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The Legend of Zelda: Twilight Princess Walkthroughs
(Nintendo Wii)

This game is also available on PSP, GameCube.
Submitted By: kieran-lane
The Legend of Zelda: Twilight Princess
GameFAQs FAQ of the Month December 2006
FAQ/Walkthrough
Copyright Kieran Lane July 23rd 2009

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Table of Contents [0100]

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Each chapter of the guide is further divided into smaller chapters, called "Subchapters." For Subchapter listings, see the beginning of each chapter.

[0100] Table of Contents
[0200] Game Basics
[0300] Walkthroughs
[0400] Inventory and Equipment
[0500] Pieces of Heart
[0600] Golden Bugs
[0700] Poe Souls
[0800] Howling Stones and Special Attacks
[0900] Miniboss and Boss Appendix
[1100] Frequently Asked Questions
[1200] Legal Stuff, Links, Contact Information and Special Thanks

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Game Basics [0200]

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[0201] Twilight Princess
[0202] The Twilight Realm
[0203] Link Goes Lycanthropic
[0204] Sword Combat
[0205] Special Attacks
[0206] Link the Equestrian
[0207] Link's Inventory
[0208] Dungeons of Hyrule
[0209] Pieces of Heart, Golden Bugs and Poe Souls
[0210] Conclusion

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Twilight Princess [0201]

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Though it was not announced until many years later, it's easy to say that the Legend of Zelda: Twilight Princess truly began its life at the 2000 Spaceworld Video Game Expo. There, Nintendo unveiled their new Gamecube project, showing off its capabilities with an exciting full-motion video of Link and Ganondorf in a heated sword duel. Though the video was little more then a technical demo, it didn't take long for the grapevine to distort the video into the next Zelda game (a claim Nintendo never made).

And so, when the Legend of Zelda: The Wind Waker was revealed several years later, it made Wind Waker's cel-shaded graphical style all the more shocking and controversial. The game's popularity suffered noticeably, drawing attacks where normally Zelda would only receive praise. Though the game, once released, ultimately proved to be one of the better Zeldas out there, the damage had already been done. Despite critical acclaims and numerous awards, the Wind Waker seemed to have reached an undisputed level of disappointment in the series. As though to seemingly drive the nail into the coffin, the Four Swords Adventures game which followed the next year went almost completely ignored.

But, all was not lost. Giving in to the pressure from its fanbase, the new Zelda development team took the Wind Waker engine, and heavily modified it. Scrapping the graphical style and the oceanic exploration, when Twilight Princess (then simply called The Legend of Zelda) was finally revealed, it was like the second coming. What fans saw was the game they expected Wind Waker to be. Reports of it's unveiling described the audience as "cheering, falling to their knees and crying," which may sound like a bit much, but hey, it's Zelda.

The years that followed Twilight Princess' first press release saw a series of delays which reminded us all vividly of the numerous delays that plagued Ocarina of Time's development. A final delay was announced when Nintendo decided to release a port of Twilight Princess with its Wii system (likely in response to the fact that none of Nintendo's main franchises had launch titles ready for the Wii release date). This idea was actually greeted favorably by many fans. Until, that is, with less then two months to the long-awaited release, Nintendo decided to push the Gamecube release of Twilight Princess back a month in an obvious effort to boost Wii sales.

The gamble ultimately proved successful, but it was still a blow to the fans who had patiently waited for the Gamecube release of the game. An uncharacteristically ominous rift developed between Nintendo fans, a group who was typically more united then any other faction in the Console wars. However, a month later, Gamecube players were finally given what they were promised.

Sort of.

With the emphasis on the Wii, Nintendo inadvertently failed to make enough Gamecube versions of the game to meet demand. But the game had finally been released, after several delays, both necessary and unnecessary. I was among those who patiently waited for the Gamecube version of Twilight Princess. And this guide, which is the first fan guide to be written specifically for the Gamecube version (later modified to encompass the Wii version as well, so don't fret, you impatient rich kids), is a result of over eighty hours of effort over the course of a single week.

Go me.

