended method: After entering the room, equip the iron boots, then line yourself up with the blue blocks on your right while facing east, then quickly strafe jump across the blocks (e.g. Z-target and jump to the south).
Now just cross the room over to the southwest door. Make sure to time your jumps to avoid the gusts from below and keep an eye out for the creatures hiding beneath the floor tiles (remember to use your boomerang to get rid of them).
Kill the two lizards in this room to open an alcove above. Use the Clawshot to latch onto the high vines to the south and climb up to it. Then Clawshot onto the ornament looking switch on the alcove's ceiling to activate a fan in the center of the room. Subsequently, grab an Ooccoo and drift over the fan's gust to reach the door right across from you.
Grab the Oocca and use the gust of wind in the room's center to float to the other side and then through the hole in the wall to the north. Activate the gold ornament on the east side to turn on another fan and ride the air currents up through the western hole. Then drop into the next room and go out the door leading north.
To continue, you'll have to descend through this tower. Begin by walking up to the ledge and clawshotting over to the gold ornament to open a door for later use. Grab the nearby Ooccoo and hover down to the western platform, and then to the one just below. Next, glide over to the platform to the southeast that has a Clawshot tile and then grapple down the platforms to the door below.
Grapple onto the gold ornament above and equip the iron boots to weight it down, causing the fan to turn off. Drop to the ground below to fight the mid-boss.

City in the Sky - Part II

Mid-Boss Fight
Wait for him hold his shield up (which indicates he's about to charge at you) and then use the Clawshot on it to pull him towards you. Slash him with your sword before he returns to the sky. If he does charge at you, just step to the side to avoid it. Make sure to watch out for the perimeter of the arena, which is lines with the blue sinking blocks. After several hits, he will enter the second phase.
The boss will now dash through the holes in the wall in an attempt to run you down. Watch for it to appear in one of the holes and then use the Clawshot to draw him close. He'll be defeated after a few more hits which will reveal an alcove ahead with a chest containing another Clawshot, thus making them the Double Clawshots.
You got the Double Clawshots just in time too! Grapple around the room using the ceiling tiles and then onto the hanging ivy in the center and climb your way back up and go through the door.
Now grapple your way up the tower using the Clawshot - you'll soon come across a gold ornament you need to trigger, which will open a large gate revealing a door. Once it's open, lower yourself down and quickly grapple onto either of the tiles lining the door (if you take too long, the gate will shut) and go through the door.
To cross this room, you'll have to grapple from pillar to pillar. If you continually Z-Target, Link will auto target the next pillar. Make sure to move quickly, as the pillars begin to fall once grappled onto. Open the chest at the end to find the compass and then go through the door.
Use the tiles above to cross underneath the bridge to the other side. Make sure to shoot down the hanging plants by targeting their stems with the Clawshot before proceeding. When you reach the end, grapple onto the vines on the wall to your right and enter the door back into the main chamber at the top.
Now grab an Oocca and head through the east door once again. After stepping out, latch onto the flying plants to cross the gap and enter the door on the other side.
There's a series of Clawshot sequences in this area that will have to cross to reach the end. Begin by dropping off the far ledge to the ground below and then Clawshot from pillar to pillar and drop off of the last one.
Then target the tile through the broken section of wall, then the one above, and finally the grate on the east side.
Then jump over the gap just past the hole in the wall. Drop off the ledge to the ground below and shoot down the plants hanging from the ceiling. Then Clawshot onto the tile and descend down and hit the crystal to the north, to open the gate. Then grapple onto the tile just opposite of the diamond. Now aim high and Clawshot to the grate above, then to the tile, grate, and another tile. Drop down to the ground and go through the door to the north.
Here you'll find a plant reminiscent of the Forest Temple one. Fire your Clawshot to stun it, then go in for the kill. Once the head's gone, throw a bomb into the body. Now Clawshot onto the high eastern tile, then quickly over to the vine covered pillar to the north. Now run along the platform and latch onto the tile above the bridge.
Heart Piece
Before latching onto the tile, climb along the wall to cross the gap and find a chest containing a heart piece.
Quickly then z-target the next one and Clawshot over, and then over to a vine covered column on the east side. Now Clawshot onto the tile above the center of the room and drop down onto the bridge and go through the door.
Clawshot onto the floating plant to the east to soar over the wall. Ride this to the next plant and Clawshot over as well. Then one more time so you're on the south side of the room.
Continue to hang on it, but descend slightly so you pass through the hole in the wall. Once through, grapple onto another plant to the west and descend as well to avoid another wall.
Then grapple onto the barred window to the east and drop off to enter the door on the west side.
Clawshot your way to the other side via the plants (remember to use z-targeting) and enter the door.
Clawshot onto the vine covered wall to your right and cross the numerous ropes as wolf link to reach a high door.
Inside, equip your iron boots to avoid being blown around and follow the rotating blade around to the treasure chest containing a Big Key. Then use the Clawshot on the gold ornament just above to shut the fan down. (remember to keep your iron boots equipped to pull it down). Now drop through the hole on the south side.
You should see another fan blade just below. Target the mesh ceiling with the Clawshot, then descend between the fan blades into the room below, but don't let go. Now target another golden ornament to the north in the ceiling and equip the iron boots once more to pull it down, thus turning on a fan. Drop down and exit the room through the northern door.
Use your Clawshot to latch onto the mesh side of the rotating fan blade above and hang on until the next one comes into view and then Clawshot over to it. Work your way to the door on the other side.
When you enter, two flying dragons will attack. Take them out as you did with the mid-boss and then latch onto the fan covering to the south. Then Clawshot to the stationary fan blade in the center. Subsequently, hit the diamond just above the fan you came from. The panel you're on will begin rotating. Climb from one to another up the tower; when you reach the top panel, you'll have to hit one more diamond to rotate your platform to the tile by the door. Clawshot over and use the boss key to go through the door.
Immediately after entering, Clawshot onto the bars to your right and then to the vines above. Climb to the top to reach the boss's arena.
Temple Boss - Argorok
Part I
It's time to take the dragon on mano emano. However, the dragon hovers several meters above the ground preventing you from reaching him. Clawshot onto one of the nearby towers, and then aim towards another one, except higher. Continue to climb the towers until you reach the dragon's level, the Clawshot onto the base of the dragon's tail. While hanging, equip the iron boots to drag him to the ground and breaking his armor.
After dropping a few times, a weak point on the dragon's back will be revealed. He will also switch tactics.
Part II
It will begin raining during this portion, which causes the flying plants to rise from the ground. Clawshot your way to the top via the towers and climb on to one of them, and then grapple to one of the plants. Wait for the Dragon to raise his head, indicating he's about to spit fire, and then quickly grapple around the circle of plants to the dragon's backside. Once there, clawshot to the weak point on his back and attack it repeatedly with your sword. Afterward, climb back up and repeat the process to defeat him.
You will be awarded with the final Mirror Shard and a Heart Container.
Now just Clawshot into the cannon to arrive back in Hyrule.

