Font: Courier New 10 ZZZZZZZZZZZZ Z ZZ ZZ ZZ EEEEEEE LL DDDDD A ZZ EE LL DD DD AAA ZZ EE LL DD DD AA AA ZZ EEEE LL DD DD AA AA ZZ EE LL DD DD AAAAAAAAA ZZ EE LL DD DD AA AA ZZ Z EE LL DD DD AA AA ZZZZZZZZZZZZ EEEEEEE LLLLLLLL DDDDD AA AA TM A / \ | A | SSSSS || || SS SS || || SS S KK K YY YY WW WW || || RRRR DDDD SS KK K YY YY WW W WW || || RR R DD D SSSS KKK YYYY WW WWW WW || || RRRR DD D SS KK K YY WWWWWWW || || RR R DD D S SS KK K YY WW WW || || RR R DD D SS SS KK K YY W W || || RR R DDDD SSSSS || || || || || || SSSSS || || SS SS | || || | SS S WW WW OOOOO \\ || || // DDDD SS WW W WW OO OO \\ || || // DD D SSSS WW WWW WW OO OO \===R===/ DD D SS WWWWWWW OO OO (X) DD D S SS WW WW OO OO (X) DD D SS SS W W OOOOO (X) DDDD TM SSSSS (X) (X) [[_]] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~WALKTHROUGH~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Written by: Andy Z and Ninna W December, 2011 User name:AZ47 Version: 2.2 04/14/12 This is the Final version, unless a correction is required or something new is found that needs to be included. Added the Hero Mode and the Thunder Dragons Challenge. Also made some corrections and added the skydivers. Version: 2.1 03/29/12 Added more Gratitude Crystals, alternate version of Cawlin’s letter, argument between Pipit and his mother, other dialog, spelling errors corrected, Batreaux becomes human and the Moonlight Merchant. Version: 2.0 02/01/12 Added Gate to the Final Trial, Sky Keep – Guardian of the Triforce (with puzzle feature), Ghirahim Resurrects Demise in the Past, Link’s Ultimate Goal - Destroy Demise and an Epilogue. Version: 1.9 01/24/12 Added RETURN OF THE IMPRISONED BEAST, Gate of Time/Sealed Temple, In Search of the Triforce, THE PARASITE – BILOCYLE, THE IMPRISONED BEAST AN ENCORE and Song of the Hero – Water Dragon’s Part, Song of the Hero – Fire Dragon’s Part, EVEN MORE SIDE QUESTS, Song of the Hero – Thunder Dragon’s Part, Song of the Hero – Levias the Final Part Version: 1.8 01/16/12 Added The Sand Ship, LD-0025 SERVO - PIRATE ROBOT, Finding Nayru’s Flame, ABYSSAL LEVIATHAN – TENTALUS, Thunderhead – Isle of Songs Revisited, Gate to the Third Trial, Eldin Volcano Summit, The Fire Sanctuary, DEMON GHIRAHIM RETURNS and MORE SIDE QUESTS. Version: 1.7 01/10/12 Added Return to the Isle of Songs, Gate to the Second Trial, Lanayru Sand Sea, The Skippers Sea Chart, The Shipyard and The Pirates Stronghold. Version: 1.6 01/03/12 Added Return to the Sealed Grounds, THE IMPRISONED BEAST, Skyloft - Clues in the Ballad, Eldin Volcano – Propeller, The Windmills of Skyloft, Thunderhead – Isle of Songs, Gate to the First Trial, The way to Lake Floria, Water Dragon’s Lair, The Sacred Water at Skyview Temple, Water Dragon’s Promise, Ancient Cistern & the Sacred Flame and ANCIENT AUTOMATION – KOLOKTOS. Added a few Goddess Cubes and treasure chests. Also cleaned up some typo’s and punctuation. Version: 1.5 12/29/11 New Glitch found. Added Lanayru Desert, Lanayru Mining Facility, Temple of Time, several treasure chests, one on island #3, and more. Version: 1:3 12/22/11 Version: 1:2 12/20/11 Version: 1.1 12/18/11 Version: 1:0 12/16/11 Hosted by: www.gamefaqs.com www.supercheats.com www.neoseeker.com www.cheatcc.com www.cheatsguru.com www.ign.com My contact address: skyward_zelda@yahoo.com ============================================================================ ============================ Content: ====================================== ============================================================================ Warnings and Glitches Introduction: Game Comments: Lists/References: Tip’s and Hints: #1 Skyloft #2 To the Plaza #3 The Academy #4 The Bazaar #5 Back to the Plaza #6 Night time in Skyloft #7 Taking to the sky #8 The Sealed Grounds #9 The Faron Woods #10 The Deep Woods #11 Skyview Temple DEMON GHIRAHIM #12 Skyloft Demon #13 Eldin Volcano #14 Earth Temple PYROCLASTIC FIEND – SCALDERA #15 Return to Skyloft #16 Lanayru Mine #18 Lanayru Mining Facility THOUSAND YEAR OLD – MOLDARACH #19 Temple of Time #20 Return to the Sealed Grounds THE IMPRISONED BEAST #21 Skyloft - Clues in the Ballad #22 Eldin Volcano – Propeller #23 The Windmills of Skyloft #24 Thunderhead – Isle of Songs #25 Gate to the First Trial #26 The way to Lake Floria SIDE QUEST #27 Water Dragon’s Lair #28 The Sacred Water at Skyview Temple #29 Water Dragon’s Promise #30 Ancient Cistern & the Sacred Flame ANCIENT AUTOMATION - KOLOKTOS #31 Return to the Isle of Songs #32 Gate to the Second Trial #33 Lanayru Sand Sea #34 The Skippers Sea Chart #35 The Shipyard #36 The Pirates Stronghold #37 The Sand Ship LD-0025 SERVO - PIRATE ROBOT #38 Finding Nayru’s Flame ABYSSAL LEVIATHAN - TENTALUS #39 Thunderhead – Isle of Songs Revisited #40 Gate to the Third Trial #41 Eldin Volcano Summit #42 The Fire Sanctuary DEMON GHIRAHIM RETURNS MORE SIDE QUESTS RETURN OF THE IMPRISONED BEAST #43 Gate of Time/Sealed Temple #44 In Search of the Triforce THE PARASITE - BILOCYLE THE IMPRISONED BEAST AN ENCORE #45 Song of the Hero – Water Dragon’s Part #46 Song of the Hero – Fire Dragon’s Part EVEN MORE SIDE QUESTS THE MOONLIGHT MERCHANT #47 Song of the Hero – Thunder Dragon’s Part #48 Song of the Hero – Levias the Final Part #49 Gate to the Final Trial #50 Sky Keep – Guardian of the Triforce #51 Ghirahim Resurrects Demise in the Past #52 Link’s Ultimate Goal - Destroy Demise THUNDER DRAGONS CHALLENGE Hero Mode -Credits – Copy Rights Questions and Answers Epilogue ============================================================================ ============ WARNING ================= GAME KILLING GLITCH ================ ============================================================================ A game KILLING glitch has been found in the Skyward Sword game. Be aware of this before starting. When speaking about the issue, on 12-6-11, Nintendo spokesman Sharon Matheny said: We have been made aware of the issue that results in being unable to progress in the Song of the Hero quest. If the game has been saved after completing the sequence of events, it will no longer be possible to proceed through the game on that save file. The only options at that point are to either start the game over or to use an earlier save file to continue. The situation is caused by performing the following sequence of events during the Song of the Hero quest: 1. At the beginning of the quest, go to Lanayru Desert to retrieve the song of the Thunder Dragon. 2. In the Lanayru Mine, speak with Golo the Goron. 3. Complete the Thunder Dragon’s event, and receive his song. 4. Before heading to the forest or volcano regions, speak with Golo in the mine again. 5. At this point, the forest and volcano events will no longer occur, making it impossible to continue. Solutions: This issue WILL NOT OCCUR if the Fire and Water Dragon songs have already been collected before collecting the Thunder Dragon’s song. Talking to Golo in the Lanayru Caves will also NOT trigger this issue. If the game has been saved after completing the sequence of events, it will no longer be possible to proceed through the game on that save file. The only options at that point are to either start the game over or to use an earlier save file to continue. I wish I had a better answer, but I’m afraid there currently is no other fix available. I can assure, however, that we are documenting all feedback we receive on this issue. Thank you for your patience and support. On 12-15-11, Nintendo said it will be offering two ways for users to correct the issue; those with an Internet connection can download a patch, those without an Internet connection can send Nintendo their SD card or Wii console to install the patch. More details soon. ============================================================================ === WARNING = GLITCH THAT HALTS PROGRESS ==== DISAPEARING MINING CART ===== ============================================================================ I found a new glitch that stops Link’s progress. It doesn’t “kill” the game, but it requires you to start again from your last save point. The glitch is near the entry to the Temple of Time. When at the entrance to the Temple of Time and leaving the Goron for the first time, Link rides a mining cart past a Goddess Cube. Between the Goddess Cube and the next ledge, Link falls out of the cart. The screen goes blank and Link is found lying on the ground on the ledge from where the cart started. The problem is that the cart is hanging in mid air between the Goddess Cube and the ledge, with no way to get to it. Re-setting the Blue Stone Timeshift doesn’t help either. This may have been caused, by pressing the “A” button, while in the cart. By turning off the power and starting the game from the last save point, I was able to proceed. ============================================================================ ==== WARNING = GLITCH THAT HALTS PROGRESS === GHIRAHIM DISAPEARS ========== ============================================================================ While playing the final battle with Ghirahim at ground level he disapears, as he quite often does, but one time he didn't return. Nothing I did brought him back so I had to reset the software. Just another one of those glitches but Link has to start from his last save point. ============================================================================ ====================== LINKS ODD BEHAVIOR ================================== ============================================================================ During play, especially during battle, Link may start walking in a circle to the left or right uncontrollably. This happened to me twice, once each during play on two different games. It may have to do with trying to do a spin attack or other sword slice. In any case just disconnect the Nunchuk from the Wii remote and reconnect. Link will return to his joyous self. ============================================================================ =========================== Introduction: ================================== ============================================================================ This is the second walkthrough I have written and have a co-author to help. So please bear with us. The reason for doing this is due to the fact that there were few walkthroughs to be found, at the time of this writing, for this newest edition of Zelda. I have been playing video games since their introduction over forty years ago when I was in my twenties. Yes I am an old fart who enjoys a challenging game. That is why I continue to play or for a better reason, to keep my mind sharp. I have stayed with the Nintendo platform since it was introduced because I like what is offered for their system, namely the Zelda series. The games I play are varied. From children’s games, I have grand kids, to undercover agents. Of the 70 games currently in my collection, my favorites are, Splinter Cell, 007, Hit Man, Call of Duty, Medal of Honor, Army Men RTS and others. ============================================================================ =========================== Game Comments: ================================= ============================================================================ I found the graphics to be very good, in a cartoonish way, with decent detail. There was zero lagging or frame loss in character movement. Control of the camera angle did leave something to be desired. Toggle control instead of the remote would have been better. Overall the controls are excellent. The sword action is superb and fun. Missing is the ability to skip through old dialog when talking to the townspeople. It sure would have saved time. The game does play well and gives many hours of enjoyment. ============================================================================ ========================== Lists/References: =============================== ============================================================================ I am not including a reference list for weapons, enemies, other characters or the weapons they use, as they are pretty much the same as they have been for the past 25 years. NOTE: For those who are new to the game: The weapons consist of several grades of swords, several grades of shields (wood, iron and sacred), two grades of slingshots, several grades of Beetle's (standard, Hook, Quick and Tough)and bombs to open cave walls and slab doors. The enemies are the usual Keese, Octoroks, Deku Babas, Bokoblins, along with a few new ones, like the “Rimlit” and “Staldra”. The Remlit looks like a cross between a cat and a raccoon. During the day it is cute. At night it becomes ferocious. The Staldra is a three-headed snake creature. Collectable items such as insects and other miscellaneous items are given in the walkthrough as they are found. Locations of chests, people and most items will be given throughout the walkthrough. Obvious items, such as heart plants, bomb plants, stamina plants, etc. will not be mentioned, except as needed. Much of the area you will travel is on a path or road, and by air with your Loftwing. Link can swim and will, on occasion, use the water to access certain places. References to entrances such as South/West are based on the compass location of the game map. ============================================================================ ============================ Tip’s and Hints: ============================== ============================================================================ Talk to the townspeople during the day and at night. Collect as many Rupees as you can to upgrade your equipment. Find and energize Goddess Cubes, there are 27, to receive items. Upgrade often and before any major battle. Stealth is your biggest asset in taking down the enemy. A strong bow and accuracy is the next best asset. Patience and knowing your surroundings will bring rewards. The obvious route may not be the best route. A Deku Baba can be defeated by rolling a small boulder over it. An Octorok can be defeated, by shooting it with your slingshot to stun it, and using the forward thrust of your sword, to finish it. Bombs work well. Bokoblins near tightropes; Shoot him with your slingshot, he will be stunned and then he will start to cross the tightrope. While he is crossing, shoot him again and he will fall off. Collect Deku Hornets with the bug net. Their venom is used to infuse potions. Heart plants that are above you, but out of reach, can be hit with a Deku seed and will fall down to you. They can also be collected using the Beetle. Use the Beetle to survey the area ahead or around corners. To upgrade to the Sacred Shield certain items found in the game are required. One item in particular, the Dusk Relic, is only found in a single treasure chest and in the Silent Realms. Side quests are important. They provide entertainment and bonuses like Rupees or items. Some progress in the game is affected by what Link receives in a side quest. Treasure chests are also important. Beside the obvious treasure chest that contains a weapon and a key, there are obscure chests that have more than just Rupees. One of Link’s empty bottles is found in a treasure chest. Note: The game saves only at Bird Statue save points. If you wish to leave the game for any reason, go to a Bird Statue and choose “save and quit”. When you open the game later just click on your adventure and it will return to the last save point. Install a SD or SDHC card to save the file periodically. Each time you save the file from the hard drive you have to erase the file on the SD card because it will not automatically overwrite. The reason for doing this is in case of game failure. