Twilight princess game guides




















Inside The Deku Tree 2. Princess of Destiny 3. The Mighty Collection 4. Dodongo's Cavern 5. Inside Jabu-Jabu's Belly 6. Timely Appearance 7. Forest Temple Master Quest Walkthrough. Video Walkthrough 8. Fire Temple 9. Ice Cavern Water Temple Within The Well Shadow Temple Spirit Temple Ganon's Castle. Majora's Mask.

First Three Days 2. Southern Swamp 3. Woodfall Temple 4. Collection 5. Snowhead 6. Snowhead Temple 7. Spring, Ranch, Graveyard. Great Bay Temple Ikana Canyon Stone Tower Temple The Moon. Oracle of Seasons. Gnarled Root Dungeon 2. Snake's Remains 3. Poison Moth's Lair 4. Dancing Dragon Dungeon 5. Unicorn's Cave. Ancient Ruins 7.

Explorer's Crypt 8. Onox's Castle Room of Rites. Oracle of Ages. Spirit's Grave 2. Wing Dungeon 3. Moonlit Grotto 4. Skull Dungeon 5. Crown Dungeon. Mermaid's Cave 7. Jabu-Jabu's Belly 8. Ancient Tomb 9. The Black Tower The Wind Waker. Outset Island 2. Forsaken Fortress 3. Windfall Island 4. Guide and Walkthrough GC by Kirby v. Guide and Walkthrough by CyricZ v. Guide and Walkthrough by DarkFury v. Guide and Walkthrough by DBM v.

Guide and Walkthrough by Jonny64 v. Guide and Walkthrough by kylohk v. Guide and Walkthrough by Redshift v. Guide and Walkthrough by Super Slash v. Guide and Walkthrough by TripleJump v. Just try to avoid them. This room is dominated by a staircase that rotates. It seems a lot more complicated than it is; from now on, you only have to leave via the eastern or western exits, and there are only two floors that really matter.

Get used to hanging on these handles. Begin by heading down the stairs in front of you and taking a right turn at the bottom of them. Move all the way around to the south side of the room, then jump out and grab the yellow handle. Drop down and head up to the upper floor, move around to the eastern side of the room, then grab the handle there.

Before you do, though, check the chest to the northeast of that door; the Dungeon Map is inside. There are two stalactimites suspended from the ceiling. Hit them both with bomb-arrows, then walk through the tunnel ramp to your right. The ralling rocks will have made a path for you to reach the central pillar, then wend your way around it to the point where you can see the other stalactigamite head bobbing up and down on a geyser.

Leap across to reach the chest there, which holds a Small Key , then return to Room 3. Head up the stairs and move around to the western door on the upper level of Room 3. You can find Ooccoo in a jar near the door here.

Unlock the door to move on to Room 5. Knock down the stalactigamictites near the entrance here, then climb up on one of them to reach the vines. When you hit the top of the barrier, jump out to grab the handle and pull it, then move to the northwest. You can see a weakened wall to your west here, but ignore it and head through the door to the south. Hop onto the cog, kill the lizardman, then proceed through the southern door and open the chest with the Small Key inside of it.

With that in hand, return to the north and bomb the weakened wall to open a passage leading on to Room 6. The little slug in the water bubble here is annoying; his shell protects him from all damage. You can destroy the water with a bomb or a bomb-arrow, if you like, or you can just ignore him and unlock the door that leads onward.

When you reach the sluice control room here, drop down into the hole in the middle of the room and find the vines leading up to the north side. Walk all the way up the ramp here until you reach the top of the room, then climb the ladders to reach the handle. Jump out and pull it to start the flow of water. With the water flowing into the room, jump all the way down into it, then look around for the other handle in the center of the water.

If you leave through the southern door here and walk underneath the waterwheel, you can find a fairy in one of the jars there. When you reach the room with the cog in it, drop down off the side of it to return to Room 4 below. The three platforms here are now rotating along with the cog, so hop onto one of them and get to the northern door here, which leads to Room 7. Return back to Room 4, hop on the rotating platforms again, then jump off to reach the western door, which will take you back to Room 7.