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The Twilight Realm [0202]

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The main focus of Twilight Princess is the new Twilight Realm. With the vague information originally provided about the title, fans presumed that the Twilight Realm was a form of the Golden Realm which first appeared in A Link to the Past. But this turned out to not be the case at all. The Twilight Realm is a whole new land unto itself (unlike the Golden Realm, which is a eutopic form of Hyrule).

As Link progresses on his journey, beginning as a naive stablehand, and ultimately rising to be the Chosen of the Goddesses, he will encounter the Twilight Realm. The King of the Twilight Realm is, for reasons unknown, expanding the sphere of the Twilight Realm into the Light Realm of Hyrule. The people who become trapped in the Twilight become Spirits, and see the realm in their own twisted way. But when Link enters the Twilight, he does not become a Spirit.

While in the Twilight Realm, Link becomes a Wolf, and is invisible to the Spirit inhabitants of the Light Realm. He is also joined by an inhabitant of the Twilight Realm (who are known as the Twili). Her name is Midna, and she has a bone to pick with the King of Twilight. Though she is a major character throughout the course of the game, Midna's importance to the storyline slowly expands, until she reaches the point where she becomes the story's most important character (and, arguably, it's main character). The result is one of the most compelling and interesting characters in Zelda lore.

Link spends the first half of his journey attempting to beat back the Twilight Realm by restoring the four Light Spirits. Once he has finally accomplished this task and freed Hyrule from the Twilight King's assault, however, he discovers his journey has only just begun. After a shocking sacrifice, Link and Midna set out to invade the Twilight Realm itself, and defeat the King of Twilight once and for all.

But lurking in the background is an evil presence, who is manipulating the situation to his own desires.

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Link Goes Lycanthropic [0203]

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Initially, Link only becomes a Wolf while in the Twilight Realm. The power of the Light Spirits transforms him back into a Hylian. However, after an encounter with the King of Twilight, Link is permanently cursed with the Wolf's form. But, all is not lost. After a quest to remove the Shadow Crystal from his body, he regains his Hylian Form. He also gets the ability to become a Wolf whenever he likes.

While in Wolf Form, Link's movements and attack patterns significantly change. He loses access to all of his items, but gains two new abilities: Dig and Sense. Using the Wolf's enhanced Senses, Link can "see" hidden enemies, find buried objects, and follow the gaseous scent trails of certain objects and characters. By Digging, Link can uncover hidden objects, and enter underground caverns.

Wolf Link's attack repertoire also changes significantly. Though he can dodge and attack in much the same way that Hylian Link does, Wolf Link has no shield. He is left completely defenseless. Link can also bite at enemies with his powerful jaws, and in certain cases can even pounce on enemies and chew on their jugular veins. Which is about as much fun as it sounds. Wolf Link's last attack actually belongs to Midna, who will charge up a black sphere, which destroys all enemies caught in its influence.

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Sword Combat [0204]

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Twilight Princess utilizes a heavily modified version of the Wind Waker game engine, which was based heavily on the Ocarina of Time game engine. So if you've ever played Ocarina of Time, Majora's Mask, or The Wind Waker, then you'll already be pretty familiar with Link's sword abilities.

By moving near an enemy, you can hold down the L-Button. This will focus Link's attention on that target as long as the L-Button is held, and changes his movement and attack commands significantly. While L-Targeted, Link can dodge backwards or to the left and right. He also automatically holds up his shield while L-Targeted, automatically blocking attacks which come his way so long as you are not using a weapon.

L-Targeting also gives Link significantly enhanced fighting skills. By pushing forward on the joystick and tapping the attack button, Link will stab with his sword. Simply pressing the Attack button will cause Link to swing his sword to the left and right. Pressing the Action button will force Link to do his most powerful basic attack, the Jump Attack.

The system is almost completely unchanged from Ocarina of Time, and for good reason. Ocarina of Time's combat system is still considered to be one of the finest ever created for a three-dimensional action game. Even today, ten years later, other titles attempt to enhance or even just duplicate its system. To say that all of them have failed would be an understatement.

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Special Attacks [0205]

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As you progress through the game, you'll come across six Howling Stones. As Wolf Link, you can stand near these Howling Stones. Only Wolf Link's ears can hear the song that the Howling Stone sings. By duplicating the songs that the Howling Stones play, Link can summon a Golden Wolf to a location in Hyrule. Visiting that Golden Wolf will trigger an encounter with an Undead Warrior, who will teach Link one of seven hidden abilities.

