The Legend of Zelda: Twilight Princess Walkthrough :
This walkthrough for The Legend of Zelda: Twilight Princess [WII] has been posted at 10 Sep 2010 by utaenxx and is called "FAQ/Walkthrough". The Walkthrough has been commented 1 times. If walkthrough is usable don't forgot thumbs up utaenxx and share this with your freinds. And most important we have 27 other walkthroughs for The Legend of Zelda: Twilight Princess, read them all!
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Walkthrough - FAQ/WalkthroughThe Legend of Zelda: Twilight Princess This guide was written, contributed and copyrighted by me, known here as lighterfluid6. Don't plagiarize, or use this guide giving yourself credit. This guide is not to be posted in any website other than gamefaqs.com, ign.com and associated websites. To contact me, email me at redshift71388@aol.com or IM me at redshift71388 (do not contact my previous addresses, ChaosUnit22). If you do contact me, do it only to ask for help that you feel isn't covered in my guide, or for any constructive criticism and appraisal. Do not, under any circumstance, contact me asking me to join your special forum, be part of some special group, or make small talk. If you ask a question about the game, make sure the guide doesn't cover that. That is all. ----------------------------------------------------------------------- Introduction. A strange shadow has begun to creep its way across Hyrule Kingdom. The mysterious twilight threatens to blot out the light of the land, casting one province after another into darkness. Fortunately, one province has remained untouched by this shadow. Deep in the southern edge of Hyrule Kingdom, the villagers of Ordona can still enjoy a peaceful and modest existence raising livestock, selling their wares or enjoying the nature around them. However, it seems only a matter of time before they too fall into twilight, doomed to spend eternity as spirits unaware of their own fate. In such times, a young hero must be awakened to his destiny and fight against the ancient forces of evil. The goddesses have chosen such a hero, and will test his courage before his final battle against the mastermind responsible for Hyrule's darkest hour. ----------------------------------------------------------------------- Walkthrough. This is a detailed walkthrough for the main storyline in the game. It will not go into the game's many overworld side quests too deeply, so check out the Side Quests section for this. New enemies and bosses, as well as new important items (equipment, key quest items and quest collection items), are identified with CAPITALIZED text. The walkthrough has been divided into these fifteen chapters: 1. Link's Adventure. 2. A Beastly Ordeal. 3. Monkey See, Hero Do. 4. The Call of Nature. 5. Trial by Fire. 6. Plight of the Zoras. 7. Go With the Flow. 8. The Usurper King's Curse. 9. Secrets of the Past. 10. Tracking the Snow Beast. 11. Mind over Matter. 12. Restoration Quest. 13. A City in the Sky. 14. The Twilight Princess. 15. Light and Shadow. ============= Chapter 1: Link's Adventure. ============= On a quiet evening just outside of Ordon Village, a young man named Link and his friend Rusl admire the forest around them. In a solemn tone, Rusl talks about the strange sadness that is felt when night falls. He then changes the subject, asking Link a favor. The day after tomorrow, Rusl is supposed to deliver something to Hyrule Castle, but he wants Link to go in his place because he has never had the opportunity to see it before. Link, Rusl and Link's horse Epona then set off for the village before night falls. When Link returns to his house, Rusl sets off for his own home in the village. Soon after, someone comes by and leads Epona down a trail back into the forest. Moments later, the local goat rancher Fado arrives and asks Link if he will help him herd the goats, which have been rather defiant lately. Fado notices that Epona is missing, so Link will have to find her before he can help herd goats. When you start, familiarize yourself with the controls, and then take the northern path back into the forest where you saw the person walk off with Epona. When you reach the first clearing, you'll notice on your map a large body of water off to your right. Continue up the trail and then turn to reach the Ordon Spring, where Epona and the girl can be found. This is Ilia, Link's childhood friend. Ilia has taken the liberty to wash Epona in the spring's cleansing waters. If you talk to her afterwards, Ilia will ask you to play music by whistling into the horse grass growing nearby. Look by the spring's shore for a brownish red plant, and pick it so that you can whistle into it. The sound will make Epona come to you. Now get on her and ride back to the village. While riding Epona, you can make her dash to get a burst of speed, but it