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Zelda the Skyward Sword adventure begins: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The opening scene is a lush serene meadow in a forest. Then there is a growing rumble as the earth begins to open. The scene changes to view a large dark monstrous creature emerging from the depths reaching skyward. -Scene closes- ~~~~~~~~~~~~~~~~~~~~~~~~~~ LAND ABOVE THE CLOUDS ~~~~~~~~~~~~~~~~~~~~~~~~~~ <<<<<<>>>>>> #1 Skyloft <<<<<<>>>>>> -Cut Scene- Birds are circling in the sky above a beautiful city (Skyloft) resting above the clouds. A blue bird (Loftwing) lands before a young girl (Zelda) standing at the foot of a large statue (statue of the Goddess). Zelda puts a note in the beak of the Loftwing and it flies away. Link (you), is in darkness, looking surprised. The scene changes to the monstrous creature, also in darkness, with a bright light shining above. A voice tells Link that it is time to wake up and that destiny will find him. Link is now lying on the floor, next to the bed, with the blue Loftwing at the window tossing the note. The note tells Link that it is his “alarm” clock and to wake up. The note also reminds Link that today is the “wing” ceremony and not to forget his promise to meet Zelda. –End Cut Scene- Walk to the armoire (clothes closet). Open it to find a Blue (5) Rupee. Leave the room. To the right is a townsman named “Pipit”. Speak to him about the race. Go through the door to the left (classroom). Speak to “Owlan”, the instructor, he has white hair. Exit classroom. Don’t go upstairs. Pipit will tell Link the door is locked. Follow the hallway to the last door on the left and talk to the old lady in the kitchen. If Link breaks any of the jars, she will reprimand him. 1st jar broken; “What are you doing? Clean that mess up.” 2nd jar broken; “If you do that again, you will be mopping up soup stains in the kitchen for a week”. 3rd jar broken; She is mad! “I’ve had it! I’m going to have a word with the head master about having you expelled”. She is waiting for Fledge to bring her barrels. Exit the kitchen. To the left Link will see Fledge. Speak to him. Offer to help carry a barrel to the kitchen. Do so and the old lady will say thank Link. Back outside speak to Fledge. He will offer Link half of what the old lady offered him, 20 Rupees. Exit the double doors to the outside. Link will hear a voice asking him to come closer and talk. It is Instructor Horwell (brown hair). He will instruct Link on how to climb the crates or a wall. Do as he instructed to reach the roof he is on. He will ask for Link's help to find the Headmasters pet Remlit, named Mia. Say yes. Dash toward wall behind Instructor Horwell and grab onto ledge. Go hand over hand to get to the porch cover to the left. Drop down and jump from one porch cover to the other and climb the vines on the right to the upper roof. Directly in front of Link will be a wooden crate. Move it to the wall and climb up to the roof. Pick up the pet, Mia. Jump down and walk forward to the archway. Jump down and take Mia to Instructor Horwell. He will thank Link and ask him to tell the Headmaster that Link has found his pet. Turn left and follow the path a short distance to a “save” statue. Walk up to it and press “A” to save. Just ahead, and to the right is a fellow making repairs to a gate. He will explain how the statues work and where Zelda is. To the left of the gate repairman is a light green plant, which is a stamina fruit. This replenishes Link's stamina. Follow the staircase through the entrance ahead. -Cut Scene- Zelda is standing at the base of the Goddess Statue playing a harp. She turns and says “Good Morning”. Zelda tells Link she got him up early so he would be the first to see her, in her new clothes and with her new harp. She asks how she looks. Zelda’s father will approach and tell Link that if he wins the race he will participate in the ceremony with Zelda. Zelda has her doubts because Link has not been practicing. Her father says not to worry, Link and the Loftwing have a special connection. Zelda drags Link to a platform at the island's edge, pushes him off and tells him to call for his Loftwing. Link’s Loftwing does not appear. As he falls, Zelda’s father comments that Link’s Loftwing is taking a long time to arrive. She dives after him. Zelda saves link. Zelda and her father show concern and tell Link to go ahead and see where his bird has gone. Bells above the archway ring and Zelda’s father tells Link to go see Instructor Horwell and tell him the Headmaster will explain the situation. -End Cut Scene- Speak to the gate repairman. He will tell Link that Groose’s Loftwing flew off with his Loftwing and that Groose was headed down towards the Wing Ceremony. Note: an insect is in the South/West corner of the Goddess Statue square. Leave the Goddess Statue square the way Link came in. Follow the path and tell Instructor Horwell that the Headmaster has summoned him. At the entrance to the Knight Academy a young girl, Karane, will tell Link to speak to Pipit, as he knows about birds. Go through the double doors where Link will find himself on the upper level of the Academy. Follow the stairs down and speak to Pipit. He will offer to help Link find his Loftwing. Go to the plaza. <<<<<<<<>>>>>>> #2 To the Plaza <<<<<<<<>>>>>>> Leave the academy from the lower level and go through the now open double gate to the right. Follow the path a short distance, where Link will find a young boy, Piper, bashing his head against the tree. He will teach Link how to dash and roll to knock things, like Rupees, insects and hearts, out of the tree. Speak to the boy after banging the tree and he will tell Link that he needs a bug net, which can be bought at Beedle’s Airshop. Continue down the path a short distance. There will be a house on the left. No need to enter. And just to the right of the front door is a garden of heart plants, which will replenish Link's life. Continue down the path to the middle of the plaza. -Cut Scene- Groose and his cronies are talking about taking down Link’s Loftwing and putting it in a pen. Groose turns around to see Link and goes into a dialogue about Link and Zelda. (You are given a choice of statements. “I like your hair.” “Bring it on.” “Give him back.”) If (you) choose “I like your hair”, Groose becomes upset and bullies Link. Zelda appears and puts Groose in his place. He and his cronies jump on their Loftwings and leave. Zelda tells Link she will look for his Loftwing. If (you) choose “Bring it on”, Groose says “how are you going to do that with no wings”, and he continues bullying Link. Zelda appears (same ending). If (you) choose “Give him back”, Groose says, “I’ve got no idea what you are talking about”. Then he starts bullying Link. Zelda appears (same ending). –End cut scene- Leave the plaza following the path to the East. Link will see another Bird Statue. It might be a good idea to save at this time. On the steps to the left is a young woman, speak to her. She will tell Link to look for his Loftwing from the Statue of the Goddess. Link will have a good view of the whole town. Continue up the steps and around the Bazaar to the steps leading to the Goddess Statue. Pipit will call out to Link. Meet him and Fledge at the Sparring Hall. Fledge tells Link that he overheard Groose and his buddies talking about capturing Link's bird and hiding it near a waterfall. The map appears with a Red “X” showing the location of the waterfall. Talk to Pipit again and he will tell Link that he needs a sword and that he saw the Knight Commander go into the Sparring Hall. The Knight Commander may let Link borrow one. Go into the Sparring Hall and speak to the Knight Commander. He tells Link to go into the back room to find the sword in the chest. The commander will teach Link how to use the sword and gives him permission to take the sword outside the Sparring Hall. Link leaves the Sparring Hall. -Cut Scene- A “Sheikah Stone” appears and tells Link that if he needs help or is stuck in a certain situation, it may have advice that may help Link. -End Cut Scene- Follow the pathway to the Red ”X” on the map. It may be a good time to find a Bird Statue and save. Using Link's newfound sword, chop up the pointed stakes blocking the cave and enter. This is the “Waterfall Temple”. Follow the path a short distance to the broken wood fence on the right. Walk down and leap to the ledge across from the way to open the chest for a Red Rupee. Drop down and follow the path past the ledge on the left. Link will see a climbable wall (vines) that leads to a chest with a Red Rupee. Note: One of the jars will contain an insect that Link needs to collect. Follow the path a short distance to a small ledge on the right. Hidden behind the grass is a crawl space with Rupees. Continue on. As Link leaves the cave Zelda arrives on her Loftwing. She tells Link that Groose and his buddies had been seen hanging around an area further down the path. Zelda hears something and turns her head. She then tells Link she was distracted and the two of you should continue on looking for Link's bird. As Link walks down the path Zelda follows him. Suddenly Link sees his bird in a pen. Cut away the ropes on the boards to free Link's Loftwing. -Cut Scene- The Loftwing is happy to see Link and takes to the air. Zelda turns to Link and mentions the voice she heard earlier and asks if Link heard it too. She says it’s been happening a lot lately as though someone is calling out to her. She then asks Link if he ever wondered what is beneath the clouds. She tells Link there are stories of a land below, but the Loftwings won’t fly through the cloud barrier. Zelda then tells Link to leap off the ledge. Link will be riding his Loftwing. There is a short tutorial on how to fly. Zelda tells Link that he and his Loftwing are doing well and that he should show her father. Now in the plaza, Zelda tells Link she will fly back and tell her father what happened. As Zelda leaves, Groose appears and badgers Link about being late and receiving special treatment. He goes on to bully Link about Zelda and goes on to state that he will win the race and the “Sailcloth”. Zelda arrives and puts Groose in his place again. She then turns to Link and tells him to fly the best he can. A voice calls that the race is to begin. Link and the other flyers are gathered before the Headmaster and Owlan. Owlan shows his concern about having to delay the start of the race without Link and goes on to explain the rules of the competition. Link and the other flyers line up and as the signal is given, Link mounts his Loftwing and the race begins. -End Cut Scene- The goal is to grab the statuette and on the first attempt, Groose knocks Link out of the way and tosses eggs at him. Try to avoid the eggs and fly wisely to retrieve the statuette. Zelda jumps into the air carrying her harp and lands on Link's Loftwing. She congratulates Link on his flying and Link heads off to the ceremony. At the Goddess Statue Zelda asks Link to hand her the bird statuette so she can offer it to the Goddess. -Cut Scene- Zelda plays her harp as a flight of Loftwings circle the Goddess Statue. Zelda then holds Links hand and asks the great Goddess to grant her blessing during the ceremony. The Goddess bestows her blessing and Zelda presents the Sailcloth to Link. The Sailcloth allows Link to drop from great heights without injury. Zelda tells Link that the Goddess gave the sailcloth to her chosen hero long ago. Zelda now tells Link that he must jump off the statue and land in the courtyard below. As Link turns, Zelda pushes him off the ledge. (After several tries, Link will land in the circle) Zelda extends an invitation to Link to fly around the clouds. Zelda begins to tell Link of something very important when suddenly there is a flash of light. A tornado appears, which knocks Link off his Loftwing. As Link is falling in the darkness, another image appears and says it has been waiting for Link. The voice tells Link the time has come for him to awaken. The image then becomes that of Zelda who then falls into the jaws of a monster. Lying in his bed, Link awakes to find the Headmaster standing before him. He tells Link that his Loftwing is unconscious. The Headmaster then asks Link “where is Zelda?” Link tells him of the tornado and that Zelda mentioned the “surface”. After the Headmaster leaves, Link hears a voice outside the wall. -End Cut Scene- As Link leaves his room he will see a ghostly image floating above the staircase to the right. As Link approaches the ghost it will float away from him. Follow the ghost to the entrance of the Goddess Statue where it will move to the right. Follow it down several ledges to a forked path. A Remlit will attack. Link must strike it with his sword. It then becomes docile and may then be picked up. But each time Link sets it down it will turn on him. Follow the lower path to the end to find a treasure chest with a Red (20) Rupee. Back track to the high path. Follow it to the end and jump up to grasp the ledge. Quickly move hand over hand to the next ledge. Follow the ghost to several more ledges and to a climbable wall, which leads to the Statue of the Goddess. -Cut Scene- The ghost disappears into the stone wall at the base of the statue. The wall then becomes an entrance to the inside of the statue of the Goddess. What appears before Link, looks to be the “Master Sword”. It suddenly changes to the ghost image, "Fi", who tells Link she has been waiting for him and he will play a role in a great destiny. She will aid Link in fulfilling the destiny. The sword is Link's destiny. Fi tells Link Zelda is still alive and that she is another Chosen One. -End Cut Scene- Approach and withdraw the sword to hold it skyward. Link now has the “Goddess Sword”. -Cut Scene- Zelda’s father enters the room