These abilities range from the Ending Blow (which allows Link to kill a stunned enemy), to the Back Slice (which allows Link to get behind and then damage an enemy). Several of the attacks are based off of counter-attacks from Wind Waker (Back Slice, Helm Splitter), while others are entirely new (Jump Strike, Shield Attack). Learning and then utilizing all of the game's Special Attacks turns Link into an even more formidable fighting machine. You'll need them, too; some of the later enemies in the game are the most powerful enemies ever to appear in a Zelda title.

Fear the Dark Nut. You have been warned...

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Link the Equestrian [0206]

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In Ocarina of Time and Majora's Mask, Link had to find Epona before he could use her. In Twilight Princess, he begins the game with her (in fact, one of the very first tasks you're given is done with Epona). The fighting system has been enhanced so that any weapon or item which could conceivably be used on Horseback, can be. Most significant of all, however, is the fact that two major boss battles in the game (including a part of the final boss battle) take place on horseback.

Much was made of Epona in Ocarina of Time, but her presence and function in Twilight Princess really throws into light just how trivial Epona was in that title. And in Majora's Mask, well... don't even get me started. Unfortunately, as you progress further into Twilight Princess, Epona sort of gets the same treatment. The more Warp Portals you unlock and the more distant locations you are forced to travel to, the less you'll need Epona.

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Link's Inventory [0207]

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Link's inventory in Twilight Princess features an eclectic mix of old favorites and new toys. Perhaps the most exciting "new" item is the Clawshot, which is similar to the Hookshot in function, but has a few added features (such as the ability to use two Clawshots at the same time to travel great distances). Other nifty new items include the Spinner, which let's Link travel at high speeds along marked paths, and the Dominion Rod, which gives Link control over inanimate objects.

Even old items in the game are given new features. The Gale Boomerang, which features Wind Waker's multi-target locking system, now generates a whirlwind as it travels, which is needed to solve several wind-based pules. The Hero's Bow can be combined with Bombs to create explosive arrows, or with the Hawkeye to create a sniper's weapon.

Other Zelda staples return, complete unaltered. The most notable come-backer is the Empty Bottles, with once more four hidden around Hyrule which must be located to maximize your life-restoring potential. Unfortunately, the four Bottles aren't nearly as well hidden as they have been in previous Zelda titles. The Slingshot also returns. You'll use it three times total in the game, making one wonder why it's in the game at all.

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Dungeons of Hyrule [0208]

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A shortage of dungeons has been a major issue for critics since Majora's Mask. Twilight Princess tries to rectify this situation by providing nine dungeons, equal to that of Ocarina of Time. Though the dungeons are all extremely well made (the Arbiter's Grounds and Temple of Time are particularly fantastic), some of them suffer for being a tad on the short side. In fact, for some bizarre reason, the dungeons become shorter and shorter as you progress, in sharp contrast to Ocarina's dungeons growing larger and larger.

In the game's first dungeon, you'll travel to the Forest Temple. Though this is presumably the same Forest Temple that appeared in Ocarina of Time, it looks completely different. It's more overgrown then ever, and a pack of friendly monkeys (and an unfriendly Baboon) have taken up residence. Dodongo's Cavern has now been completely industrialized by the Gorons, and transformed into the Goron Mines. The leaders of the Goron tribe call it home, and their Patriarch is having some difficulties.

At the bottom of Lake Hylia is the Lakebed Temple (presumably, OOT's Water Temple). Players must reactivate the dungeon's sprawling machinery to open the way to the bottom of the dungeon, where a massive creature waits in a massive arena. From there, it's off to the Arbiter's Grounds, an ancient stronghold of the Sages built in the Gerudo Mesa. The temple guards the entrance to an ancient prison, but has been overrun by the undead and has fallen into disrepair.

High atop Snowpeak Mountain is an ancient mansion, which a friendly Yeti and his wife have taken up residence in. Despite the presence of these two allies, the Mansion is far from safe, and an evil presence threatens the inhabitants of the building.