Head through, unlock the door, and head down, down, down into the deeps. There are some offshoot corridors here, which you can explore if you wish with the Iron Boots. The usual assortment of rupees and bombs dwell within. Plop your Iron Boots on, drop a water bomb at its feet, and head on through.

Hit the C button to enter into free-look mode, and glance up at the ceiling here for a disturbing discovery: a giant frog is about to attack you. Be sure you have bomb-arrows equipped for this fight. The frog will initially launch a barrage of tadpoles at you; keep yourself shielded and abuse your spin attack and normal slashes to finish them off. Afterwards, the frog will probably jump into the air and try to smash you underneath its body. Keep on the run and start rolling when you see its shadow looming large.

After it hits the ground, its tongue will roll out of its mouth. Run over and whack on it with your sword! Quickly target the tongue again with a bomb arrow, which the frog will swallow.

A few rounds of this will net you the Clawshot. You can also fire it at any vines that you see. Try it on the multiple targets that are scattered around this room. The clawshot will make it a little easier for you to return to Room 3, your next goal. Note that it can also rip the shells off of the slug creatures that have been attacking you.

Use the clawshot to make your way up to the chandelier in the center of this room to find a Piece of Heart. Other than that, though, make your way to the upper west end of the room and use the clawshot to hit the target where a handle should be located, right above the staircase. Follow the water down the stairs and leave via the lower eastern doorway. Start chaining your way through the room here. The sequence goes: chain to the cog in front of you, drop down to the pillar with the chest on it, chain to the pillar above you with the vines on it, climb around to the flat surface, chain higher up to another pillar, move around to a flat surface, chain to more vines near a door, climb down to the doorway.

Room 11 basically circles Room 10, but only on the uppermost level of it. Hang a right here and shoot down the stalactigamicactite on the ceiling into the geyser below it, then hop aboard! Jump over the wall, then clawshot your way to the door leading east. You know the drill. The chest behind the water, reachable with the clawshot, contains the Compass for the dungeon. Lower yourself on the clawshot to reach the pedestals below you.

Head back to Room You have to drop down to Room 10 here. If you move onto the westernmost cog, you should find the doorway leading west. You should drop down to the stones below you. From here, head east by clawshotting the free targets on the cogs that spin around. Connect to the eastern cog, then let yourself be spun around to the eastern side of the room and head through the door there.

There are kinda-sorta three channels of water in this room, each running north to south. Blow it up, then head through and equip your Iron Boots. If you went the right way, you should be in a little room with another bubble-worm guy.

Kill it, smash the jars, then clawshot the target in the center of the ceiling. Lower yourself down via the analog stick to find the Big Key. With that in tow, return to Room 3.

Oh yes. Begin by heading to the lower western door in Room 3 and pulling down the handle. This will cause the water to flow to the western side of the area. Cross it, then stand on the button amongst all the tiles on the ground. Clawshot your way past the gate before it closes to find your Piece of Heart. Head back to Room 3 and unlock the large door.

You can find a fairy in one of the jars above the hole you drop into. When you do drop down, equip your Iron Boots to fall allllllll the way down to the ocean floor. Keep your Iron Boots on for the first section of the fight, and keep your distance from his tentacles.

And how gross is that? When you have a good lock on it, use your clawshot to pluck it out of the tentacle and pull it towards you, then start whacking at it with your sword. After one go-round of this, Morpheel will complicate things a bit by becoming a bit more aggressive with his tentacle attacks which will suck you into his mouth and damage you if you get caught and also releasing a number of smaller bomblets which, when caught up by your clawshot, will be pulled towards you and quickly detonate.

After hitting the eyeball twice, Morpheel will reveal its true form: a huge fish that swims around, daring you to catch it. When you do, and pull yourself in, a few good shakes of the Wiimote will plunge your sword into the eye, Colossus-style. Repeat this process a few times to finish the beast off and earn the third Fused Shadow. You're going to find plenty of Poe's Souls throughout the game. Return them all for infinite money!

Push the wooden box close to the crates underneath the window and try to climb up. Pieces of the soul are now floating around throughout Hyrule in the form of small lanterns. The waterway should be a familiar return for you; you were here when you first turned into a wolf.

Jump to the switch to open the path leading down the waterway, then move upstairs and kill the spiders that await you there. You need to grab sticks on the ground and bring them to the flames to set them alight; bringing the lit sticks to the spiderwebs will burn them up.