Palace of Twilight - Part I

Return to the Mirror Chamber in Gerudo Desert to restore the Mirror to its former glory. It will open a portal leading to the Palace of Twilight. Climb the staircase into the mirror to enter the temple.
Upon entering, you'll find several friendly, but mutated Twilight inhabitants standing about. Ignore them for now and enter the door to the east.
There are a couple of statue heads in Zant's likeness at the far end of the room. They're sneaky and will transport around the room. Destroy them with your sword when they appear to reveal a chest containing a Small Key. Now Clawshot onto one of the red tiles on the north side and drop down to open the locked door.
Here you'll find a large cloud of darkness in the center of the room. You'll have to pass through it to open the chest on the northern side containing a Small Key. However, whenever Link passes through it, he will be transformed into wolf form. Use your senses to find and destroy the Zant statue milling about to make a chest appear containing a Compass. With both the compass and small key in tow, use the Clawshot on the northern tile and unlock the door.
As you proceed to the end of the room, a hologram of Zant will appear. While he'll summon various creatures to attack you, ignore them and focus primarily on Zant. He'll teleport around the room; when he appears, run towards him while slicing with your sword.
Once he's done for, attack the hand to the north to release the glowing orb, known as a Sol. You'll have to carry the Sol back to the main area of the temple, but as usual, it's not as simple as it seems. The hand statue that was holding the Sol will come to life and attempt to snatch it back. Keep it at bay with arrows or the Clawshot. If it grabs the Sol, hit it with the same items to cause it to drop it.Since the sol keeps the dark fog at bay, carry it to the center of the room and place it on the circular hole in the ground to activate a staircase. Quickly run to the top and use the Clawshot to pull the Sol towards you. Move fast, otherwise the hand will grab the Sol and return it to its original position. Now carry it through the southern door.
Repeat the process in this room and run to the top of the staircase. Leap off the south side and go through the door.
Now dash towards the door. Just be careful not to drop the Sol, as it will roll down tilted floor giving the hand an easy opportunity to snatch it back. Take it back outside through the south door.
Phew, take a breather as the hand won't follow you outside. Take the Sol up to the central platform and drop it on one of the circular indents in the floor to make a platform appear. Ride it to the western building and enter the door.
Clawshot onto one of the wall's red tiles, then onto the ceiling and lower yourself to the floating blue platform. Then hop from one to the other to cross the room; but watch out for the energy balls blasted from the Zant head at the far end of the room - use your shield attack to deflect them. When at the other side, destroy the head to reveal a chest containing a Small Key. Unlock the door to continue on.
Watch out for the three twilight creatures hiding in the shadows. Use your energy field to dispose of them as usual. Afterward, destroy the several Zant heads that appear to reveal a treasure chest. Now grapple onto the ceiling and then into the southeastern and southwestern corners to find the Map and a Small Key, respectively. Now Clawshot to the northern door to locate the Sol.
But first you have to deal with another projection of Zant. Defeat him as before and grab the Sol in the northern part of the room. Drop it on the circular panel and grab it with the Clawshot once at the top of the staircase, then enter the door.
Once you place the Sol in the center of this room, a large structure will emerge from the ground. Now grapple onto one of the tiles bordering the door you entered from and then latch onto the ceiling. Make your way to the 3rd ceiling tile from the north and drop onto the structure below. Run to the solid ground in the south and use the Clawshot to pull the Sol to you. Then exit through the southern door.
Tip
If you place the Sol fast enough, the rising structure will block the hand from proceeding.
Carry the Sol across the floating blue platforms. When you reach the pillar with the two black orbs, stand by them for a few seconds to let the Sol charge them up, which will materialize a platform below your feet that will carry you to the end of the room.
Note
If you fall off, take the Sol to the black orb in the northern end of the room and ride the platform that appears to the beginning.
Once outside, drop it on the other circular slot to infuse the Master Sword with Light, letting it cut through the shadows.