The Temple of Time has fallen into disrepair since the events of Ocarina of Time. When the player comes across it, he will find nothing more then a crumbling ruin (in fact, little more then the doorframe of the Door of Time has survived). However, wielding the weapon of the Hero of Time, the player can return to the Temple of Time in its prime, and reclaim a stolen object hidden away in the past.

As you progress through the game, you'll make occasional meetings with members of the Oocca tribe. Finally, you'll make the journey to their City in the Sky. Which is under attack by a dragon. From there, it's deep into enemy territory: the Twilight Realm itself. The King of Twilight awaits in his Palace of Twilight. And from there, it's to the heart of evil, in a place all too close to home.

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Pieces of Heart, Golden Bugs and Poe Souls [0209]

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A staple since the game's inception, hidden stuff has varied in every title since. The original Zelda had players looking for hidden Container Hearts in the game's overworld. Beginning with A Link to the Past, these Container Hearts became Pieces of Heart, which you needed four of to complete a whole Container. Twilight Princess remixes this concept more: you now need five Pieces of Heart.

In addition to forty-five hidden Pieces of Heart, accounting for nine of your twenty Heart Containers, Twilight Princess has two other groups of items to look for. There are twenty-four Golden Bugs hidden in and around Hyrule Field, which can be exchanged for cash and bigger wallets. And a man in Hyrule Castle Town has had his soul stolen, and divided into sixty Poes who now haunt all the corners of Hyrule.

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Conclusion [0210]

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Using a simple rehash of Ocarina of Time's gameplay into the Wind Waker engine, Nintendo has produced what is easily described as the best Zelda since Ocarina of Time. While calling it Ocarina's superior would be pushing it, it's fairly safe to call it Ocarina's equal. Though the game's length is clearly padded at times by lengthy required sidequests, and the Wolf Link aspect of the game is ultimately under utilized and never fully realized, there's no denying that what's here works really well.

With any luck, Twilight Princess will mark a new rise in the series, a series which has been on a very slow decline since Majora's Mask. That's what happens when you hit a high mark like Ocarina of Time or Final Fantasy VI; everything that follows just doesn't seem to live up. Twilight Princess is undeniable greatness, but it could conceivably be beaten. With Ocarina of Time, that conceivability was a bit harder to see.

So, here's a toast to good things to come.

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Walkthroughs [0300]

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Gamecube Walkthrough
[0301] Ordona Province, First Visit
[0302] Faron Province, First Visit
[0303] Ordona Province, Second Visit
[0304] Hyrule Castle, First Visit
[0305] Ordona Province, Third Visit
[0306] Faron Province, Second Visit
[0307] Dungeon I: The Forest Temple
[0308] Eldin Province, First Visit
[0309] Dungeon II: Goron Mines
[0310] Eldin Province, Second Visit
[0311] Lanayru Province, First Visit
[0312] Dungeon III: Lakebed Temple
[0313] Hyrule Castle, Second Visit
[0314] Faron Province, Third Visit
[0315] World Tour For Nifty Stuff
[0316] Lanayru Province, Second Visit
[0317] Desert Province
[0318] Dungeon IV: Arbiter's Grounds
[0319] Peak Province
[0320] Dungeon V: Snowpeak Ruins
[0321] Faron Province, Fourth Visit
[0322] Dungeon VI: The Temple of Time
[0323] The Six Mysterious Statues
[0324] Dungeon VII: The City in the Sky
[0325] Fun Things with the Double Clawshots
[0326] Dungeon VIII: The Palace of Twilight
[0327] Optional Dungeon: The Cave of Ordeals
[0328] A Few Final Things
[0329] Dungeon IX: Hyrule Castle