When you reach the small room with the suspicious hole in its middle, Sense the dig spot to move on. A confusing cutscene ensues that ends with you and Midna outside Castle Town. Warp to the N. Faron Woods warp spot and head towards the Forest Temple. Kill them all, then speak to her. When you do, another path will become available. Stand on it, and Midna will be able to guide you along.

Walk along the ropes, avoiding the randomly swinging bags of rocks, then hit the Howling Stone nearby before heading into the Sacred Grove. You enter into a secluded little area here, with nothing but a Howling Stone to keep you company.

Sing along to the stone to trigger the appearance of a skeletal puppetmaster that calls in numerous friends to help deal with you. What you have to do is follow the skull puppetmaster around this area. Each time you reach him you can find him by listening for his horns that he plays , attack him and hit him to cause him to retreat. Drop down and attack him! Kill all the puppets and hurt the puppetmaster to move on.

Now the fight shifts to a more controlled area, where the puppetmaster continually summons in more puppets as it warps around the room. The basic plan of attack here is to wait for him to summon enemies, kill as many of them as possible with your B-button attack, then quickly track down the puppetmaster.

They move in opposite directions, though, so getting them into place is somewhat difficult. That should get you past the sentries, and let you obtain the Master Sword. Before you leave the area, head back to where you fought the puppetmaster. Smash it, then talk to Midna to switch to wolf mode. You can kill the Poe if you like, but more importantly, you can dig into the hole underneath the rock after using your Senses to work your way into the small chamber there.

If you kill every enemy in the room, a chest containing a Piece of Heart will appear. Now that you have the ability to clawshot, as well as warp from human to wolf form at will, some new areas will be available to you. If you warp back to the Lake Hylia spring where you first confronted Zant, for instance, you can clawshot to some vines and climb up to a hidden door in the rear of the spring.

Light both of the lanterns here to cause a chest with a Piece of Heart to appear. With the Clawshot, you can probably enter and win the STAR game competition, if you wish, to earn the bigger quiver.

Before warping to Lake Hylia, leave Castle Town from the southern exit to reach the skill teacher. Warp to Lake Hylia and head southeast towards the spot marked on your map. If you kill the yellow Chu jellies here, you can scoop up their remains into a jar and use that as lantern oil. There are also a few Poe Souls inside. Near the entrance to this cave, you can find a Howling Stone. Moving this bridge back to Eldin is good for you in a lot of ways.

Travel to the east across the desert here. If you defeated the shadow beings there, you can warp the bridge right back there; if not, you may have to return to the bridge by warping to Castle Town and moving to the northwest. When you have the portal available to you, you can return to the bridge in the desert and warp it back into place. Doing so will reveal the Cave of Ordeals underneath where the bridge was located.

The Piece of Heart is in a chest, and you can light the nearby torches to reveal a Rupee piece. Head to the northeastern edge of the desert and alert the orcs there to your presence. When they come out on boarback, slice them to pieces, then mount one of the boars and use its dashing attack to smash through the gates on the northern end of the area.

If you activated the howling stone in Lake Hylia, then the weaponsmaster will be here to teach you a new skill, the Mortal Draw. Masses of orcs dwell within the camp north of the desert. The archers in the towers will spot you as you come they have a much-reduced field of vision at night and warn their friends, so be ready for company.

Proceed through the camp to a spot where a large boar is being roasted for food; one of the orcs nearby will have a Small Key on his body.

You can also attack the boar until it explodes to set free a Piece of Heart. The key will open the lock on the door in the center of camp, near the fences leading north.

Head inside to attack an orc with a really, really big axe. Now you get to play around in the sand temple. Well, not quite as deadly as lava. The first floor of the Arbiter's Grounds. Room 1 Clawshot your way up to the first platform to your right, then start hopping from platform to platform until you reach the north side of the room.

Head to the platform surrounded by fences and use your clawshot to grab the chain in the sand, then pull it back a bit to open the gate nearby. When you head up the steps, take a left to find some lantern oil, then go right for a Small Key. Scarabs will attack you after you pick it up. You can shrug them off by rolling, or you can kill them all with a spin attack.