and tells Link the tale of the hero. Fi then tells Link to embark on a great journey to the realm of the surface. Fi hands Link an “Emerald Tablet” that will light the way through the clouds. -End Cut Scene- Stand before the crest at the top of the steps, charge the sword and release the energy to the crest. A pedestal will rise for Link to place the tablet in. The way to the surface is now lit. -Short Cut Scene- Dialog with Fi and Zelda’s father. <<<<<<<<>>>>>>> #3 The Academy <<<<<<<<>>>>>>> -Cut Scene- The scene begins with Link making final adjustments to his new uniform that the new Knight’s will be wearing this year. It is surprisingly the same shade of green and the same style outfit Link has been wearing for the past twenty-five years. Hmm! Zelda’s father gives Link a pep talk and suggests that he talk to the Knight commander. He also suggests that Link stop in the Bazaar to do some shopping before venturing out to find Zelda. -End Cut Scene- As Link leaves his room, Fledge approaches. He compliments Link's new uniform and shows his admiration for Link. Fledge then offers Link his hand made gift, the “Adventure Pouch”. The pouch will hold four items, such as potions and a shield, which can be purchased at the Bazaar. As Link leaves the academy from the lower level, Link will meet Owlan and he will give Link a gift, the “Wooden Shield”. He tells Link that it can be destroyed by fire or by hard blows to it. If destroyed or lost a replacement can be purchased at the Bazaar. Go to the Sparring Hall and talk to “Eagus”, the Knight Commander. He will tell Link that his sword isn’t from Skyloft. It is actually an ancient artifact, which can only be carried by the “chosen one”. He then offers to teach Link the “secrets of defense”. From here go to the Bazaar. As Link passes through the double gate, Fi appears. She gives Link an update and cautions him not to descend to the surface armed with just a sword. She suggests that Link buy potions and a shield if he does not have one. <<<<<<<>>>>>>> #4 The Bazaar <<<<<<<>>>>>>> As Link enters the Bazaar, from the South/West entrance, talk to the townsmen to the right. They will give Link advice, such as “sleeping when you are tired” and that “Skyloft is a different place after the sun goes down”. Walking further, look to the right and talk to the townsman here. He is "Gondo", the owner of the “Scrap Shop”. He tells Link that he can upgrade his gear using the stuff he finds. Directly across from him is the “Fortune Teller”, Sparrot. Sparrot offers to tell Link his fortune at a reduced rate from the usual 10 Rupees to just 1 Rupee. He tells Link that “all is revealed” and Link is to head into a densely wooded area. He suggests that Link buy a “heart potion”. Further on in the Bazaar is the next woman on the left. She runs the “Potion shop”. She tells Link not to leave without stocking up! She then asks if Link has an empty bottle. She reminds Link that she can not sell him potions unless he has an empty bottle. She then gives Link his first “Empty bottle”. Wow!! Now stand in front of the bowl of “Red” potion and fill the bottle for 20 Rupees. The woman will tell Link to see her husband at the caldron to the right. He tells Link that he “infuses” the potions to increase their power. Link will need one or more of a certain insect for him to be able to infuse the potion. Directly across from the Potion shop is the “Gear Peddler”. He is selling Deku seeds, arrows, bombs and a wooden shield. To the right of the Gear Peddler is the young lady, Peatrice, who runs the “Item check” storage facility. Here Link can leave or pick up things he has collected. Between the Item check and the Scrap Shop is a doorway. Go down the steps and Fi will appear. She will tell Link that the treasure chest he sees is an ancient relic and she does not know how it can be opened. To the right are steps that lead to the back of the Scrap Shop. Go up the steps and look to the right. On the bench is an old “Robot”. If Link talks to it, the only response is (…). <<<<<<<<<<>>>>>>>>>> #5 Back to the Plaza <<<<<<<<<<>>>>>>>>>> Go out the South entrance and look up to see “Beetles Air shop”. Link will need a bow or a slingshot to ring the bell hanging from the underside. He will then stop and lower a rope to pick-up Link. Now walk into the Plaza and look to the left to see a tall tower. Climb the ladder on its right and talk to the gate repairman, who is Kukiel’s father. He will tell Link, “folks here call this the Light Tower”. He suggests that Link climb to the top for the view. At the top is a plaque. It reads: Let sound the goddess’s song Beneath the lights radiance Unto her chosen hero shall fall A piercing ray of guidance. From the Light Tower follow the path past the bridge and down the steps. Talk to Kukiel’s mother. She will ask if Link has seen her daughter. Look to the left to see a wooden framework. Inside, are a large treasure chest and a small treasure chest. To the left is a well. The entrance to the well is below Kukiel’s house and under water. Go back up the steps, then turn left and cross the bridge. Follow the path to the far house on the upper right. It is the Scrap Shop owner “Gondo’s” house. He lives with his Mother “Greba”. Go inside and talk to Greba. She will tell Link that her son works late hours trying to repair an old Robot he inherited. Now lay down on the bed and sleep until night. <<<<<<<<<<<<>>>>>>>>>>>> #6 Night time in Skyloft <<<<<<<<<<<<>>>>>>>>>>>> When Link awakes, he will find Gondo working on the Robot. He will tell Link that most of the townspeople don’t go out after dark. Go outside. Beware of Keese, rimlits and jelly blobs. Follow the path down the hill to the left and inside a short tunnel where Link will find the door to the Gear peddler’s house. Go in and talk to him. Choose the “hmmm” option when it appears and the “make money” option when it appears. He will tell Link that he does his buying at night and only buys specific types of treasure. He will then give Link a list of what he is buying today. Leave and cross the bridge. Turn right and down the steps to Kukiel’s house. Go in and talk to her father, the repairman. He will say that Kukiel is sleeping nicely. He tells Link that she was talking about someone she called “Uncle bat”. He has no idea what she means. Go to the upper entrance of the Academy, enter and go to Karane’s room. She will scold Link for entering a girl’s room at night. Then she will mention that someone has been in the bath for a very long time. Now go out to the hall and talk to Pipit. He will tell Link that he can not fly at night because the Loftwings have poor night vision and only a few have had special training to fly at night. Pipit suggests that Link sleep until morning. Now go to the lower level to Cawlin and Strich’s room. Talk to Strich and he will tell Link about the bugs he collects. He offers to buy any bugs Link catches. Say “sure”. Strich then tells Link he only buys certain bugs on any given day and he only deals at night. Lay down on the bed and sleep till morning. <<<<<<<<<<>>>>>>>>>> #7 Taking to the sky <<<<<<<<<<>>>>>>>>>> Walk to the center of the plaza and Fi will call. She tells Link it is time to look for Zelda. Run toward the extended wood platform and then dash. As Link dives off the platform, call for his Loftwing. Link is now flying! This is a good time to get the feel of the flight controls and to see what is up there. Surrounding Skyloft there are several dozen large floating rocks or chunks of land called islands. Some of the rocks have a tunnel through them. When Link flies through one of these, his Loftwing becomes a turbojet and is jettisoned out the other side very fast. I call it a “Turbo Rock”. Some of the islands have “Red Octorok” type creatures on them shooting rocks at Link. They can be knocked off the rock if Link uses the dash attack, but it takes away some of his health. There is also a renegade Loftwing flying about who will drop rocks on Link's head. Watch out for the tornadoes, they will knock Link off his Loftwing. Before going down to the surface we should investigate these floating islands. The first; Is due North of Skyloft. It is “Bamboo Island”. Go inside and talk to Peatrice’s father. He will suggest that Link cut some bamboo. It’s a contest! Link must make at least 15 cuts to qualify. The 1st prize is the “Evil crystal”. The 2nd prize is a “Monster horn”. He will tell Link that he should find a longer sword and try again for the better prize. Outside of, and at the back of the building, is a treasure chest. Second; Go due East to an island with a well. There are two treasure chests. One is in an underwater cave at the bottom of the well. The other is on the ledge above or upper level. Third; South/East from the well is another island with a living area of sorts, in the rock, and a caged area. A sign reads: Beedle is out but to come back at night. There is a treasure chest on top of the living area and one inside the living area. Fourth; South/East of Beedle’s place is an island with two elevations. The upper has grass, flowers and two pinnacles. On the ledge between the two pinnacles is a vine-covered wall. Climb down and move left, then up to find a treasure chest. The lower level has a cave with a treasure chest inside, blocked with boulders. Return here when Link can carry bombs. Fifth; South by South/West of the cave is “Pumpkin landing”. From the pumpkin patch is a path to the left, which leads to some jars and pumpkins on a shelf. One jar contains an insect. Go back up the path and in the back door of the building. Talk to the innkeeper on the right. He welcomes Link to the “Lumpy Pumpkin” rest stop, where Link can get their famous “pumpkin soup”. Walk into the main room and talk to the man sitting to the right of the large round table. He will tell Link that “there’s a fiendish demon living in Skyloft”. Go up the stairs and talk to Strich. He will tell Link that he can get a “bug net” at Beedle’s Airshop. -Side Quest- Walk to the balcony and read the sign on the column to the left. It warns Link not to “cause a ruckus” because it shakes the chandelier. Dash and roll into the column a few times and the chandelier will fall on the large round table. The innkeeper is furious. He asks “WHY WOULD YOU DO THAT!?” He tells Link to come to him “this instant”. Before going, pick up the Rupees, and a “Piece of Heart”. It takes four to make a new heart container. The innkeeper tells Link that he will be working for him until Link has paid for the cost of the chandelier. Link agrees. Link's first job is to deliver soup to Eagus, the Knight Commander. The innkeeper will fill Link's bottle with “hot” soup and tells Link that he has only five minutes before it cools. If Link's bottle has something else in it, just empty the bottle so it can be filled with soup. Go out the front door, next to the staircase. To the right of the front door is a treasure chest. Take the soup to Eagus, it will make his day. Return to Pumpkin Landing with Eagus’s compliments to the innkeeper. Link is told that "you aren’t done yet", but the innkeeper needs time to think. So come back later. -End Side Quest- Sixth; Due South of Skyloft and South/West of Pumpkin Landing is an island with a treasure chest. Seventh; North/West from the treasure chest and South/West of Skyloft is an island with an opening in the top and a ledge on one side with a treasure chest. Inside are two large mushrooms and two small mushrooms. On a high ledge is a treasure chest. Eighth; North/West from here and South/West of Skyloft is a small island with just grass and flowers. Cutting the grass may yield Rupees and/or hearts. Ninth; North/West from here and again, South/West of Skyloft is a large disc shaped island with colorful designs all around and on top. Land and talk to the clown. He will tell Link that he wants to make it into a fun place for everyone. It is called “Fun Fun Island”. Directly below the island is a small chunk of land with a treasure chest. Tenth; This split island has three treasure chests. The landing area has two treasure chests, one on the landing area and another below. Go to the right of the ledge to see a vine-covered area going down. Climb down to find the treasure chest. The other half, of the split island, has a caged cave with the third treasure chest. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THE SURFACE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <<<<<<<<<<<>>>>>>>>>>> #8 The Sealed Grounds <<<<<<<<<<<>>>>>>>>>>> Fly into the light beam and dive through the hole in the clouds. After Link lands on the surface, Fi will appear. She will tell Link that he has landed at the “Sealed Grounds”. She will also warn Link to proceed with caution. Follow the path and destroy the two Deku Babas using the horizontal swing for the one with a mouth opening up and down and a vertical slice for the one with a mouth opening side to side. Walk a bit further and Fi will again appear to tell Link that she has the ability to provide him with information on a subject that he has “Z” targeted. Destroy two more Deku Babas and drop down the ledge. -Cut scene- Link looks at the remains of an ancient temple. He then looks down into a deep pit. It turns to a blood red pool with shades of black. The dark monstrous creature Link had dreamed of earlier, appears. It starts to attack link, then fades away. Link returns to his surroundings. -End cut scene- Walk toward the dark door of the temple. Fi will appear and tell Link that the door has been opened recently and then sealed shut by a mysterious force. The path forks down to the bottom of the pit and to the left side of the temple. Note: There is an insect on the wall to the left side of the temple. Taking the path down to the bottom Link will see many disk shaped objects on the ground. Each has a hole in the center. At the bottom is an object or pedestal with black fumes coming from beneath. A voice calls, “…Young one, child of destiny from the sky…”. Link is told to raise his sword and unleash its power on the “evil aura”. When Link strikes, the fumes disappear and the disks on the ground begin to spray steam geysers into the air. Fi appears and tells Link that she is sensing a change in the area. She also detects an aura from Zelda correlating to Link's Sailcloth. Fi then tells Link that she can lead him in the direction of the aura by “dowsing”. It’s kind of like radar. Choose what Link is looking for with “C” and his sword will react with a beep. When Link points his sword in the direction of the selected object, the beep is faster. Use the geysers in the ground to rise to the occasion. Just walk into the geyser and it will raise Link up to the next level