Wii Walkthrough
[0331] Ordona Province, First Visit
[0332] Faron Province, First Visit
[0333] Ordona Province, Second Visit
[0334] Hyrule Castle, First Visit
[0335] Ordona Province, Third Visit
[0336] Faron Province, Second Visit
[0337] Dungeon I: The Forest Temple
[0338] Eldin Province, First Visit
[0339] Dungeon II: Goron Mines
[0340] Eldin Province, Second Visit
[0341] Lanayru Province, First Visit
[0342] Dungeon III: Lakebed Temple
[0343] Hyrule Castle, Second Visit
[0344] Faron Province, Third Visit
[0345] World Tour For Nifty Stuff
[0346] Lanayru Province, Second Visit
[0347] Desert Province
[0348] Dungeon IV: Arbiter's Grounds
[0349] Peak Province
[0350] Dungeon V: Snowpeak Ruins
[0351] Faron Province, Fourth Visit
[0352] Dungeon VI: The Temple of Time
[0353] The Six Mysterious Statues
[0354] Dungeon VII: The City in the Sky
[0355] Fun Things with the Double Clawshots
[0356] Dungeon VIII: The Palace of Twilight
[0357] Optional Dungeon: The Cave of Ordeals
[0358] A Few Final Things
[0359] Dungeon IX: Hyrule Castle


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Gamecube Walkthrough
Ordona Province, First Visit [0301]

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Status Report - New Things This Chapter -
Heart Containers: 00/20 Heart Containers: 03
Heart Pieces : 00/45 Heart Pieces : 00
Golden Bugs : 00/24 Golden Bugs : 00
Poe Souls : 00/60 Poe Souls : 00
Abilities : 00/07 Abilities : 00

+Inventory Checklist+
|_ Lantern _ Gale Boomerang _ Iron Boots _ Bombs |
|_ Water Bombs _ Bomblings _ Hero's Bow _ Hawkeye |
|_ Clawshot _ Double Clawshots _ Spinner _ Ball and Chain |
|_ Dominion Rod _ Slingshot _ Fishing Rod _ Horse Call |
|_ Bottle #1 _ Bottle #2 _ Bottle #3 _ Bottle #4 |
| |
+Equipment Checklist+
|_ Wooden Sword _ Ordon Sword _ Master Sword |
|_ Ordon Shield _ Wooden Shield _ Hylian Shield |
|_ Hero's Clothes _ Zora Armor _ Magic Armor |
|_ Quiver _ Big Quiver _ Giant Quiver |
|_ First Bomb Bag _ Second Bomb Bag _ Third Bomb Bag |
|X Wallet _ Big Wallet _ Giant Wallet |
| _ Double Bomb Bags |
| |
+-+

Ordona Province - Ordon Village: Outside Link's House

After the game's opening sequence, Fado will arrive out front of Link's House, asking for help with his goats. Epona has also wandered off, as horses are apt to do. Run towards Fado, and speak with him. He'll insist that you find Epona. Epona has headed off down a path to the west, so head that way first. After you run down the path a bit, you'll enter a new area.

- Ordona Province - North Road
New Quest Item: Epona

Head to your left as you enter the area, and look for a small hole in the wall. Stand in front of the hole and Enter it using the correct button (check the command bar to see the correct command). Crawl down this tunnel, taking one right along the way. On the other side, you'll emerge into a small pond. Epona waits here, being tended to by a young woman (her name is Ilia). Run towards them.

After the cutscene which follows, speak with Ilia again. She'll ask you to play "that song" by using a piece of grass. The grass in question is just to your left as the cutscene ends; stand near it and pick it up. Blow into the grass reed, and the familiar Epona's Song from Ocarina of Time will ring out. Epona will run towards you. This is how you will have to summon Epona for a good chunk of the game, until you get a special item which removes the need for grass.

Hop on Epona, and ride her east through an open gate, where you will emerge back onto the road. Head south and return to Link's House.

Ordona Province - Ordon Village: Outside Link's House

Head south, passing into Ordon Village proper.

Ordona Province - Ordon Village

Explore the town if you like, but there isn't much to do for the moment. Once your appetite is quenched, head for the south end of the village and ride through the opening there to Ordon Ranch.

- Ordona Province - Ordon Village: Ranch

This is the area where you'll help Fado (the man you met earlier) herd his goats (in actuality, this area is to train you in riding Epona). Head through the gate in front of you as you enter, and you'll see him standing in the middle of the pasture. Fado will automatically speak to you when you draw near. He'll ask you to help herd the goats into the barn; agree.

You'll now enter a mini-game, of sorts, where you must herd the goats into the open barn door (if anyone has played the game Gun then you shouldn't have any problem with this). Run near the goats, moving towards them at angle which will drive them towards the barn door. If you press the A Button, Link will "Whoop," driving the Goats faster. Drive all ten goats into the barn to complete the minigame.