Palace of Twilight - Part II

Now head north and use the spin attack on the dark waterfall to make it temporarily dissipate and jump the gap to go through the door.
Use your spin attack to make the darkness retreat, then grab the two Sols to the north and place them on the center slots to make a staircase rise. Climb it and hit the black orb at the top with your sword to make a blue platform appear. Ride this to the three additional dark orbs on the opposite side. Take down the Zant heads roaming the area and then open the chest that appears to obtain a small key. Now use your spin attack from the middle of the three dark orbs to create a platform that will carry you to the locked door.
Use your spin attack on the waterfall of darkness and jump through it. Then use the Clawshot on the tiles above you to work your way up to a chest containing the Big Key. Cut through the darkness again and jump to the ground below. Now use your spin attack on the two black orbs on the east side and ride the platform that materialized over to the platform to the south. Destroy the Zant head there, then trigger the pair of orbs again and ride the platform back to the central area. There will be size more Zant heads waiting for you; destroy them to reveal a chest with a Small Key. Proceed through the nearby locked door.
Destroy the Twilight creatures that appear after you enter, and then use your sword to get through the fog. Use the spin attack on the four dark orbs and ride the platform that appears. It will take you to four more platforms; jump to the eastern one to be taken to two additional platforms. Jump to the one on your left up to a ledge. Afterward, jump onto the west platform up to three ledges. As it moves past them, grapple to the red tile on the wall and kill the Zant head. Subsequently, latch onto the high ceiling tile to the east and drop onto the floating platform as it passes by. From there, latch onto the eastern tile. Destroy the Zant head and open the chest that appears to get a small key. Now hop to the closest platform and enter the locked door.
Destroy the plethora of Twilight creatures that drop from above then use the Boss Key on the door to fight Zant.
Temple Boss - Zant
Fighting Zant is like playing through a "flashback" episodes of your favorite sitcom, except less lame. There are six stages to this epic battle and all but one of them occurs in a previous boss's arena. Zant will also switch his fighting style between these segments to reflect the arena, so make sure you're using the proper equipment to tackle him.
Part 1
Zant begins the battle by firing several energy balls at you while hovering over the poisonous pond. Z-target him and use your shield to deflect them, then toss your Gale Boomerang at him when you have the chance to bring him to shore. Once he's close, hammer away with your sword. Repeat this a few times to enter the next stage.
Part 2
Zant will warp from one part of the platform to the next, and will jump up and down to rock the arena. Equip the iron boots to avoid being knocked off during this part, but take them off when he begins to fire the energy balls toward you. This will tire him out, so attack him while he recovers.
Part 3
Since the battle is now underwater, equip the Zora Armor and Iron Boots and fire your Clawshot at him once he's visible through the mouth piece of the helmet. If you're quick, you can prevent him from firing off his energy balls.
Afterward, four helmets will rise emerge from the ground. Find the one containing Zant and beat him as before.
Part 4
Wait for Zant to fire at you from the pillars and then roll into it a few times to knock him off letting you slash at him.
Part 5
Zant will transform into a giant for this portion. Watch for his reflection in the icy surface to prevent him from landing on you. Once he drops, use the Ball and Chain on one of his feet to shrink him down to size. Slash at mini-Zant with your sword to defeat him.
Part 6
Zant has several attacks during this portion, most of which attempt to push you into the surrounding barrier. You can attack him when he does his slow slashes while walking towards you; however, the most ideal time is after he uses his spinning attack (which you can guard against with your shield). He'll pause for a few seconds afterward to recuperate; just slash away with your sword to do him in once and for all.
You'll be awarded with a Heart Container. Now it's time to tackle Hyrule Castle.