isn't necessary at the moment. When you reach your house, continue south and ride down the trail that leads to Ordon Village. The village is small, but bustling with activity. You'll see Rusl practicing his swordplay by the stream, as well as a few other townspeople going about their business. Keep heading south and follow the main trail across the stream bridge. You'll pass a few buildings, but they can be left for now to be explored another time. At the end of the trail, you'll reach the entrance to Fado's goat ranch. Ride up to meet him. Fado will ask you again to herd the goats into the barn before the sun sets. He says that the goats have been acting skittish lately, but that will be no problem for you and Epona. After you agree to help him, the goat herding will begin. The objective is to get the goats to run into the barn. You don't have a time limit, so don't worry about speed. Still, if you want to get done quicker, it helps to try to get an entire group of goats into the barn at once rather than go after them one by one. The goats will run away if you get close, so if approached carefully, you can get them to head in the direction of the barn. Don't chase them too closely or else they will veer off to another direction. Once a goat is close enough to the barn, it will run in on its own. While herding, you can also whoop near a goat to get it to run faster. When you finish herding all ten goats, Fado will thank you, and tell you that he will be able to handle them tomorrow, meaning you get the day off. Before you can leave though, he'll set up the fences and let you practice jumping them. To jump over a fence, dash as you get near it. You can practice on the fences Fado set up, or you can jump over the exit fence and head back into town. The game will let you save now, and instruct you on how to save in the future. The next morning, three children will call you out from your house. From the window you begin in front of, use the ladder to climb down to a lower balcony, and then a second ladder to descend to the floor. Exit via the front door to get outside. Now jump or climb down to the ground and meet up with the children. Talo, one of the children, will tell you that a Slingshot is being sold at the town store, Sera's Sundries. Malo, his brother, and Beth, the store owner's daughter, also explain that you need rupees in order to purchase it. A slingshot would certainly be handy to have with you, so head into town. Sera's Sundries is the red-roofed building on your right as you enter town. Unfortunately, when you go inside, you'll learn that Sera is in a bad mood because she's missing her cat, which ran off after it ate the fish last night. She's so distraught the she won't offer to sell you anything until this crisis has been abated. That's fine for now, since you don't have any rupees to buy the slingshot with anyway. Head back outside. The question now is, if you were a cat, where would you be? We'll get to that in a moment. If you explore the town, you can chat with the townspeople and learn a thing or two about the area. Of particular note is Uli, Rusl's impregnated wife who's standing by the stream across from the mayor's house. Uli has a problem of her own; her baby cradle has gone missing. She hints that it may have floated away downstream. If you follow the stream, you'll get to a pond along the northwestern edge of town. Jump and swim. As you do so, look to your left behind the house with the waterwheel and you'll see Sera's cat by the river, staring hungrily at the fish swimming below. Don't bother getting out and trying to catch him, because he will only run away. Just keep swimming downriver until you get to an enclosure at the very northwestern tip of Ordon Village. In the center of this watery enclosure is a rock, and on top of it is a monkey, holding Uli's cradle! You won't be able to reach it from here though, but it's important to know that it's there. Swim back to town now. When you get back on land, head over towards Sera's Sundries. To the left of it, in front of the water, is a large, viney outcrop. If you approach it, a man named Jaggle will call out to you from on top of it. Use the Z Button to target him so that you can talk to him. Now climb up on top of the rock using the vines growing along the sides. When you get up, talk to Jaggle again. He'll point out Sera's cat across the river, as well as a rare type of grass growing on the nearby outcrop. Run toward the edge of the rock and jump out to this outcrop. The grass growing here is hawk grass. Like the horse grass you used earlier, it can be blown into when picked to make a distinctive sound. Do so, and a hawk will fly down from the sky and land on your arm. You can now 'aim' the hawk at something by aligning the red targeting reticule with whatever you want to send the hawk after. Try it out. Your