Use the key to open the door nearby. Room 2 Nothing too special here, just a bunch of mini-skeletons to keep you company in the dark. Keep your lamp lit and use it on the two torches near the northern door to proceed on. Room 3 Another torch-locked door up in front of you here.

To start tracking down the Poes, change into wolf form and sniff the corpse in the middle of the room to grab their scent. Using Senses will lead you to a small pit on the western side of the room. Dig down it to find a chain; pull it to lower a set of steps in the floor nearby. This will lead you to the lower segment of Room 4. Room 4 The basement of Room 4 features a pillar with a large paddle set into the base.

That will reveal a chest to the north with a Small Key inside of it. Before reversing the turn and leaving, look up toward the ceiling to find a hole there.

If you stand on the north side of the hole and look towards the pillar, you should be able to see a clawshot target in it. Fire the clawshot up through the hole to reach the upper portion of the room, then head out through the door to the north. The second floor of the Arbiter's Grounds. Drop down the hole you clawshotted your way up through, then reverse the turn on the pillar and return to Room 3. If you head through the door leading to the upper half of Room 4, you can find a locked door leading west.

Unlock it with the Small Key and move on. Room 6 Roll across the sand near the door here to reach the platform on the far side of the room. When you reach solid ground again, grab onto the black block in front of you and pull it back just until it falls to the ground level here, then move around to its side and shove it into the gap in the wall.

Move up the steps and jump over the barrier to your right, near the spike log that lies harmless against the wall. You have to grab the chain here and pull it as far as you can, which entails pulling it across the block you pushed into the gap behind you. When you hear it lock into place, drop the chain and run underneath it; you only have a few seconds before it falls again. Head up the stairs to reach the 2F part of Room 6. Grab it, then push the stone bit of the pillar in the middle of the room to rotate it.

After doing so, a Small Key will be found to the west. You can also attack in wolf form and use your jumping attack to latch onto it. Room 7 Head east to the winding room that is Room 7. Plenty of tiny skeletons here, so shield yourself until they get close to you, then spin attack to deal with them all at once.

There are also a pair of the howling skeletons here; between the two of them, they can lock you up for a good long time with their screens, so stay away and use bombs to take out at least one of them before finishing the other one off. When the room is relatively clear, switch to wolf form and Sense the scent of Poe. It leads to a small pit of sand near the last turn in the room.

Dig up the pit and drag out the chain to reveal the third Poe. Room 8 Stay in wolf form as you enter this room. Grab the Small Key from the chest, then use Senses to detect the dozens of spectral rats that attack you here. Hop across the chandelier until you reach Room 9 to the east. Room 9 Head down the stairs to your left and drop down when they end. Push the black block here forward until it falls into place, then hop up onto it to reach a chain.

Pull the chain to lift the chandelier. If you stand in the shadowed in the middle of the walkway, you should be fine. When the chandelier falls, climb up it and hop from the eastern edge to the easter door and move on.

Room 10 The enemy here is a regenerating skeleton. The secret? Slash it to death with your sword, then drop a bomb on its corpse to blow the bones apart. You can also just use a bomb arrow on it. Room 11 A simple puzzle here. Lighting any of the other four torches will cause a skeleton ambush.

Room 12 Switch over to wolf form as you enter this room and use your Senses to detect the final Poe. Simply target one of them and wait while they all circle around you. Return to Room 9 and clawshot your way over to the western door, then move through it to reach Room 3 again. Room 13 Plenty of stuff to see here, but not much you can do at the moment. Head west. The B2 floor of the Arbiter's Grounds. When you find the paddle, start pushing it around the corkscrew so that you bring the platform upwards.

When you reach the small set of corridors on floor B1 should be two distinct lock-into-place movements of the paddle , look around to find a Small Key in a chest. With that done, return to the bottom of the corkscrew and start moving the paddle in the opposite direction, until you reach the bottom of the shaft on floor B2.

Your Senses will let you see them, and will also give you an idea as to where the spike traps will pop up. When you reach the southwestern corner of the room, pull the chain on the wall there to open the path to the exit, then quickly run around the spike traps to find it. On the southern half of this room, which runs east to west, switch back to human form and avoid the spinners on the walls while rolling your way across the sands.