using the Sailcloth. Walk toward the temple door. As Link approaches, it will glow bright for a few seconds, and then go dark. Enter the “Sealed Temple”. Go to the room on the left and smash the jars to find two insects. In the main room, just to the right of the staircase, is a treasure chest. It contains “revitalizing potion” in a “glass bottle”. Link now has a new bottle. Walk up the stairs to meet an old priestess who is there to protect the temple. She tells Link she has waited many years for his arrival and to fulfill her purpose as “your guide”. She tells Link Zelda had arrived earlier in a shower of light and now “the gears of fate have begun to turn”. She also tells Link that Zelda has gone to the “Faron Woods” and he should follow. The priestess then says that paths are hard to follow. So she gives Link the power to create “beacons”. Go out the now unlocked door and Link will see a beacon before him. Climb the steps and follow the path to a ledge. <<<<<<<<<<<<<>>>>>>>>>>>>> #9 The Faron Woods <<<<<<<<<<<<<>>>>>>>>>>>>> Ahead are five “Red Bokoblins” harassing , the “Goron”, “Gorko”. Defeat the Bokoblins using a combination of attacks. The best is the spin attack. Gorko will thank Link and tell him that it has been a weird day. He will say that he saw another like Link and he will tell him that he is “researching the ancient history of the woods”. He goes on to say that ancient texts tell of the “Isle of the Goddess” far up in the sky and that the statue next to him, and others like it, serve as landmarks for those from the sky. Suddenly the statue lights up. Gorko notices that it reacted when Link got close to it. This statue allows Link to return to the sky, using the Sailcloth, where he will land on his Loftwing above the clouds. Then, to return to the surface, fly into the beam of light as before. When returning to the surface Link may choose the specific location to land provided the Bird Statue was activated. Returning to the statue at the surface, turn to the right and climb the vine-covered wall. Follow the path through the tunnel and push the large wood log over the ledge, which reveals a shortcut to the sealed grounds. Return through the tunnel to the statue and follow the path through the open gate. Ahead is a large wood log, push it forward to gain access to the ledge above. Continue down the path. -Cut Scene- Fi appears and tells Link that he has entered the Faron Woods. She tells him that Zelda is likely in the area and to continue using the dowsing ability to search for her. -End Cut Scene- Continue down the path to a small crevasse, leap on to the rope and swing across. Ahead are two Red Bokoblins harassing a “Kikwi”. The Kikwi peeks around, looks up to see Link and states “now there is a green one”. He runs off. Fi appears and comments on an interesting spike in the dowsing reading on the creature Link just encountered. Fi also tells Link that Kikwis are highly intelligent beings. She suggests that Link follow the creature. Follow the path up the hill to a ledge. The Kikwi will be in the meadow below. It will turn and look at Link, show surprise and hide behind a large mushroom to the left. Do a dash roll into the mushroom. The Kikwi will become startled and run to another mushroom on the other side of the path. Again do a dash roll into the mushroom; the Kikwi will become startled and run away again. It will be hiding behind a tree, at the end of the path, on an island of grass. The Kikwi tells Link its name is Machi, and thanks Link for defeating the Red Bokoblins. Machi then tells Link he ran into another “funny animal” like Link but it was a girl. Zelda! Machi mentions that Zelda was attacked by the Red Bokoblins but was able to escape with the help of a Kikwi elder. Fi appears and says she has new information on Zelda’s current status. Fi has marked on the map the position of the Kikwi. Fi suggests that Link continue searching for Zelda. Machi asks Link to tell the elder that he is safe. Continuing forward, push the large wood log over the ledge to create a shortcut to the path leading from the Temple. Turn around and backtrack the path a short distance, look to the left and climb two ledges, then a log to another ledge. Note: to the right of the first ledge is a cave entrance, blocked by boulders. Return here when Link has bombs. Inside is a piece of heart. Ahead is an “Octorok (Grass)”. Avoid it and go past the upper ledge on the left and drop down to the large log. Roll it down to create another shortcut. Go back and climb the upper ledge Link had just ran past, then another ledge, and then drop down a hole in the ground to the left of the tree, near the brick wall to the right. Follow the path to the left where Link will see a tree and two bushes. Look at the bush to the right, pick it up, to find that it is a Kikwi named “Oolo”. He asks Link to tell the elder that he is here. Fi appears and tells Link that she has marked the location of Oolo on the map. To the left of the brick wall, drop down to Machi’s location. Again climb the two ledges, a log and another ledge leading to the Octorok. Turn right, go a short distance up the ramp to a ridge. Turn left, and follow the ridge to a tightrope that leads to a new piece of heart. Drop down to the water below and onto the land. Note: there is a cave under the water. Return here when Link has the ability to dive. Also, the slender trees with a glowing section yield Rupees when struck with Link's sword. Defeat any nearby Red Bokoblins. Flying overhead is a “Guay”. Stay clear of it, because it likes to poop on Link's head. Follow the path through the archway and defeat the Red Bokoblins. Roll the log on the right over the ledge to create another shortcut. Continue up the path. There will be a gate on the right that is “sealed shut”. Follow the path as it circles to the left down to a rope hanging from a limb and tied to a shrub. Cut the rope with the sword; leap from the ledge to the rope and swing across. Talk to the elder Kikwi “Bucha”. Link will ask him of Zelda and he tells Link he is very concerned about his people with so many monsters around and his memory of Zelda is hazy. He is happy to hear that Machi and Oolo are safe. He asks Link to search for two of his other tribesmen and make sure they are safe. Fi appears and shows concern that Zelda is no longer with the elder Kikwi and suggests that Link find the lost Kikwis. She has added Kikwis as a dowsing option. At the base of the large tree is an opening. Go through the opening to a vine-covered wall, which leads to a tightrope. Cross over to the next ledge and drop on to the meadow below. As Link approaches, the Red Bokoblin calls for reinforcements. Four more arrive. Defeat them all and one of the missing Kikwi will call out to Link from a limb above. He thinks Link is a good guy and asks if Link could help him down. Do a roll dash to knock the Kikwi out of the tree. He thanks Link and gives his name as “Lopsa”, while Fi marks his location. Use the rope to swing to the ledge behind Lopsa. Push the log over the ledge to create another shortcut. To the left is a treasure chest on a ledge at the base of a very large tree. To the right are several ramps leading to a statue on an observation platform. Drop down and cross the valley below and turn left. Walk toward the narrow pathway and climb the rock formation to the right. Now climb the vine-covered wall to the ledge above. The other lost Kikwi is hiding among the grass. Using the sword cut all the grass to expose him. He tells Link his name is “Erla” and to tell the elder he is safe. Note: there is a cave entrance blocked by boulders. Return here when Link is able to carry bombs. Return to the elder and tell him that the other two Kikwis have been found. The elder Kikwi thanks Link and suddenly remembers where Zelda went. He tells Link that she had to travel to the temple deep within these woods. As a reward for finding his other tribesmen he gives Link the “slingshot” and a pouch of “Deku Seeds”. Now return to the valley and go to the observation platform. At the base of the steps of the observation platform are two monuments. Directly above is a coiled vine. Shoot it with the slingshot and use the vine to swing to the ledge ahead of Link. Move forward. -Cut Scene- Fi tells Link that he has entered a new area called the “Deep Woods”. And that Link should continue toward the temple. -End Cut Scene- <<<<<<<<<<<<<>>>>>>>>>>>>> #10 The Deep Woods <<<<<<<<<<<<<>>>>>>>>>>>>> Moving forward another Red Bokoblin will see Link and call for reinforcements. Defeat them. Look at the tree to the left. It has a hornet’s nest hanging from it. If Link gets close, the hornets will attack. Shoot the nest with the slingshot. Continue on the path to the right to find another tightrope. Before crossing, use the slingshot to break the hornet’s nest hanging above it. On the other side climb the ledge to the left and follow the path to a large log. Push it over the ledge to create a new shortcut around the tightrope. Return to the path and continue forward and defeat the Octorok, using the slingshot to stun it and a forward thrust to destroy it. Turn to the right and leap onto the thin ledge above, moving hand over hand to the next ledge leading to a tightrope. Across the way is a Red Bokoblin. Shoot him with the slingshot, he will be stunned for a short time and he will then start to cross the tightrope. While he is crossing, shoot him again and he will fall off. Cross to the next ledge on the tightrope and go up the steps. Note: On the tree in front of Link is an insect. Return when Link has the bug net. Continue down the path and use the hanging rope to swing to the ledge across the way. Move forward and turn left to find a treasure chest to the left of the tree. It contains a Red Rupee. Back to the path and defeat the “Quadro Baba”. It changes mouth openings from horizontal to vertical and back, every few seconds. Shoot it with the slingshot to stun it, then attack with the sword to destroy it. Continue on the path and talk to the Goron that is head. He will ask Link to help him do something. He then turns to look at a decorative block he calls a “Goddess Cube”. The Goron tells Link the ancient text states; “Summon forth the light from a heavenly blade, and may that sword’s master receive aid”. Walk up to the Goddess Cube, raise the sword and unleash the charged power. The cube will glow for a few seconds, and then disappear with a bright light rising into the sky. The Goron goes on to say there are cubes like that one “all over this land”. Talk to the Goron again and ask about the temple. He will tell Link that the story tells of a visitor from the sky that will one day be received in the “Skyview Temple”. The Goron also talks about a stone marker with writing that may be the key to getting inside. To the right is a large log, roll it over the ledge to create a shortcut. Turn to the left, then drop down and follow the path/ledges to the entrance of the temple. Fi will appear and will tell Link that she has detected Zelda's aura in the temple. She also detects numerous monsters and feels it is unwise to continue on without being properly equipped. Note: To the left of the entrance and past the tree is a patch of grass with two insects. To the right of the temple entrance and behind a tree is a stone marker that reads: “He who descended from above: Look to the star that the bird Rising heavenward gazes upon, And aim your shot there.” Go to the statue at the entrance and choose “return to the sky”. Fi will appear and she will tell Link that she sensed an energy reaction from the energy released from the Goddess Cube and it is marked on his map, “Pumpkin Landing”. Fi advises Link to investigate. Back at Skyloft, ring Beedle’s chimes with the slingshot. He will lower a rope for Link to climb up. Go inside and Beetle will greet Link. Stand in front of the bug net to make the purchase for 50 Rupees. Then move to the extra wallet, which will allow Link to carry 300 extra Rupees, for the purchase price of 100 Rupees. Drop down and go into the Bazaar. Fill the bottles with potion and replace the shield if needed, 50 Rupees. From the Gear Peddler buy “the small seed satchel” for 100 Rupees. It allows Link to carry ten more Deku Seeds. Back in the air, head for Pumpkin Landing to investigate the energy reaction. Go to the treasure chest to the right of the front door of the Lumpy Pumpkin rest stop. It will be aglow. Open the chest to find that Link's adventure pouch has been enlarged to hold one additional item. Return to the entrance of the Skyview Temple and activate the Goddess Cube due south of the entrance at the ledge. Standing in front of the entry doors to the temple, look up to see a Red gemstone. Shoot it with the slingshot. <<<<<<<<<>>>>>>>>> #11 Skyview Temple <<<<<<<<<>>>>>>>>> -Cut Scene- The door opens and Link enters the Skyview Temple. Fi appears with bad news. The auras of many creatures reverberate throughout the temple and she will not be able to track Zelda. -End Cut Scene- Follow the steps a short distance to a spider web. Dispatch any Keese that attack and cut the web. Continue to a line of trees. Slice them horizontally with the sword and move on. To the right is a boarded up opening that can not be accessed. Stay on the path and continue forward to another web. Cut through it and Link will soon come to the end of the hallway. On the left is a barred shut door. Ahead is a stand of trees blocking access to a vine-covered wall. Above the wall on the ledge, are a Deku Baba and a gemstone. Cut down the trees and shoot the Deku Baba with the slingshot to stun it. Quickly climb the vine to defeat the Deku Baba. Hit the gemstone and the bars will open. Go through the doorway to find a staircase ahead. Go to the left to find a stone marker that reads: “He who descended from the sky: Lend your ear to the wise voice Of the servant who brought you To the firm soil”. Fi appears and says she is the servant. To the right of the stone marker is another barred door. Go to the top of the staircase and Link will see an “eye” staring at him from above the door. Equip Link's sword and note that the eye follows the movement of the sword. Make a circular movement of the sword several times and the eye will get dizzy. It then turns red and the eyeball falls to the ground. The doorway is now unlocked. Through the door and down the hall are two hanging Deku Babas. Use the charged sword attack twice on each one to defeat them. Upon entering a large room, turn around to see several “Walltulas” on the vine-covered wall. Dispatch them with the slingshot and climb the wall. Above is an opening that has been boarded up on each end. Break the