objective is to send the hawk after the monkey, but it won't be able to reach from this rock. Set the bird free, and then jump over to the top of Sera's Sundries' roof. Now jump to the third outcrop behind the building, where there's more hawk grass. From here, you'll be within range of the mischievous monkey out across the water. Release the hawk in its direction and it will fly to the monkey and pluck the cradle out of its hands, and then return it to you. Now that you have that in your hands, hop across the rocks and rooftop and then jump down to the ground. Locate Uli and return the cradle to her. She will thank you and say that she has something to give to you when you follow her to her house. Uli is obviously pregnant, and thus will walk very slow, so you can save time by getting ahead of her and walking up the path to her house at the eastern tip of town. She will then reward you with the FISHING ROD! You can use this item near bodies of water to catch fish. Now, about that cat. Go behind the waterwheel house to find it. He wants a fish, so you'll have to catch one for him. Walk out to the end of the small dock and set your Fishing Rod. Now cast it out into the water. It won't take long before a Greengill fish starts pulling on the lure. When it does, yank the controller back and reel in the small fry. The fish will be recorded in your fish journal before being set free. Fish are almost always returned to the water, but they sometimes release hearts for health. More importantly, you'll grab the cat's attention. Catch another fish, and the cat will grab it before you can set it free and dart back to Sera's Sundries with it. Sera has her cat back, so your objective is complete. Now all you need to do is gather up enough rupees to buy that slingshot. Return to Sera for another reward. She won't give you the slingshot, but she will give you a BOTTLE half-filled with milk. The Bottle is one of four in the game that can be used to hold certain items or substances. Milk in particular is a healing beverage that restores three hearts and comes in two servings. Once you use it up, you can use the Bottle to hold other things. Anyway, head back outside. You can find rupees in various places, but unless you know where to look, you'll only get cheap green ones. You can get these simply by rolling through the tall grass or picking up and throwing the pumpkins growing in the patches next to Jaggle's house (the building with the waterwheel) and Rusl and Uli's house. You can get a more valuable prize if you climb back onto Jaggle's outpost and call down a hawk. This time, once you have the bird shouldered, aim it towards the hive of BEES hanging from the tree behind the house that's across the path from Sera's Sundries, which is Fado's. When you release the hawk, it will knock down the hive for you. This is the safest way to get rid of the hive. You can also climb up the tree and knock it down yourself, or wait until you buy that slingshot, but this will invoke the wrath of the angry Bees. They'll swarm around you and sting you until they get tired, or until you dive into the water. Anyway, climb on top of Fado's house by going around the right side, to where the hive dropped. If your Bottle is empty, you can scoop up some bee larvae from the hive's remains. They can be used as bait to improve fishing, or be eaten to restore a quarter of a heart. Now climb the vines on the tree until you reach the upper branches. Carefully walk out to the end of the first branch and collect the blue and yellow rupee from its forks. Now jump back down and continue searching for rupees. Once you have thirty, go to Sera's Sundries and buy the SLINGSHOT. This is your first weapon, and it can be used to hit things from a distance. The Slingshot uses pellets, but pumpkin seeds can also be used as substitutes if you find them. Up to fifty can be held at a time. Anyway, return to your house so you can show off your new toy to Talo, Malo and Beth. On the way, you'll run into Rusl, who says he's left something for you in your house. Yet another toy perhaps? When you reach the children, they'll ask you to show off your shooting skills. They'll set up targets near your house for you to shoot at with the Slingshot. Follow the instructions as shown. Using the Slingshot isn't all that different from calling down a hawk with hawk grass and sending it at a particular object. After you hit the five targets, smash the two scarecrows as well. Note that you can also lock on to the scarecrows so that you don't have to aim. After you finish, the kids will remind you that Rusl left you something. You can meet Rusl's son Colin, who's standing next to Epona. It was him who made you the Fishing Rod you got earlier. To get back to your house, climb the ladder in front of it. Before doing that though, use the Slingshot to take care of the