Hyrule Castle - Part I

With Zant defeated, make your way to Hyrule Castle by heading north from Castle Town Central Square. Midna will use her newfound power to bust down the barrier preventing entry. Pass through the two doors ahead to enter the castle.
There are three routes from the courtyard, one to the east, one to the west, and one in the center leading inside the castle itself. Begin by heading through the eastern door - along the way; you'll be ambushed by some enemies who will trap you in a barrier. Use your spin attack to cut them down to size and enter the door.
You'll be ambushed a second time by a similar group of enemies. After they're defeated, pull the chain in the northeastern corner to open the door. A goblin similar to the one in Gerudo Desert will take you on head-to-head. Just use the Back Slice repeatedly to take him down to earn a Small Key. Now climb the stairs to the south to make a quick exit back to the courtyard. Once there, head for the western door.
As you enter, take down the archers on the platforms ahead with your bow and then make your way north down the center path to find a boar. Hop on and use it to charge through the wooden barriers to the northeast corner of the area.
You'll find some propellers similar to the ones from the Forest Temple here. Use the Gale boomerang to blow away the leaves in front of the nearby gate to unearth a pattern which shows what order to trigger the propellers. Remember to use the lock-on feature of the boomerang to trigger them. Once completed, the gate will open revealing a chest containing the Map.
Don't leave yet. There's a leaf patch along the north wall by the propellers that wolf link and burrow under by digging. This will take you to the other side of the wall.
On the west side of the graveyard is a locked gate. Use the wolf's sense to locate a boulder near a tree surrounded by several ghost soldiers. Use a bomb here to reveal a switch that opens the western gate.
Light the torch inside with your lantern (there's an oil canister there as well if you need a refill) to stop the rain temporarily. Now quickly run to the opposite side of the courtyard and light two additional torches bordering another gate (if you take too long, the rain will startup again preventing the torches from being ignited). This will open that gate to reveal two statues.
Use the Dominion Rod to reposition the statues between the broken sections of wall to the south. Use them to jump across the gap and pull on the chain to reveal a chest containing a Small Key.
With the key in tow, return to the courtyard by digging through the hole you came through to the south (check your map for the entry location to find it quickly). You'll have to cross through the room with the propellers and several enemies first though. A quick way through is to climb the ladder inside the alcove opened by the pillars and cross over the walkway and drop down near the door.
Once back in the courtyard, use the small key on the northern door to enter the castle.

Hyrule Castle - Part II

As you enter, a large group of enemies will launch a surprise attack. Use your spin attack to take them down and reveal a chest on a balcony containing the Compass. Climb the staircase on the west side, and grapple onto the low hanging chandelier to reach the chest. From there, grapple to the eastern chandelier, then descend and grapple onto the one above the northern door.
To proceed, you'll have to take down the Dark Knight. Wait for him to attack and then lunge at him while he recuperates. Once he's defeated, you'll have to get to the upper ledge which requires a delicate balancing of lighting and extinguishing the torches around the room which causes the platforms to raise and lower. Begin by lighting the two torches on the west side and climb the steps that rise. Then extinguish the east flame with the Gale boomerang and jump onto the final platform as it rises to the chest.
Note
A quicker way is to simply stand on the final floor platform and extinguish the eastern flame with the boomerang, thus causing the floor beneath your feet to rise.
Now you can proceed either to the east or to the west. We recommend the east route as it's simpler and provides additional health items. In the west room, use an arrow to knock off the middle picture on the west side and hit the revealed diamond to open the door. You can shoot down the remaining pictures and trigger the diamonds beyond to drop chus which can be bottled for health and oil.Inside the next room are two Dark Knights. Since they're triggered by proximity, walk slowly along one of the walls to trigger just one. Lure it to the other side of the room so you don't accidentally trigger the other Dark Knight, then focus on it exclusively. Once he's done for, take on the other one. Once they're dead, exit via the southeast door.
Run along the bridge and open the chest at the end to obtain the Big Key. Now rum up the ramp next top the door you came through and skip the door at the top and continue to the other bridge. Defeat the dragon that appears and open the chest at the end for a Small Key. Now run back to the northern door you skipped earlier and open it with the key.
Transform into a wolf to keep the ghost mice at bay, and then follow the path the ghost soldiers point out to the staircase in the northwest corner.
Climb the staircase, battle the lizards, and then use the Clawshot to grapple from one torch to the next up the broken staircase. Use the spinner to climb the third staircase and jump from one side to the other to dodge the enemy spinners. At the top is one more Dark Knight. After defeating him, enter the locked door with the Big Key for the final battle with Ganon.
Note
Before entering the door leading to the boss, use the small key on the west side to find a storage room containing rupees and items galore.