boards with the sword to access the hallway leading from the temple entrance, a shortcut. Go back into the large room and follow the bridge ahead. Defeat the “Green Bokoblin” and look to the left to see another barred door. Walk toward the door but stop short of the stairs. Turn left and drop down. In an alcove below the door is a gemstone high up. Shoot it with the slingshot to unlock the door above. Climb the nearby vines to reach the pathway and open the door. As Link enters this area he will see another Green Bokoblin and two “Skulltulas” on webs, one on each end of the bridge. After defeating the Green Bokoblin, Link will need to position himself in the middle of the bridge. Turn to the first Skulltula and look up and to the right. There are two coiled vines above. Shoot them with the slingshot and they will uncoil. Link can jump onto the vine and swing to the center of the bridge or Link can defeat the Skulltula if he wishes. This is a tough cookie. The slingshot is useless here and any strikes to its upper side with the sword will only make it mad. If Link attacks from the front, do so by slicing the web at the bottom horizontally. The Skulltula will drop down and attack. Now “Z” target and use the forward thrust to flip it over. Attack using the fatal blow and it’s over. If Link decides to use the vine to reach the center of the bridge, look toward the wall to the right of the bridge and up, to see a gemstone. Shoot it and water will be released into the area below. Jump to the second vine and to the other side of the room. Watch out for the Quadro Baba. To the left is a set of steps with a stone marker next to it that reads: “Gaze upon the map until your eye finds the “X”, for it is there that you must strike a glittering gemstone to reveal a path”. “You will find a temple map in a room with two such gemstones”. Go up the steps, then left and then to the right. Go through the doorway and then to the left to find a large treasure chest. It contains the “Dungeon map”. Jump down to the pathway where Link first entered and walk to the center of the room. Turn to the right and shoot the gemstone above the barred door with the slingshot. Go through the doorway, up the steps and through the web to the stairs on the right. In the middle of the damaged bridge is a stone marker. It is blocked, by a hanging Skulltula. The best way to defeat this one is to approach the Skulltula using “Z” targeting and use a horizontal slice to make the Skulltula spin. While it's spinning, “Z” target its underside and use a forward thrust twice to defeat it. Now walk up to the stone marker. It reads: “Two doors lead to rooms left and right, but they will only open when the gemstones are struck. One is above, one below.” Now drop down to the lower level and walk up to the wall on the left side of the room. There is a crawl space behind the grass. On the other side is a gemstone above a staircase leading to a Bird Statue. Shoot the gemstone with the slingshot. Water is again released. Swim to the vine-covered wall to the left rear and climb up. This leads to another crawl space that brings Link back into the previous room. Leave this room and enter the main room. Link will see that the water has risen high enough to float two large logs. Jump on the log on the East side of the room. Shoot the Walltula with the slingshot and climb the vines. This will lead Link back into the room he had just left, but now he is at the other end of it. Defeat the hanging Skulltula the same way Link did the other one. Look around to see two eyeballs, one on each side of an iron barred room. Position Link between them so that they are both looking at him. Equip the sword and make a circular motion several times. They get dizzy, turn red and fall to the ground. The iron bars will lift and Link can retrieve a “small key” from the treasure chest. Go back into the main room and jump on the large log, then the steps at the North side of the room. Use the small key to open the door. As Link enters this next larger room there are two large Bird Statues before him, one on each side of steps leading to the iron barred door of a tall round structure. Note the gemstone high above the door. Shoot it with the slingshot and the bars will lift. As Link enters the structure, bars will fall and block the door behind him and a “Stalfos” will assemble itself. His attack can take one or more heart containers at once. Use the shield attack and horizontal slice to take him down. A large treasure chest will appear which contains a golden “Beetle”. It can be used to cut threads that are out of reach or to attack small items. Equip and launch the Beetle toward the web covering the hole in the ceiling. Fly past the web to the outside and hit the gemstone above the door. The bars will lift and Link can leave. Note: You might want to practice the Beetle flying skills on the threads of several crates hanging from the ceiling. Go to the West side of the room and launch the Beetle toward a crawl space above the barred door. Hit the gemstone and the bars will lift. As Link enters, stop and look up to see a crawl space above the hallway. Continue forward and drop down into the basement level. Walk to the top of the broken staircase and turn around. Link will see another broken staircase on the left leading to another level and a Skulltula on a web. Launch the Beetle toward the Skulltula. Fly past it and hit a hidden gemstone. Water will be released allowing Link access to that level and a way out. Turn around again and go through the door ahead. Bars will lock the door behind Link and a Skulltula will drop down to attack. Use the “Z” targeting and the forward thrust to flip it over, then attack with the fatal blow. The bars will then lift allowing Link to leave. Above the door is a balcony. To the left are vines on the wall leading up to it. On the balcony launch the Beetle to cut the hanging thread holding the large crate to the right. The crate will fall without breaking. Push it off the balcony, jump down and position it in the middle of the room. Climb onto the crate and Link will see three eyes staring at him. Do the sword routine and they will fall to the ground. The bars blocking the entrance to a small room will lift and Link can open the large treasure chest containing another “small key”. Leave here and cross the water to the staircase in the other room. A Skulltula is blocking the way. Using “Z” targeting, run up to the web and slice it quickly, using the horizontal slice. While still “Z” targeting, backup, to the right rear, and jump in the water. The Skulltula will follow but will not go into the water. Go back up the stairs on the left, through the cut web and to a stand of trees. Cut them down and go through the crawl space to land at the door Link originally came through. Back in the large main room, stand in front of a barred alcove at the North side of the center structure. Launch the Beetle toward the top of the structure and hit a gemstone in an opening there. Pick up the “piece of heart”. On the East side of the main room is a tightrope leading to a locked door. Above are five hanging Deku Babas. Use “Z” targeting and the charged sword attack to defeat the first four. The one in the back is too far away. Get on the tightrope and purposely lose your balance. Don’t fall off because there are two Quadro Babas below. Link will now be hanging from the tightrope. DO NOT climb back up, but instead, go hand over hand to the next ledge and quickly climb up onto the ledge. Link can now easily dispatch the Deku Baba and open the door. As Link goes through the doorway it will lock behind him. Follow the hallway to two boarded up doorways. Break them down using the sword. In the next room is a “Staldra”. A three headed, snake creature. To defeat it, Link must use the spin attack to cut off all three heads at the same time. If Link misses one, the others will grow back quickly. Go through the door to the left, up the steps and down the hallway. Defeat the Green Bokoblin and then launch the Beetle to cut the web thread of the Skulltula. It drops out of sight. Do a run/dash to jump the gap in the pathway. Ahead and to the left is a barred opening with a gemstone directly above it. Hitting the gemstone raises the bars allowing access to the main room we were previously in. Ahead is a barred room with a large treasure chest. To the right is a tightrope and across is a Green Bokoblin. Shoot him with the slingshot, let him start to cross the tightrope and shoot him again. He’s gone. Cross over and look to the left. There is an alcove with a small treasure chest containing a Red Rupee. To the right is an alcove with a vine-covered wall leading to a hanging rope tied to a shrub. Cut it with the sword and do a run/dash to jump onto the rope. Look to the right to see a vine-covered area. Position Link and swing to it. Climb up and walk along the huge vine. Look for two coiled vines high up. Use the slingshot or the Beetle to uncoil them. Jump on the first vine, then onto the next one and into the barred room with the large treasure chest. It contains the “Golden Carving”. Climb up the vine-covered wall to the right and jump to a ledge. Drop down and cross the tightrope on the left that Link had crossed earlier. ____________________________________________________________________________ )))))))))))))))))))))))))) DEMON GHIRAHIM (((((((((((((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Insert the Golden Carving, properly, into the slot, in the door. -Cut Scene- The door opens and Link enters. A tall gaunt and ashen man, with pointed ears appears. He tells Link that he thought the tornado he created had destroyed him. He tells Link that “it’s just the girl that matters now…” and she is beyond the door. He introduces himself as the “Demon Lord”, “Ghirahim”. Link draws his sword. Ghirahim questions Link’s action and says, “the girl should have fallen into our hands already”. He fades away and tells Link that he is furious and outraged. He wants bloodshed. He then sneaks up behind Link and says that it is hardly fair to take out all his anger on Link. He promises not to murder Link. Ghirahim laughs. -End Cut Scene- Use the shield attack and horizontal slices. Do not use vertical slices at this time because the Demon Lord will grab the sword. If he does, shake and twist to break free. As the battle moves along the Demon Lord will pull a sword from thin air. When his sword is charged, it will release darts. Move to one side as they approach to avoid them. He will then prepare a running lunge attack with his sword. Just before he reaches Link, “Z” target him and take several vertical slices to damage him. He will disappear, then reappear in another location changing his attack. Continue with the timed attacks. Soon he will stop and commend Link for putting up more of a fight than he expected. He will tell Link that Zelda's presence has all but faded and there is no reason for him to linger there. Ghirahim says good-bye and warns Link that the next time, he will be dead. He disappears and Link receives a new heart container. Go to the other end of the room to open the door. It will glow and then fade away. Follow the hallway and up the staircase to a platform. Before Link is a large pond with three platforms and an altar, all surrounded by waterfalls. Jump down and go around the altar to find a Goddess Cube. Strike it with the charged sword to send its energy into the clouds. Climb onto the rectangular platform and stand on the Goddess symbol marking. Before Link is the symbol of the Goddess on the altar. Strike it with the charged sword. -Cut Scene- Fi appears with a message written by the Gods of old. She translates. “From the edge of time I guide you, the one chosen to carry out the Goddess’s mission. The spirit maiden who descended from the clouds must travel to two sacred places to purify her body. You stand in one of these places: Skyview Spring. The other is known as the Earth Spring. This second spring is hidden away deep within the scorched earth of “Eldin”. The spirit maiden, ever mindful of the heavy task entrusted to her, has set out for this second place”. The hands of the Goddess Statue glow and Link receives the “Ruby Tablet”. Fi then tells Link she is unsure how Zelda is traveling to Eldin. She also suggests that Link take the tablet to the altar in Skyloft. -End Cut Scene- Link is now outside the temple and Machi calls to him asking if he found the girl, Zelda. He wishes Link luck and walks away. Now go to the Bird Statue and head for Skyloft. <<<<<<<<<>>>>>>>> #12 Skyloft Demon <<<<<<<<<>>>>>>>> At the altar in Skyloft, set the tablet in place. A beam of light will shoot out of the Goddess Statue to a point in the clouds. Fi will confirm the location of the new opening in the clouds. It is North/East of Skyloft. Fi suggests that Link make any necessary preparations and go to the new area on the surface. As Link leaves the Goddess Statue square, he hears Kukiel’s mother calling out for her. She turns and sees Link. -Cut Scene- Kukiel’s mother says “What perfect timing!” and asks for Link’s help to find Kukiel. The mother says that a few people have said Kukiel was seen with a person who has a scary face. Someone else thought Kukiel was carried off by a monster. Kukiel’s mother thinks she was kidnapped. She again asks Link to find Kukiel. –Say “You got it”- She thanks Link. -End Cut Scene- Follow the bridge down, turn right and head to the academy. Talk to Fledge. He will be surprised Kukiel is missing. He offers to look for her too. Go to the Scrap Shop in the Bazaar and upgrade the shield. It will require a couple of Amber Relics, a Jelly blob, a Monster claw and 30 Rupees. Link receives the “Banded Shield”. It has a metal band around the outer edge. After Link collects other items, such as tumbleweeds and ancient flowers, he will be able to upgrade other items that he possesses. Go out the South entrance and talk to Parrow. He will be surprised to hear about Kukiel and wonders if it has anything to do with the stories about a monster living in Skyloft. He tells Link that people say that it appears in the dead of night taking small children. Look up and ring Beedle’s chimes to enter his Airshop. Buy another extra wallet for 100 Rupees. Now Link can carry 900 Rupees. Drop down, head for the Plaza and talk to Piper. He will tell Link that he saw Kukiel playing in the “graveyard” the day before. Now go to the cluster of houses on the other side of the bridge and talk to the young girl on the path, Orielle. She will tell Link there is an “old man” living nearby “who’s always Ranting about hidden monsters….” She tells Link he is at the Lumpy Pumpkin. Take to