WALLTULA that has decided to visit you. These are small spiders that like hanging out in places that you can climb. They'll attack you unless you take care of them beforehand. Walltulas are very weak, so any sort of attack will destroy one. After you get it out of the way, climb up to your house and enter. Inside, you'll find a large chest. Open it to get the WOODEN SWORD, a gift from Rusl to you. Swords are easier to use than other weapons; just swing the controller. Once you get it, go back outside. If the children got excited over the Slingshot, you can just imagine how they'll react when they see you have a sword! As expected, the children will want you to show them how to use the sword. They'll ask you to perform certain maneuvers, so pay attention so that you get them right. The first move they'll ask you to do is the slice. Just swing the controller around to perform it, and give the unfortunate scarecrow that's on the other end of your sword a good beating. A slice can be either horizontal or vertical, depending on whether you're locked on to the target or not. Next, do the stab. Lock on to the scarecrow, and then attack while you are moving towards it. After this, you'll have to show them the spin attack. Just shake the Nunchuk to do this move. Finally, you must perform the jump attack. To do this maneuver, lock on to the target and then run in and press the A Button. If you do any of these moves incorrectly, you'll hear Malo's snide remarks and have to do it again. After you finish showing them your sword skills, Talo will spot a monkey coming out of the forest path. It's the same monkey that stole Uli's crib earlier. The kids want you to use your sword against that pesky primate, and enthusiastically give chase. Follow them into the forest. Beth, the least adventurous of the three, didn't make it far into Ordon Woods. You'll see her not far from the start of the trail, and she'll tell you that Talo and Malo are further along. Don't turn into the Ordon Spring this time. The gate to the long rope bridge is open now, so you can cross it to reach a new area. Malo will be standing just before the bridge. After crossing the bridge, you'll reach Faron Woods, which is part of the Faron Province. There is nothing in the first clearing, but you'll find that passage past the second clearing is impossible due to the gate. You're left with one other option: blow the horse grass growing between the two clearings to call down Epona. Get on her, and then use her to jump the fence. On the other side is Faron Spring. Keep moving down the path to your left until the path forks. The right fork leads to a dark tunnel that has a new enemy guarding it. Ignore it for now and walk into the next clearing by going down the left path. This clearing is where Coro lives. This odd man will give you a LANTERN, which will come in handy when you explore that dark tunnel back there. The Lantern can also be used to light things on fire, but it constantly requires fuel to run. If you run out of fuel, Coro will sell you some for twenty rupees. You can also store additional fuel in a Bottle. Coro suggests that you use the Lantern to heat up the pot of soup in front of him. Coro's Nasty Soup can also be bottled, but stay away from it. Coro is a horrible soup maker and drinking it may actually take away a heart from your health meter! Anyway, return to the entrance of that dark tunnel. The enemy that is guarding the tunnel is a DEKU BABA, a type of carnivorous plant. A Baba can't move much, but if you get too close, you will end up a snack for this creature. A couple of good whacks with the sword will defeat it, but if it does bite you, use the spin attack to shake it off. You can break open the Deku Baba's head for Slingshot ammunition. Walk into the dark tunnel that the Baba was blocking. You'll see Talo's play sword not too far in, which is a sign that he's been this way. Once you're actually inside the tunnel, you'll need the Lantern to see clearly. It is very helpful if you use it to light the torches found throughout the tunnel. Doing this will let you see during subsequent visits without needing to use up Lantern Oil. Further along is a KEESE. Keese are fairly common bat-like enemies and easily beatable. Hack it down and move on. After fighting another Deku Baba, you'll find that the tunnel is blocked off by a large spider web. Use the Lantern to burn it down so that you can proceed. When you reach the fork in the tunnel, you'll meet a RAT. These filthy vermin are just as easily beaten as Keese, and share their preference for dark, dank places. The way out is the left path, but if you go right you can get a yellow rupee inside a chest (watch out for the Deku Baba and the additional Keese). Don't forget to light the torches along the way. Anyway, take the left path and burn down another spider web to