Once you've finished the game, you'll be tasked with jumping over some fences. All in a day's work, I guess. Two fences will have now appeared in the pasture; run around the dirt track, pressing the Dash button just before you hit the fences to make Epona leap over them. Do this a few times until you've got the hang of it, and then jump the fence blocking the north gate. Once over the fence, you'll automatically return to Link's House. -

Ordona Province - Ordon Village: Inside Link's House

You'll be prompted to Save at this point. Do so.

It's now the following day. Three little hobgoblins... I mean, uh, children, will appear outside of Link's House and hail him. The game will automatically cut to the interior of Link's House. Take a look around inside if you like. Link apparently has something interesting in his basement, but you won't be able to see anything down there until you get the Lamp.

Once you're done exploring, head for the main floor of Link's House and go out the door.

Ordona Province - Ordon Village: Outside Link's House

Drop down from the ledge that holds Link's House, and speak with the children. Talo, Malo and Beth will go on at length about a Slingshot which has become available in the Ordon Village Store. Though the children clearly want it, Link's going to need it for important hero-type stuff, so that's too bad for them.

Head south, back to Ordon Village (you'll meet back up with Epona later, so you'll have to go on foot for the time being).

Ordona Province - Ordon Village
New Item: Fishing Rod

If you like, you can head for the Ordon Village Shop (Sera's Sundries) now. It's the pink-roofed building to your left as you enter from Link's House, on the west shore of the Village pond. But the owner is depressed because her cat has gone missing, and won't sell anything. The cat in question is actually out by the dock on the pond's eastern shore, near the waterwheel. But you won't actually be able to get the cat for a little while.

First, head for Mayor Bo's house. It's the building on the south side of town, close to the entrance to Fado's Ranch. The mayor himself is standing outside (he's the rather corpulent man with no hair... but hey, he's the mayor). Speak with him, and suddenly a runaway Goat will charge out of Fado's Ranch.

Line yourself up with the goat (Link is automatically stuck in strafe mode during this event), and wait until just before it hits you. Press and hold the action button, and Link will root his feet into the ground while grabbing its horns, bringing the Goat to a stop (this is actually training for something which you'll be doing a lot later, when you get your partner Midna).

If you fail, speak with Mayor Bo again, and the event will repeat itself. Keep repeating the event until you succeed. If you speak with Mayor Bo again, he'll warn you about monkeys which have been causing trouble in town.

Head back to Sera's Sundries, and go south. You'll find a tall cliff near a pumpkin patch. A man on top of the cliff will yell down at you, explaining how to L-Target. Follow his instructions. After you've learned that, climb up the ivy on the cliff and speak with the man on top. He'll point out Sera's cat to you, but you still can't do anything about it for the moment. The man will also point out some more Grass (like the kind you used to call Epona, but a different shape). It's on a cliff opposite. Run towards the cliff, and when Link reaches the edge, he'll automatically jump over.

Pick a piece of grass, and blow into it. A hawk will appear from the sky, and land on Link's arm. You can now aim the hawk and set it free in any direction you like. The direction you want is towards a beehive; it's high on a tree, just to the left of Sera's Sundries. Aim the crosshair at the hive, and then release the bird. The bird will fly right at it, knocking it to the ground.

You can head for the wreckage of the bee hive now, but you can't do much with it without an Empty Bottle (you can capture the chunks of the hive to use for Fishing Bait at a later point in the game). Back on the cliff where you first released the bird, jump over to the roof of Sera's Sundries. From here, you can jump along two more cliffs.

On the last cliff in the series, you'll find more Hawk Grass. Pick some of it, and blow it. Now, look downstream, and you'll see a weird dancing object holding something (it's actually a monkey holding a cradle). Release the Hawk at this monkey, and it will claim the cradle, flying back and dropping it Link's arms before flying away. Jump back along the cliffs to the roof of Sera's Sundries, and then drop back down to the ground.