the air and check the map. Link should see two new energy reactions, one at Pumpkin Landing and the other on an island due South of Skyloft. Go there first. Open the treasure chest to find a piece of heart. Now head for Pumpkin Landing. Fly over the Lumpy Pumpkin rest stop and drop down on its top. Walk over to the front door over hang and slide down to it. Open this treasure chest to find a “Gold” Rupee, worth 300 Rupees. Drop to the ground and go inside. Talk to the old man sitting at the large round table. His name is “Rusta”. He will tell Link of the Skyloft monster, but says that it is really a “Demon”. He also claims that he saw it. He tells Link that he was walking near the “big tree” in the cemetery during the middle of the night. He saw the Demon hit the gravestone nearest the tree and it lit up. The Demon pushed the gravestone and the door to the “storage shed” opened. Fly back to Skyloft and find a bed. Sleep until night and go to the cemetery. Strike the gravestone near the tree and it will glow. Push it back and go into the now open storage shed. Go down the ladder to a platform and follow the wood planks to an old house. Link will hear a scream. Open the door to find a horned, winged, demon in the middle of the room and Kukiel standing to the left. Talk to Kukiel. She will ask, “What’s wrong?” and why you look scared. Equip the bug net. The Demon begs Link not to hurt him. He knows it looks bad, but they were just playing a game of “scream-as-loud-as-you-can”. He tells Link his name is “Batreaux” and he is the monster who resides in Skyloft. He says that even though he is a monster, he would never dream of terrorizing people. Since meeting Kukiel, he is happy and would like to become friends with the people of Skyloft. He says there is an old tale: It says that when humans make other humans happy, the happy humans produce a substance known as a “Gratitude Crystal”. Batreaux would like to become human and asks Link to gather Gratitude Crystals to show to him. Say yes and he thanks Link. He tells Link that he can get pure crystals by helping people solve their problems. The crystals can also be lying around anywhere you find people. He says that Kukiel will be home by morning and to give her parents his regards. He then asks Link to bring him 5 crystals. Talk to Kukiel and she will tell Link that Batreaux saved her from falling over the edge. Go to Kukiel’s house and talk to her mother, Wryna. She is thankful and emits 5 Gratitude Crystals. Go back to Batreaux’s house and talk to him. He will give Link a “medium wallet” which holds 500 Rupees. Link can now carry 1,100 Rupees. He tells Link that he will need more crystals to become human. He then asks that Link bring 10 crystals. Now go to the Plaza where Parrow will whisper to himself. Walk up to him and he will tell Link that his sister went out for a quick flight and hasn’t returned. He asks Link to help find her. He tells Link she is curious about a colorful island. To the left is Jakamar, Kukiel’s father, on the lower level of the light tower. Talk to him and he will thank Link for finding Kukiel. Go to the Bazaar and see the Gear Peddler. He will have an “Iron Shield” for only 100 Rupees. Buy it! Leave the Bazaar and fly toward Fun-Fun Island. Go through a turbo rock and look ahead to an island with Orielle and her Loftwing lying there. Land and talk to Orielle. She will tell Link that her Loftwing is injured and can’t fly. They can’t get home until her bird is better. It will need “bird medicine”. She tells Link that her brother has the bird medicine and to go see him. Fly back to Skyloft to see her brother and he will give Link “Mushroom Spore”. If the pouch is full, Link will have to make room for the spores. Go to the Item Check girl to leave something. She may hit on Link. Go back to Parrow for the spores and he will give Link a bottle with the Mushroom Spores in it. He tells Link that he can keep the empty bottle. Wow! Head for the sky and the turbo rock, it will put Link on target. Give the spore to Orielle and she will give them to her bird. Her Loftwing stands up, healthy again. She thanks Link and emits 5 Gratitude Crystals. Fly back to Skyloft to see Batreaux. In this visit he gives Link a piece of heart. He then asks that Link bring him 30 crystals. Walk to the Plaza and talk to Parrow. He will thank Link for helping his sister and emits 5 Gratitude Crystals. Link now has 15. Back to the sky and head for the new light beam, North/West of Skyloft. <<<<<<<<<>>>>>>>>> #13 Eldin Volcano <<<<<<<<<>>>>>>>>> As Link lands, Fi appears to warn Link that items he may carry could burn in this area. She also warns Link to be cautious. She then brings up a map giving Link's location. Link is in the “Eldin Volcano”. As Link moves down the path a “Red Chuchu” may appear. If Link touches it, his clothes and shield will catch fire. Off the path, to the left is a Goddess Cube. Drop down and strike it with the charged sword to activate it. Further to the left is a cave that is blocked at the other end by boulders. Return here when Link has bombs. Back on the path, follow it and cross the lava flow. Ahead, two mole creatures, the “Mogma”, come out of the ground. One is named “Ledd” and the other is “Cobal”. They love treasure. At first sight they think Link is an enemy but soon see that he is not. They warn Link of “Red Monsters”. Cobal says he saw Link's friend, who ran through very fast. He suggests that Link follow. Down the path a short distance, to the left of the cave entrance, is a vine-covering the wall down. Drop down to find a Red Rupee. Go through the cave to a cavern. Watch out for the “Flaming Keese”. The lava level rises and falls like the tide. When the lava level is down go to the left into another room. Talk to the Mogma, “Kortz”. He will tell Link about “Bomb Flowers”. To the right is a small crawl space. Roll a bomb flower in and find a Blue Rupee. Then throw a bomb flower at the boulders, again on the right, to expose a Giant Red Chuchu. When Link strikes it with the sword it divides. As Link strikes each of those they again divide. This happens several times until they are small enough to destroy. If Link stops, the smaller Chuchus will merge together as one. Blow up the boulders on the ledge to the left for more Rupees. The tent on the right has a “Volcano Ladybug”. Blow up the boulders blocking the cave ahead so that Link can leave. Go in and watch out for the Flaming Keese. Follow the path to a Bird Statue and turn left. Follow the path a short distance and look to the left to see a small crawl space. Roll a bomb flower in to blow up the rocks blocking the other end. Crawl through and open the treasure chest to find a Red Rupee. Go back through the crawl space and up to the path. Continue down the path, past an intersecting path on the right, to the end where Link will find a Goddess Cube. Strike it with the charged sword to send its power into the clouds. Go back to the intersection and turn left. Talk to the Mogma, “Merco”. He looks up to a cave in the rock and tells Link that he saw a “funny-dressed character go into that hole over there”. Walk past Merco a short distance to the ledge. Look up to the right and high on a ledge is a piece of heart. Now look ahead and down. Link will see a “Pyrup”. It looks surprised and slithers into a crawl space to the right. Then flames come shooting out. Drop down and pick-up a bomb flower. Throw or roll it into the crawl space to destroy the Pyrup. Go in to find a Rupee. Past the crawl space is a ledge. Go up. A Red Bokoblin will see Link and call for reinforcements. Defeat them to receive an “Ornamental Skull”. Continue up the path as it curves to the left. On the right and below is an area with two Pyrups that are hiding inside large skull bones. Drop down to a small ledge. (If you have already dropped down to the area below, hall butt to the ledge) From here, toss bomb flowers at the Pyrups to destroy them. Drop down and look to the right to see several ledges going up. Climb them, maybe four, past the Pyrups and drop down to the ledge below to find a piece of heart. Go back to the area were Link defeated the Pyrups and look at the pathway crossing the lava flow. It looks like an ordinary pathway, but it is not. Quickly dash across to the other side. A Mogma will think Link is attacking. He complains about the Red Bokoblins and tells Link they were coming up the “hole over there”. The one that Merco had shown Link. So he sank the road leading to it in lava. He warns Link to stay away from the plug holding back the lava. Now dash across the sinkable pathway and roll a bomb flower across it. The bomb flower will roll right up to the plug and kaboom. The plug is gone. Dash across again and climb the ledge. To the right the path is blocked with boulders. Follow the path to the left and walk into the column of steam. Link's sailcloth will carry him up to the cave opening. Below is a ledge with one column and a protruding ledge above with a treasure chest. The ground level has three columns and a protruding ledge on the opposite side. One of the columns has a Goddess Cube. From the platform at the cave entrance, turn to the left, jump off and guide Link to the ledge with the treasure chest to receive “Eldin Ore”. While Link is at it, leap from here to the Goddess Cube and strike it with the charged sword to send its power into the clouds. Also there are Rupees and hearts in the windows above that can be reached with the Beetle. Drop down. There is a doorway to the left, and a ledge to the right, that leads to an opening in the floor with a column of rising air. This will carry Link back out to the path leading to the cave opening. Go through the doorway to the left and talk to the Mogma “Tylo”. He will tell Link that no one had come through there but they may have gone through the tunnel to the right. He asks if Link would get rid of the Red Bokoblins in the cave ahead. There are five on the ground. As Link defeats these Bokoblins others will come to their rescue. The leader is on a wooden walkway to the right and will continue calling for more reinforcements until Link takes him out. To the left of this cave is a high ledge with a treasure chest. Leave here and talk to Tylo. He offers Link “Rupees” or “A way forward”. Decisions, decisions. Tylo gives Link the “Digging Mitts”. Link can now dig up things in soft ground. Tylo suggests that Link try digging in the soft spot near him. Do so to open a column of steam. Ride the column to the opening above and follow the tunnel to the fork veering left. Dig up another steam column, ride it up to a ledge and go up the ladder. At the top Link will see three tents and a Red Bokoblin. After Link takes him out, look to the right of where he came in to see three caves. Take the middle one. Link will slide down to the treasure chest on the high ledge. It contains Eldin Ore. Drop down and look up to the left to see an alcove and a soft soil spot below it. Dig the soft soil and ride the column to the alcove. Dig here for many Rupees. Leave this room past “Tylo” to the column and into the tunnel. Veer right at the fork into another room. There is a maze made up of hallways and crawl spaces that may have Pyrups in them. Turn left and talk to the Mogma, “Nackle”. He tells Link that he may dig up Rupees, hearts and Eldin ore. He warns Link that sometimes a red Chuchu will pop out of the hole. Go to the right of Nackle and then left. To the right is a crawl space. Dig the soft soil spot here for hearts. To the left, the soil spot has Rupees. Turn right and look to the left to see some grass and bomb flowers. Turn right to see flames coming out of a crawl space to the left. Blow up the Pyrup inside with a bomb flower. Move forward to see flames coming out of a crawl space. Blow it up and receive a Rupee. Turn right and then left to find yet another Pyrup in a crawl space. There are several more Pyrups to dispose of or Link may want to collect hearts and Rupees. Link may leave now. Go into the tunnel ahead, then into a room with a high ledge that has a column of air rising from its floor. To the far right is a soil spot with Eldin Ore and a few Rupees. On the far left are two soil spots with many Rupees. Dig up the soil spot in the middle to open a steam column. Ride the column to the ledge above and then ride the air column to the outside. Link lands on a pathway across the lava flow from where he found the Goddess Cube. Dig any soil spots here and on the ledge below for Eldin ore and Rupees. Follow the path a short distance to a Mogma,” Zanc”. He is startled and tells Link one of his people, dressed in black, charged through there earlier. He looks over at a bridge leading to a temple and says that the person in black “Just danced right over it”. He could not believe the person jumped the gap. To Zanc’s right is a path blocked with large boulders. Blow them up with the bomb flower on the path. This is a short cut to the cave entrance. Now go to the bridge. As Link approaches, a ramp slides out to take up the gap. From above the temple, a person in black calls out, “You, the Goddess Chosen Hero…Zelda is ahead…hurry”. Cross the bridge and look to the left to see a fallen wooden tower. The wall on the other side is bombable. Blow it up with a bomb flower to find a treasure chest with a Red Rupee. The ramp on the right leads to a cave blocked with boulders and to two soft soil spots with hearts and Rupees. In the center is a Bird Statue save point. Go into the tunnel on the left and cross the lava flow. Watch out for Flaming Keese. The area ahead is steep, so Link must dash to go forward. Dash to the ledge on the left. Roll a bomb flower down to a wall of boulders to open a tunnel. This tunnel leads back to where Link first came in. Dig up the soft soil spots for Rupees. Defeat the Red Bokoblin on the nearby platform. Further up is a Red Bokoblin holding a boulder above his head ready to throw it at anyone coming up the hill. Equip the Beetle and attack from the right side. Chase him with the Beetle and then dash up the hill before he can attack Link. Defeat him and several others that come out of their tents. To the left are two tents with a tunnel between them blocked by boulders. Blow up the boulders with bomb flowers and go in. -Scene– Link enters a large room with many colorful objects. The ground in front of Link has dust floating over it. Suddenly a large Mogma, “Tubert”, pops up. He thanks Link for stopping by. He runs a game called “Thrill Digger”. The object of the game is to keep digging up Rupees until Link hits a bomb. He gives a choice of “No, Thanks”, “Expert”, “Intermediate” or “Beginner”. The cost is 30 Rupees. If Link's hearts are