exit. You will emerge in a misty clearing. This clearing is filled with Deku Babas, Keese and a few BOKOBLINS. Bokoblins are far more threatening than the previous enemies, but that doesn't say much. They are goblin-like creatures that ineptly wield wooden machetes. Attack quickly so that they can't retaliate, and finish them off with a good jump or spin attack. Anyway, you'll notice on your map two red spots. The eastern spot is where Talo and the monkey went, but the southeastern gate that will take you to it is locked, so you must take the northwestern path once you get through the forest. The new path is nothing more than a small cave with a few Keese and a Bokoblin in it. After you beat them, open the small chest at the end to get the small key that will open the other gate. Before leaving this cave though, use the Lantern to light the two torches on either side of the chest. This will cause a second, larger chest to appear on the ledge behind the small one. Climb up to it and open it to get your very first Piece of Heart! Get four more to complete a Heart Container, which adds another heart to your health meter. With that valuable treasure bagged, return to Faron Woods and head over to the southeast gate. It is being guarded by three Bokoblins (two in front of it, and another behind it that will attack after you open the gate), so you'll have to teach them a lesson in pain before moving on. Use the key to unlock the gate, and then proceed. There are two clearing on the other side, both of which have more Bokoblins in them. When you defeat them all, you'll be hailed by a colorful bird managing a shop in the second clearing. This is Trill. Trill lets you scoop up Red Potion and Lantern Oil into your Bottle, but if you don't leave money in his drop box, he'll call you a thief and start pecking at you the next time you come by. Also, if you don't pay him enough, he'll call you a cheapskate but spare you the attack. The Red Potion is useful because it restores eight hearts, which is much more than you even have at the moment. Anyway, you can also find a yellow rupee inside a chest in the northeastern corner of the clearing, but watch out for the Deku Baba. Head up the trail after you finish here. Talo and the monkey are being held captive in a cage by two Bokoblins, so it's up to you to save them! Run up the trail and start fighting the fiends when you get to the top. After you slay them, go up to the wooden cage and use a spin attack to set the prisoners free. Link leads Talo out of Faron Woods and back home to safety, Talo recounting his story along the way. The monkey, as it turns out, was trying to help Talo, and wound up being captured herself. After he runs off, Rusl will appear and thank Link for his efforts. He heard from Colin that Talo had disappeared into the woods and not returned. Rusl is worried that the forest has become a much more dangerous place than it used to be. He also reminds Link that tomorrow is the day he sets out to Hyrule Castle, musing that he may even get to meet the Princess Zelda. The game will begin anew the next morning at Ordon Ranch. Before you can go on your quest, Fado wants you to herd the goats into the barn one more time. Pluck some horse grass and call Epona to your side so that you can begin the task. This time, there are twenty goats. Round them up into the barn just like last time. After you finish, Fado will give your time for herding the goats, and then tell you that you should go down to the mayor's house. Jump the fence and ride into town. The mayor of Ordon Village is Bo, a heavy man who wears a pair of ornamental tusks on his face. He is also the father of Ilia, who is there to meet you as well. Bo says that the gift you are to take to the royal family is ready, so you can set off on your quest as soon as possible. Just then however, Ilia notices a wound on Epona's leg. She scolds Link for treating her too harshly, and then leads Epona off to Odron Spring. You can't deliver the royal family's gift without Epona, so you should go after her. Before doing that though, speak to Bo one more time. This will trigger the escape of a goat from the ranch. Fado will yell down as a rampaging goat charges down the path. To stop the animal, hold down the A Button and get in front of it. After you wrestle with it for a few seconds, the goat will be tossed to the side. When it gets back up, you can pet it, but you can't ride it. This exercise is optional, but will come in handy later on. Back at your home, Colin will talk to you. The other kids aren't letting him into the forest trail where Ilia went. They won't let you pass either unless you let Talo borrow the wooden sword. You won't need it anymore, so go ahead and let him have it. Colin, who admires you deeply, will thank you for getting the other kids to leave him alone, and then run off into the