The owner of the cradle, Uli, is standing near the bridge which extends over the stream (just follow the road as though you were going to Ordon Ranch, and you'll run right into her). She'll automatically talk to you as you draw near her. Follow her back to her house, and when you get near enough, she'll thank you and give you a Fishing Rod.

Now that you have the Fishing Rod, you can finally do something about Sera's pouting puddy tat. Head for the Dock on the east shore of the pond. It's behind the waterwheel building. Stand on the dock, assign the Fishing Rod to one of your action buttons, and pull it out.

Fishing in Twilight Princess is quite different that it has been in any other Zelda game, but it's still not difficult. Cast your rod by pressing its action button, where upon a bobber will land in the water. Wait for the bobber to begin to sink into the water, indicating that a fish is on the line. Pull back on the C-Stick, and Link will begin to pull the fish in.

After you have caught one fish, you will catch the attention of Sera's cat (notice its head is now just visible in camera range). Catch another fish, and the cat will steal it. Now happy with its dinner, it will return to Sera's Sundries. There's no real point in you going there until you have the thirty rupees for the Slingshot, so...

Ordon Village is crawling with rupees, you just have to know where to find them. Two green rupees can be found on a ledge near where the bee's nest fell to the ground earlier. A blue and a yellow rupee can be found at the top of the tree which the bee's nest once clung to (climb the ivy; the rupees are on the branches). Two more greens are stashed in the far west corner of the area, near Uli's (the pregnant lady) house.

Once you've got all these, head for the Waterwheel Building and go inside.

- Ordona Province - Ordon Village: Jaggle & Pergie's House

Let me just take this opportunity to state that the dog who lives in this building is freaking awesome. I've got a soft spot for dogs, sue me.

Once inside, look for the two pots (they're both to the left and right of the woman who is cooking some kind of soup). Smash each pot by picking it up and throwing it against the wall, revealing more rupees. Also, smash the pumpkins in the room, which contain more rupees.

Once you've pillaged the house, head outside, then re-enter, where the pots and pumpkins will have regenerated. Keep smashing the pots and pumpkins until you have thirty rupees, then head to Sera's Sundries (remember, pink-roofed building on west shore of the pond).

- Ordona Province - Ordon Village: Sera's Sundries
New Items: First Bottle, Slingshot

Speak with Sera, and she'll give you your first Bottle (which comes with one drink of milk). Now that Sera's out of her funk, she will sell you items. The thing in particular that you want is the Slingshot, which costs thirty rupees. Pay the price for it, then head back to Link's House (use the north exit in Ordon Village).

Ordona Province - Ordon Village: Outside Link's House

As you return to Link's House, you'll meet up with Rusl (the man from the game's introductory sequence). He'll note that he left something for you inside your house. Ignore the house for now; speak with the children.

The minigame which follows will train you in the use of the Slingshot (and, ostensibly, the Hero's Bow). Nail all of the targets to finish the minigame. You can L-Target the scarecrows, but the circular targets have to be hit with manual targeting. When aiming manually, ready your Slingshot by holding down its action button, and lining up the target just to the left of the center of the slingshot. Guaranteed bullseye every time, if you practice.

Now, head for the ladder which leads up to Link's House. There is a Skullwalltula patrolling the wall around the ladder, which will attack you if you try to climb up. L-Target it and nail it with your Slingshot to defeat it (note that the Slingshot is far too weak to defeat most enemies in the game). Once it's out of the way, climb up the ladder and go back inside Link's House.

- Ordona Province - Ordon Village: Inside Link's House
New Equipment: Wooden Sword

Notice that there is now a chest in the middle of the room. How Rusl got that big huge chest through the door, let alone up the ladder, is anyone's guess. Open it, and you'll get the Wooden Sword. You'll automatically equip it once you have it.

Head back outside.

Ordona Province - Ordon Village: Outside Link's House

Drop back down off the ledge, and speak with the children again. They'll be significantly impressed by the sword, and beg that you teach them how to use it (obviously, this is a sword training minigame). Agree, and run through the training mode. It's relatively self-explanatory; just follow the instructions that the children shout at you (I thought you were teaching THEM!?).

After the training mode, one of the children will spot another one of those troublesome monkeys. All three will chase after it. Hop onboard Epona (who is standing near the ladder to Link's House) and chase after them by going northeast, back into the area where you first found Epona.