Final Battle

Temple Boss - Ganondorf
It's finally time to tackle the biggest and baddest boss in the game: Ganondorf.
Ganon's Puppet - Zelda
Ganon will use his dark magic to take control of princess Zelda. She has three core attacks:
She will dive at you with her sword extended. Either block with your shield or jump to the side to dodge it.
Secondly, she will make a triangle of light appear on the floor. Step out of the way the moment you see it materialize to avoid it damaging you.
Finally, her third and main attack is also her greatest weakness, as fans of Ocarina of Time know. Zelda will fire an energy ball at Link; rebound this back to Ganondorf by swinging your sword when it's close. Continue to volley it back until it finally hits Zelda.
After a few hits, Ganondorf will transform.
Dark Beast - Ganon
Ganondorf will now take on the form of a giant boar. His main attack is to charge right at you and then around the arena's perimeter. Be wary when he vanishes, as he's quite fond of reappearing on top of you. Watch for his shadow to avoid this attack. He'll often teleport back into the arena via a portal; however, several fake ones will appear first in an effort to throw you off. Stand on either side of the room and watch for a portal that turns blue; that signifies the one that Ganon will emerge from. Keep your bow and arrow armed and aim at the shining spot on his forehead when he charges at you. This will knock him onto his side; slash at the glowing spot on his stomach to damage him. After a few hits, Ganon will try a new trick.
At some point, Ganon will vanish whenever you fire an arrow at him. That means it's time to transform into wolf form. Although it may go against everything you've learned, face the portal he emerges from head-on and let Ganon charge right at you. Press the A button when the indicator appears on screen and then hold the control stick left or right to wrestle him to the ground. Once he's down, attack his stomach again to defeat the boar.
Ganondorf - Horseback
Ganondorf will now resort to horseback to fend you off. Thankfully, the light spirits will bestow Zelda with light arrows to attack Ganon. Chase after Ganon on your horse and Z-target him when you're close. Zelda will arm an arrow, as indicated by the golden glow, and will fire it after a few seconds. Zelda fires directly ahead, so make sure you're lines up exactly with Ganondorf. If the arrow connects, Ganondorf will be stunned for several seconds. That's your cue to dash in and slash away with your sword (spin attack works too).
It can be difficult to stay within reach of Ganondorf, so follow Ganon on the inside when he turns to head him off. Be careful he doesn't run into you though, as the impact will knock Link off the horse. Additionally, Ganon will launch an energy ball attack that transforms into ghostly riders. Depending on your position, you can either ride between the ghosts, or very sharply to the side to evade them entirely. After several slashes with your sword, he'll be defeated.
Dark Lord - Ganondorf
Current score: Link 3, Ganondorf, 0.
In a final attempt to maintain his masculinity, Ganondorf will challenge Link to a one-on-one battle. No horses, no light arrows, no gimmicks. Just a good ol' fashioned sword fight.
This battle is all about close quarter combat. Because Ganon's going to be in your face a lot. Z-target him constantly to circle strafe around him and jump to the side to avoid his attacks. After a missed attempt, attack him while he recovers. Because Ganon is right-handed, circle him clockwise and attack since he's most vulnerable from that angle.
However, the easiest way to defeat Ganon is to repeatedly Back Slice, switching directions after every attempt. While Ganon will always block the first few Back Slices, the 3rd or 4th will consistently connect. Repeat this to defeat the boss with ease. After copious attacks, he'll fall to the ground - finish him with your jump strike attack.