woods. Before you go into the woods though, climb up to your house. Inside, you'll see a ladder in the back that goes down into your basement. The basement is dark, and only with the Lantern can you explore it successfully. There's a large chest in the back holding a valuable purple rupee, which is worth fifty rupees. After you snag it, climb back out and go outside to meet Ilia at the Ordon Spring. The gate at the other end of the forest trail is closed again, but so is the one in front of the spring. Ilia is still angry that Epona is injured, and she won't let you in. Colin will try to reason with her, suggesting that in the meantime you get in through the tunnel nearby. The entrance to the tunnel is along the northeastern edge of the previous clearing, where the birds and scampering squirrels are found. Crawl into the hole and make your way to the other side. Halfway through you'll have to make a left turn, and there's also a green rupee in it that's not really worth mentioning. When Link emerges from the tunnel, Ilia softens up to him, having heard Colin's story about Talo and the monkey. She admits that Epona prefers her master over her anyway. Before Link leaves, Ilia asks that he doesn't do anything that's out of his league. It is an uplifting moment, broken suddenly by Epona's distressed whinnying. All of a sudden, a giant boar crashes through the gate, mounted by two ogre-like monsters! One of them carries a bow, and uses it to strike down Ilia! Before Link can react, the second monster knocks him unconscious with a club. The two monsters collect the unconscious bodies of Ilia and Colin while a third monster appears. This one is much larger and more terrifying, riding an armor-festooned boar that matches his master's disposition. The leader blows into his large horn, causing a strange portal to appear in the sky above. The riders then leave before Link reawakens. Panicking, he runs after them into Faron Woods. Before he can cross the bridge however, a strange black and orange wall with glowing symbols bars his path. Link hesitates, but is suddenly dragged into the dark wall by a mysterious hand. Link finds himself in the grasp of a horrific shadow demon, but is released promptly when the Triforce symbol starts glowing on his hand. As if that weren't strange enough, Link suddenly morphs into a wolf! He falls unconscious and the shadow being drags him away. All the while, a strange creature with an elaborate headdress watches in the distance.... ============= Chapter 2: A Beastly Ordeal. ============= Link wakes up in a small jail cell, still in the form of a wolf. A chain is attached to his right paw, tethering him to the floor. After struggling to free himself for a few seconds, Link realizes that he isn't alone. The greenish black creature with the headdress that was watching him earlier is hovering in front of him with a mischievous smile. The imp speaks in a girlish voice, teasing Link, but telling him that she'll help him. After toying with him a bit more, the creature generates a ball of energy between her hands and fires it at the chains around Link's leg. The chain is severed, and Link is free to move around his cell. After this, the imp warps herself out of the cell and tells Link that she'll help him out of here if he can reach her. Needless to say, you're going to have to find an alternate exit, since the cell door isn't going to open. All you can really do as a wolf is dig, dash and attack. There's a soft spot of dirt in your cell, but that isn't the way out. Instead, turn towards the crate near the cell's gate. You can smash it to bits by attacking it. Don't just dash at it; hold down the Z Button and then lunge at it to perform an attack. With the crate destroyed, you can see that there is a small opening underneath the gate. It's too small to crawl through, so use your ability to dig and wriggle your way out. The imp, much to Link's protest, gets on him and tells him that if he wants to get out of here, he'll have to do exactly as she says. Link has no choice but to trust this mysterious being. She's actually quite helpful, and has special powers that will come in handy as the game progresses. You can speak to her at any time too, since she will constantly be by your side (or on your back) for the remainder of the game. Anyway, run down the hall and enter the second jail cell. Your companion will call out to you. She notices a lever hanging from the cell's ceiling. Do what she says (press the Z Button and the bite the lever) to pull it down, opening the gate in the corner. Now run through to escape the prison. At the end of this passage is a sewer system. You will soon spot a mysterious glowing light hovering above the ground. The imp will tell you to use your senses as indicated. As a wolf, you have an extra sense that allows you to detect things that are |