- Ordona Province - North Road

Beth is standing to the right as you enter the area. Speak with her, and she'll say that Talo and Malo kept chasing the Monkey into the woods. Keep heading north along the road, and you'll find another one of the children standing near a wooden suspension bridge. Ignore her; keep heading north over the bridge. On the other side, pass north into Faron Woods.

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Gamecube Walkthrough Faron Province, First Visit [0302]

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Status Report - New Things This Chapter -
Heart Containers: 03/20 Heart Containers: 00
Heart Pieces : 00/45 Heart Pieces : 01
Golden Bugs : 00/24 Golden Bugs : 00
Poe Souls : 00/60 Poe Souls : 00
Abilities : 00/07 Abilities : 00

+Inventory Checklist+
|_ Lantern _ Gale Boomerang _ Iron Boots _ Bombs |
|_ Water Bombs _ Bomblings _ Hero's Bow _ Hawkeye |
|_ Clawshot _ Double Clawshots _ Spinner _ Ball and Chain |
|_ Dominion Rod X Slingshot X Fishing Rod _ Horse Call |
|X Bottle #1 _ Bottle #2 _ Bottle #3 _ Bottle #4 |
| |
+Equipment Checklist+
|X Wooden Sword _ Ordon Sword _ Master Sword |
|_ Ordon Shield _ Wooden Shield _ Hylian Shield |
|_ Hero's Clothes _ Zora Armor _ Magic Armor |
|_ Quiver _ Big Quiver _ Giant Quiver |
|_ First Bomb Bag _ Second Bomb Bag _ Third Bomb Bag |
|X Wallet _ Big Wallet _ Giant Wallet |
| _ Double Bomb Bags |
| |
+-+

Faron Province - Faron Woods: South
New Item: Lantern

Although you probably don't realize it, you've actually passed into Faron Province, another province in the wide world of Hyrule.

Keep heading down the road, where you will come to a fence. Leap over it with Epona (you may need to get a few Dashes in before Epona will actually leap over it, so give yourself a good running start). On the other side, you'll enter a small clearing filled with some lovely little waterfalls. Go to the right here, passing into a large tunnel.

At the end of the tunnel, the path splits left and right. The sign at the split reveals that the left side is the Forest Temple Path, but it's pitch dark. The sign also reveals that Coro, who lives to the right, has a way to light up darkness. So head to the right. You'll arrive almost immediately at Coro's House.

Coro himself is sitting out front of the house, near an unlit campfire. He'll give you the Lantern, which you can use to light up dark places. Assign the Lantern to an action button, and then whip it out. Use it to light the campfire near Coro. "Put Away" the lantern (stand still and then press the Action button) afterwards to save Oil (if you run out of Oil, you can return to Coro to buy more).

Now that the fire is lit, you can now capture some of the soup in the pot in a bottle (but you probably still have your bottle half-filled with Milk). I don't recommend it though; Coro's "Nasty Soup" usually does more harm then good.

Now that you have the Lantern, you can light up darkened places. If you want, you can return to Link's House, and use the Lantern to light up his basement. Down there, you'll find Link's stash of fifty rupees in a chest. Whether you decide to get these or not, head for the Forest Temple Path afterwards (it's the left path back at the crossroads).

Epona is too large to enter the Forest Temple Path, so dismount her when you near its gate. Blocking the gate is a Deku Baba, the first real enemy you'll encounter in the game. This one isn't terribly hostile, however. L-Target it and use Jump Attacks to stun it. Use a single horizontal strike on its stem to defeat it permanently, if it isn't dead already. The Deku Baba will drop a Deku Nut when it's dead; smashing it will sometimes yield items (most notably, Slingshot ammo).

Head a short ways down the tunnel, and you'll come across Talo's play wooden sword. You're definitely on the right track. Keep heading down the tunnel.
- Faron Province - Faron Woods: Forest Temple Path

Use your lantern sparingly in this next area; you need that Oil to last. If you do run out, return to Coro and get more from him. A short ways into this area, you'll find a small round pillar built into the ground. This is actually a torch; use your Lantern to light it, illuminating the area. Remember to put your Lantern away immediately after l

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