low, sit on the stool and they will build up. Intermediate cost 50 Rupees. Expert cost 70 Rupees. Go to the back of this room and dig in a soft soil spot. Zanc will pop up and tell Link he knows a way to make him rich. Pay Zanc 20 Rupees and he tells Link: “the color of the Rupee you dig up will tell you how many bad holes are around you”. A Green Rupee, no bad holes. A Blue Rupee, one or two bad holes. A Red Rupee, three or four bad holes. A Silver Rupee, five or six bad holes. A “rare” Gold Rupee has seven or eight bad holes. Back outside there will be a Red Bokoblin on a wood tower. Pick a bomb flower and toss it at the tower. It will fall, knocking the Bokoblin off and creating a bridge to a tunnel on the other side. Follow the tunnel to a vine-covered wall, climb up and follow the path to the right. A giant Red Chuchu will appear. Dispatch it with multiple sword slices and move on. A short distance ahead is a gap. Jump it, using a dash. Ahead is a steep hill with two platforms. One to each side, and a third up in the center. Dash up the center between the two lower platforms avoiding a boulder rolling toward Link and get on the platform to the left. If Link is lucky the Red Bokoblin didn’t see him. Sneak up behind him to make the attack. Do the same to the Bokoblin on the other platform. On the center platform above are two Red Bokoblins. One is tossing boulders down the hill and the other is a sentry. Wait for the Sentry to walk to the left and then dash up the hill to the right of the platform. Three more Red Bokoblins will be tossing boulders from above. If Link is lucky they will take out one or both of the Bokoblins on this platform and not Link. Equip the beetle and attack the red Bokoblin on the right from the right. Quickly dash up the hill and climb the ledge to dispatch the other two Bokoblins. Climb the next ledge to the plaza in front of the entrance to the temple. -Short cut scene- Two Mogmas, Ledd and Nackle, are discussing something that is buried nearby, but they can’t find it and they aren’t sure what it is, but think it is a key. “They busted up the key to that door and hid the pieces all over the place.” There are five pieces. Ledd tells Nackle he is reminded that the girl (Zelda) was taken away too. They discuss what they are going to do with the treasure inside and disappear into the ground. -End cut scene- Fi appears and confirms the detected objects (key) are made of the same material as that of the door mechanism and she has registered the material as one of the dowsing targets. The soft soil spot where the Mogmas were has a Red Chuchu. Avoid it. To the left is a stone wall. Around it to the left, is another soft soil spot with many Rupees. Further to the left is another soft soil spot where Link will find a piece of the key. Continue on the path on the left to a ledge. Before Link is a steep hill going down to a wooden tower. Roll a flower bomb down the hill to knock the tower over. A soft soil spot is then revealed, which contains another piece of the key. Go back up the hill to where Link found the first piece of key, turn left and walk a short distance to another soft soil spot. Dig in it to open a steam column. On the ledge above is an alcove blocked with boulders. Pick one of the flower bombs and dash to the steam column to carry Link and the bomb to the ledge. A Goddess Cube will be revealed. Strike it with the charged sword to send its power into the clouds. Walk back out to the edge of the ledge and look to the right to see another ledge with hearts. It has a soft soil spot containing several Rupees. Head back to the temple entry plaza to where Link entered. Facing the valley below, look to the left for two bomb flowers near a ledge. Walk over to them and look down the hill to the left to see a cave that is blocked by boulders. Roll a bomb flower down the hill to blow up the boulders. Now drop down to the lower platform on the left and dash back up the hill to the cave to dig up a third piece of the key. Now go back up to the plaza and turn right. Walk past the staircase on the right and into a compound with four tents. Defeat the Red Bokoblins on the ground and look to the left to see a wooden tower with another Red Bokoblin at its top. The second tent on the right has bomb flowers. Roll or toss a bomb flower into the tower. It will fall over and create a bridge to a tunnel on the other side. Behind and to the right of the tent in the center, is a pathway leading down to a Goddess Cube. Strike it with the charged sword to send its power into the clouds. To the left is a lava flow and a tunnel entry with two columns on other side. The distance is too far to jump at this time. Go back into the compound and turn right to cross the new bridge into the tunnel ahead. Watch out for the Flaming Keese and the Red Chuchus. As Link comes out of the tunnel look to the left for a soft soil spot for a few Rupees. Across the divide is a stone archway. The gap is too far to jump. Look to the left near the soft soil spot Link had just dug up and drop down onto the edge. Go hand over hand to another ledge to the right. Climb up. To the left is another ledge. Climb up, turn around and look across to yet another ledge. Dash across to it. Follow the path to its end and look across to see a vine-covered wall. Leap onto the vines, climb down and cross under to the opposite side of the archway. Then climb up to reach the entry. Go through the archway and look to the left to see a square plate on the ground. It's a switch. There are also soft soil spots that contain Rupees and “Eldin Rollers”. Step on the switch to release a ramp extending the divide. Link now has a clear pathway back to the temple. To the right of the room is what looks to be a boulder, but in fact it is hollow and has a rising column of air inside. Continue forward into a hallway leading to a super hot room where Link's clothes will catch fire. Quickly run dash into the room, veering to the right where Link will drop off the ledge onto a steep slope that branches in different directions. Note: If Link slides down the slope to the far left it will carry him back into an area in the volcano. Dig up the two soft soil spots to find hearts and Rupees. Follow the path forward and jump the gap to a large round rock in the middle of the lava pool. Turn to the right and jump the gap here. Look slightly to the left and see a boulder blocking the lava flow. Go through the doorway, pick up a bomb flower and go back out the doorway; toss the bomb flower at the boulder to release the lava. Go back through the doorway into the room to find the lava level has dropped exposing an alcove blocked by boulders. Pick up a bomb flower and roll it across the slope on the right so that it rolls into the boulders to the left. Dash across to the alcove and dig the soft soil spot to find a piece of the key. Go back out the doorway, up the pathway, jump the gap to the round rock, turn right and jump the gap to another pathway. Go past the vine-covered wall to the left, to a soft soil spot here and one on the ledge below, to retrieve Rupees and other goodies. Behind the vine-covered wall is a cave entrance. The path to the right leads to a rising column of air. Jump into it to carry Link back to the hollow rock in the room before the slope. Note: If Link slides down the slope to the right and misses the plateau to the left halfway down, he will land in front of the doorway to the rising column of air. Try to control the slide on the right slope to land on the level plateau to the left. Look to the left to see two steam vents spewing randomly. If Link times his jump just right, they will carry Link to another plateau with another soft soil spot, containing the other piece of key. Drop off this plateau onto another downward slope that will carry Link to one of the two landing spots. Go back into the room with the rising column of air, and follow the fork to the left to see the pathway blocked by boulders. Use a bomb flower from outside the doorway to blow up the boulders. This leads us back to the first temple entrance where the person in black spoke to Link. Again follow the path to the left of the Bird Statue. Watch out for the Flaming Keese. Continue up the path past the platforms and up the steep slope to the Bokoblin compound. Cross the wood bridge, up the vine-covered wall, up the pathway and across the gap. Dash up the slope past the platforms and then to the temple door. <<<<<<<<<>>>>>>>>> #14 Earth Temple <<<<<<<<<>>>>>>>>> Before entering the Earth Temple, Fi will appear and will give Link a new object to add to his dowsing. It is a heart. Follow the dowsing sword to the cooking pot in the Bokoblin compound. Use the dash roll attack to hit the pot. Out pops a heart. Insert the key into the temple doors. They will open. -Short cut scene- Link sees blinding heat coming from below and follows a staircase into a cavern. -End scene- Link can roll dash into the elephant columns on either side of the walkway to receive hearts and Rupees. Cross the lava flow ahead using the floating stepping stones and look to the right. At the base of a stone wall is a soft soil spot. Dig it up and a steam column will open. Ride it to the alcove above to find a treasure chest which contains a Red Rupee. Drop down and move forward to the blue stone path. Cross the lava flow using the two floating stones, beware of the Flaming Keese, and walk into the cavern ahead. Talk to the Mogma, “Cobal”, and he will tell Link that his partner is missing and that the Red Bokoblins are everywhere. He is reminded that he saw a blonde girl (Zelda) get dragged away. Dig up the three soft soil spots near the wall to reveal hearts, Rupees and a Red Chuchu. Leave the cavern, crossing the lava flow; turn left and go up the staircase. Before Link, are two floating rocks, rising and falling. Use the floating stepping stones to cross to the next staircase. Turn left at the bottom of the staircase and walk up to a cogwheel device. Cut the rope holding the cogwheel and a ramp will begin to descend. It stops part way down. Turn around and look to the other end of this platform to see another cogwheel device. Cut the rope here and the ramp will begin to descend again and then stop at mid-point. Turn to face the ramp. Look to its right to see another cogwheel just beyond the break in the wall. Equip the beetle and cut the rope. The ramp will complete its descent allowing Link to cross. Just ahead is a “Lizalfos”. To defeat him, avoid his armored arm and use forward thrusts and horizontal slices. To the left are two soft soil spots and to the right is one soft soil spot. Dig them up to reveal Rupees and other goodies. In the lava flow to the right is a “Magma Spume”. If Link gets within its range, it will spit a flaming ball in Link's direction. To the left of the Magma Spume is a pile of rubble from the temple. Growing from its side are bomb flowers. Equip the Beetle to hit the bomb flower and blow up the rubble. As the rubble collapses, a round object in the shape of an eyeball will drop into the lava and float to a point in front of Link. Jump onto the eyeball. Orient Link's direction and walk slowly, causing the eyeball to roll in the direction Link wants to go. Using the eyeball roll on over to the right side of this chamber and to the right of the mesh wall ahead to speak with the Mogma, Ledd. He tells Link he has lost his bomb bag and asks if he will get it for him. He was attacked by “those creeps” and panicked, leaving his bomb bag behind the boulders beyond him. Drop down into the drainage ditch behind Ledd and crawl under the metal mesh fence. Defeat the Red Bokoblin. Pick up a bomb flower and roll it down the drainage ditch Link came through, to blow up the boulders. An ornate stone entry is revealed. As Link goes through the doorway an iron grate will fall and block the exit. Just ahead is a central platform with two Lizalfos, surrounded by six other platforms. These are all surrounded by rising and falling columns of lava. Move forward to the central platform attacking the Lizalfos using the forward thrust and horizontal slices. Defeating the first Lizalfos rewards Link with a “Lizard Tail”. After defeating the second Lizalfos the Iron Gate will rise allowing Link to leave. A large treasure chest will appear in the central platform, which contains a “Bomb Bag”. Take the bomb bag back to Ledd. He thanks Link and asks that he give it back. Link asks him if he can borrow it. Ledd understands that Link could use it to go further into the temple. He asks, “How’s my pal?” Link's answer “worried”. He admires his pal’s concern about him, and Links concern about his friend, then offers the bomb bag to Link as a gift. Get back on the eyeball and go to the far side where Link saw a rising, falling rock with an alcove above, blocked by boulders. Pick one of the bomb flowers nearby and toss it on the rising rock, timing it correctly to blow up the boulders above, revealing a treasure chest containing a Golden Skull. Get back on Link's new mode of transportation, the eyeball. Staying to the left, go through the archway to an area on the other side with grass, soft soil spots and a treasure chest, which contains a “Blue Bird Feather”. From here, ride the eyeball, again staying to the left and forward of the treasure chest location. Ahead is a stone platform with a plunger protruding from its center resembling the eyeball Link is riding. Using the eyeball, push the plunger in. Link will jump from the eyeball to the platform as a portion of the platform rises. Climb on to this platform and down the steps ahead. Turn right and go up the staircase. Toss a bomb flower on the rubble before Link, to blow it up. Move forward jumping two gaps and defeat the Lizalfos. Now open the door and go into a large chamber. On the right is a Red Bokoblin. Shoot him with the slingshot to stun him then dash to the platform and take him out. Use the floating stepping stones to get to a platform on the left with another Red Bokoblin. Turn and look toward the back of the chamber to see a rising, falling rock. Jump onto it and ride up to a staircase leading to a treasure chest containing a “Dungeon Map”. Defeat three Red Bokoblins before opening the chest. If Link is in need of hearts, dig in the soft soil spot to find three. Now leave this chamber and return to the central chamber. With the new found Dungeon Map look for a red “X” near a wall on the right side of the chamber. Get back on the eyeball vehicle and roll on over to the wall. Toss a bomb at the wall and it will crack. Another bomb and it is open. Roll on past the dragon's head spewing lava; go into the alcove on the right where there are two soft soil