You can find Ooccoo in one of the jars at the far eastern end of the room. Room 16 Big spinning spiketrap ahoy! Move along with it until you reach the northern part of the room.

There are three regenerating skeletons here, with one hidden in an alcove to the west. Kill them all to unlock the gate near the spinning deathtrap. You can roll underneath the spinning spikes fairly easily. Yeah, he's big, but he doesn't really have enough power to hurt you, let alone stop you. Switch to your human form at this point and bust out your bow and arrow. Fire an arrow at the enemy to hurt him lightly while he flies; this will cause him to spin around the room and eventually come down to attack you.

Before he can, though, hit him with your sword. All in all, a pretty simple chain of events; repeating it three or four times will eliminate the boss and let you grab the Spinner.

Equip it and attach yourself to the grooves near the treasure chest to reach the southern side of the room again. Room 16 Now that you have the spinner, you need to head around to the eastern door here.

Begin by attaching yourself to the groove near the door you enter from, ride it down until you detach, then try to quickly shuffle yourself over to the southern groove so that you ride it upwards and to the east and wind up near the door.

If you get stuck here, try to jump up on top of one of the central blocks of bricks and climb up to start again. Or just drown and start back at the door to the room. There are three treasure chests on the lowest level of the room here, containing some bombs and rupees. Things get more complicated when you start riding the rails up to the top of the room. You may have to stop your progress here and restart your spinner to get going the right way.

Walk up the ramps nearby and head to the west to find a series of spinning blades that run along a set of two grooves leading to the door here. We found it best to start on the rightmost groove and try to hop from there.

Room 13 Grab the Big Key from the chest here, then ride the grooves in the wall back to the middle of the room. Begin by using your spinner to climb the stairs until you reach a few jars; one of them will contain a fairy. Ride back down a ways; you have to jump from the stairs to the platform in the middle of the room. The easiest way to find your spot is to start at the bottom of the stairs and hit the groove. If you stand just below this kind-of-ruined section of the steps and jump towards the platform, you should be able to just barely make the jump.

When you hit the platform, place your spinner in the central hole and start spinning. Walk down the ramp in front of you to confront Zant, who will awaken Stallord to fight you. For some reason he thinks his beast will actually be able to kill you! Well, he might be right; until you get the tricks down, you can have a hard time with Stallord. In his first form, Stallord will be stuck in the sand. Use your spinner to attach yourself to the groove that runs along the circle here, then detach your self with the B button and glide down to where his spine sticks out of the sand.

Stallord's stuck in the sand. Give him a hand by cutting him off at the spine. As you may expect, you have to perform this task three times before defeating Stallord, however temporarily. After the first attack, it will begin to summon large numbers of skeletons when you jump off the groove and head in for your attack. You may have to approach at a pretty ridiculous angle to actually bypass the last group of skeletons here; try approaching obliquely making your way down the slope while also attempting to rotate around the skeleton or attempt to slash the zombies with your B-button attack when you get close to them.

Although it looks like the gap is too big, you can indeed jump from the inside of the chasm to the outside. Do this to avoid his fireballs.

Something to look forward to…. Start making your way up the stairwell outside the door that opened when you defeated Stallord. A large group of shadow beings will attack you. With that done, use your spinner to ride the groove on the statue here.

At the top will be another rotating device; use your spinner to power it up, and the Mirror of Twilight will appear from under the sands.

If you head down to the far western edge of Lake Hylia, you can look around on the small spit of land there for a set of howling reeds and a parrot. Howl into the reeds to summon a bird and start the game. Continue reading for a step by step walkthrough for each Howling Stone. If you couldn't already guess there are a total of four Empty Bottles for you to collect in the Twilight Princess.

Empty Bottles are a staple of the Zelda series, allowing the player to carry around an assortment of different consumables as well as the occasional quest item. Continue reading for a step by step walkthrough on obtaining each Empty Bottle. Quiver Capacity Upgrades. There are two Quiver Capacity upgrades for you to get in Twilight Princess. Both of these take place in Castle Town and the first one becomes available after you complete Lakebed Temple and have the Clawshot.

This will upgrade your capacity to The second upgrade is available after you complete City in the Sky and will increase your capacity to



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