spots. The one on the left contains a Red Chuchu; the one on the right has several hearts. To defeat the Magma Spume positioned outside the alcove, toss a bomb its way. Get back on the eyeball and look to the left directly in front of the dragon's head spewing lava to see a crack in the wall. Two bombs will blast an opening through so that Link may proceed. Ahead and around the curve to the left, is a gate blocking the way. Stop and look directly above the gate to see a cogwheel with a rope. Equip the Beetle to cut the rope. The gate will rise slightly and stop. Equip the Beetle again; fly through the tunnel on the left, past the two Bokoblins, and down the tunnel exiting to the other side where Link will see another cogwheel and rope. Cut the rope and the gate will rise to allow Link to pass. Using a bomb, dispose of the Magma Spume blocking the way and watch for the dragon's head spewing lava to stop. Quickly pass the dragon’s head and stop. Before Link is a narrow lava path pouring over each side, curving to the left and right. Move slowly and stay in the center, to reach the tunnel ahead. Continue through the tunnel and Link will emerge in the main chamber. To the left will be a landing point with a Lizalfos and another treasure chest containing a Red Rupee. If needed, the soft soil spot here contains four hearts. Dispose of the Magma Spume and get back on the eyeball. Look towards the central platform where the plunger is located. Roll the eyeball up to the matching side and push forward. The remainder of the platform will rise allowing access to a new doorway. Go through the door and jump the gap ahead onto a landing. Before Link is a steep incline of marble slabs. Equip and use the Beetle to survey the area. About midway up the incline and to the left is an alcove. Directly above the alcove is a wood framed rack holding boulders. This is a trap. Further up the incline is another overhead trap. Dash and run up the incline to the alcove avoiding the boulders that have been released. Wait a few seconds for the boulders from the second trap to pass by, then run and dash to the top of the incline before they can reset. Jump across the lava ditch to see another steep incline with two overhead boulder traps. Look to the left to see an alcove blocked with boulders. Turn to the right and go through the crawl space. To the right of this area are two soft soil spots, one containing hearts and the other a steam column that will carry Link to a landing above. Follow the staircase to the top, turning left to cross a walkway leading to a balcony. Slightly to the right is a damaged portion of marble. Equip a bomb and toss it to this spot. It will roll down and blow up in front of the boulders. Now follow the staircase down and back to the base of the incline. As Link dashes up the incline, just past the alcove, the rear trap will release its boulders followed by the front trap, both with a solid wall of boulders. Quickly jump into the alcove and wait for the boulders to pass, then back out onto the incline and dash to the top. Before Link is a central platform with a large dragon's head spewing lava above a locked doorway to the right. To the far left is a staircase leading to a steep narrow ramp. At the top of the ramp is the “Big” treasure chest, which contains the “Dragon Sculpture”. Above the treasure chest is a very large stone carving of a dragon's head . As Link starts to go down the ramp, the dragon's mouth opens and a large stone ball falls onto the ramp. Run dash down the ramp and then turn left to the staircase. The stone ball will continue down the ramp, gaining speed, and will launch into the air, landing in the mouth of the dragon head spewing lava. The lava stops, giving Link access to the door. As Link jumps the gap to the pathway leading to the locked door, the dragon head above him closes its jaw, with the stone ball still inside. Align the key and the doors will open. Link will walk through and the doors will close behind him. Ahead is a walkway leading to a landing with a chain attached to the floor and a staircase on the other side of the landing. Overhead is, what looks like, the skeletal remains of a giant snake on its back. As Link reaches the landing he hears a clank and the rumble of the stone ball. Fi appears, to tell Link that Zelda was likely tied down by the chain sometime earlier and was able to escape. Go up the steps and walk up the incline. As Link reaches the middle, his old adversary, “Demon Lord”, “Ghirahim”, appears above the dragon's head. Ghirahim says, “Oh, it’s you!” But then he can’t remember Link's name. He says it is of no matter, then tells Link that Zelda had been captured, but when he arrived, he had found that the agent of the Goddess escaped with Zelda. He then says that he must have Zelda to resurrect his master. He then tells Link that there is someone special he wants Link to meet. Ghirahim then disappears and the dragon's mouth opens releasing the stone ball. As Link tries to escape, the ball rolls past him and hits the wall of the staircase. The ball shatters and legs begin to emerge from the fractured stone. It is the “Pyroclastic Fiend”, “Scaldera”. ____________________________________________________________________________ )))))))))))))))))))) PYROCLASTIC FIEND – SCALDERA (((((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This fellow has a protective armor of stone plates with a red-hot center core. He has six legs and is very agile. His weak point is his one eye, which is protected by the stone plates. To defeat this monster, Link must toss a bomb at it or lead it into one of the bomb flowers near the top of the incline. This will cause him to roll back down the incline. When Scaldera is back on his feet, he will open his mouth and draw in air. Now is the time to throw a bomb in his direction. Link does have to be close enough so that he sucks the bomb in with the air. If not, Scaldera will start firing off large balls of fire. Each time he does suck in a bomb, it will explode inside and blow off one of the protective plates of stone, exposing his eye. Get in as many hits as Link can before he recovers. There are hearts and bomb flowers at the landing above if Link needs them. After about twenty hits to his eye, he is toast. Scaldera disappears and a new heart container floats down. Open the door at the top of the landing. -Cut Scene- Link enters a beautiful area with columns and a staircase before him. At the top of the staircase is the agent of the Goddess and Zelda. Zelda turns her head to see Link and starts to run toward him, but is stopped short by the agent of the Goddess. She reminds Zelda of what they had discussed and tells Zelda to restrain herself. Link takes a few steps forward. Zelda turns away with a tear in her eye saying, “I have to go. I’m sorry”. Zelda disappears into a column of light and Link runs forward, only to be stopped by the agent of the Goddess. She tells Link that it took far too long to get there and she fears the Goddess made a mistake in her choice of agents. The agent feels that “you have no hope of defending Zelda”. She asks Link if her words offend him. The agent then tells Link that the truth is, “you were late, and you failed to protect her”. She tells Link that she sent Zelda ahead to learn more of her fate. She then tells Link that, to help Zelda, he must summon courage and face the trials laid before him. She then turns and walks into the light. Link is left standing in the middle of a large platform, surrounded by shallow water and before him are several platforms leading to an altar. -End Cut Scene- Move forward to the last platform and look at the altar to see a symbol of the Goddess. Strike it with the charged sword, but before you do, look behind the altar for six fairies to put in Link's bottles. -Cut Scene- Fi appears telling Link she has a message written in the language of the God’s of old. She translates: “From the edge of time I guide you, the one destined to carry out the Goddess’s mission. The spirit maiden who descended from the clouds has passed through the springs and makes her way to a fated place. The parched desert of Lanayru…That is where the chosen will pass through the “Gates of Time” into a distant land. At the altar, the outstretched hands of the Goddess Statue glow and the “Amber Tablet” is given to Link. Zelda's image appears on the Goddess Statue and then is gone. -End Cut Scene- <<<<<<<<<<<<<>>>>>>>>>>>>> #15 Return to Skyloft <<<<<<<<<<<<<>>>>>>>>>>>>> Fi appears and tells Link that Zelda has cleansed herself in this fountain. Fi then tells Link that Zelda is on her way to “Lanayru”. She suggests that the tablet be taken to the altar in Skyloft. Link is now outside the Earth Temple. Go to the Bird Statue and select – go to the sky- Back in the air, go to the altar of the Goddess Statue and place the third & last piece of the tablet in place. A light beam will open a new place in the clouds. Fi will confirm its location, to the South/West. Now go to the Bazaar and see the Gear Peddler. Buy a “Small Bomb Bag” for 150 Rupees. This will add 5 bombs to Link's bomb bag. Stock up on potions and pick up any thing else Link might need. Now make a visit to Beedle’s Airshop and buy the “Life Medal” for 800 Rupees. It bestows mysterious and mystical effects on Link. Then buy another Adventure Pouch add-on for 300 Rupees. This will allow Link to add another item to his pouch. Now take to the sky and check the map for energy spots, there should be four of them. One to the South/West, and three to the North/East. The first is on Island #10, the split Island and the treasure chest contains a “small seed satchel”. Link can now carry an extra 10 seeds. From here let’s go to Island #1, Bamboo Island. The treasure chest here, it’s around the back, contains a Gold Rupee (300). Now to Island #2, the one with the well. Land on the upper level and open the treasure chest containing a Silver Rupee (100). Now go to Island #4 with two pinnacles. Drop down onto the vine-covered wall between the pinnacles. Climb up and to the left, then up to find the treasure chest containing the “Treasure Medal”. When the medal is carried, treasure will appear more often. Take to the air and drop down onto the lower level of the same Island. Equip a bomb and blow up the boulders blocking the cave. Another treasure chest is revealed. Back to the sky and see Beedle at his Airshop. Buy another adventure pouch add-on for 600 Rupees. (If you don’t quite have enough, go up to the lower wall of the Academy. You will see four jars. They contain from five to forty Rupees and replenish every time you go in the Academy and come back out.) Now go into the Bazaar and see the Item check girl to pick up the Treasure Medal. Leave the Bazaar and take to the sky. Head for the new opening in the clouds. <<<<<<<<<<<<<>>>>>>>>>>>>> #16 Lanayru Mine <<<<<<<<<<<<<>>>>>>>>>>>>> Link lands on top of a tower. Fi appears and tells Link that this area was transformed into a desert over hundreds of years. Fi then tells Link that Zelda passed through the area recently. Climb down the ladder and walk around the left side of the tower. Link will see a Goddess Cube. Strike it with the sword to send its energy into the clouds. On either side of the tower, lying on the ground, is a “LD-301 Series” robot. They mine “Timeshift” stones and do maintenance. When Link tries to talk to it, the robot replies (…). Fi appears and tells Link the robot has been broken for many years and she can not analyze its speech. Follow the path in front of the ladder. It will drop down several levels into a tunnel. Watch out for Keese. Push the mining cart through the doorway and over the ledge. It will land on another set of tracks. Drop down to the cart and two “Yellow Chuchus” will attack. They can generate electricity, giving Link a shocking experience. The piles of rock Link sees can be blown up to get Rupees. Push the mining cart up to the next wall. Climb on to the cart and up to the next level. Follow the tunnel to another set of tracks and turn right. Dispose of the two Yellow Chuchus and replenish any bombs. Push the cart to the end of the tracks and step out of the tunnel. There are several robots scattered around the area and doors closing off two other tunnels. In the center is a blue carved stone, mounted on a pedestal. Strike it with the sword and it will begin to glow. As it rises, everything around it rejuvenates and begins to function. Talk to the robot circling the center area and it will tell Link that they are collecting Timeshift stones. The stones are then taken to the “Lanayru Mining Facility”. The robot then warns Link to stay away from the “Blue Stones”, because they are dangerous to humans. Fi appears and tells Link that a time shift has occurred here. Striking the stone causes a sustained disruption in its surrounding area and that it is in a “Past Time State”. Note: In this area Link will find an “Ancient Flower”. Get in the mining cart parked at the end of the track. It will take Link past the door and into a cave. Open a treasure chest for a Red Rupee. Talk to the robots. One will tell Link to put on a helmet and get to work. The other tells Link that strange things have been attacking them lately. Get back in the cart to leave. Now get in the cart Link had pushed to the end of the track earlier. The rail is now complete, and the cart takes Link into the tunnel ahead where it will stop at the edge of the Timeshift zone. Blow up the piles of rock to reveal a Blue Stone. Strike it with the sword and another Timeshift zone is activated. Talk to the robot and it will tell Link that they are powered by the Blue Stones. Ahead is a stone slab that has a large protruding stone receptacle. Toss a bomb into the receptacle and the slab falls flat on the ground. Go through the doorway. Watch out for Yellow Chuchus. Ahead is rippling, moving sand and four more stone slabs. Link must run dash to the next solid island of ground or Link will be sucked into the sand. Toss a bomb into the receptacle of the first slab to lay it down. Jump onto the slab and turn right. Do the same hoop shot to the slab across from Link. Cross over and go through a small crawl space. In the next room are jars, Yellow Chuchus and a treasure chest containing a Red Rupee. There are also several “Lanayru Ants”. Leave here and go through the tunnel running from one island to another. In the chamber ahead are several “Electro Spumes”. This guy spits electrified spit-wads in Link's direction when Link is nearby. They too can be defeated with bombs. The floor is moving sand, with just a few islands scattered about. Look forward and shoot the Electro Spume with the slingshot to stun it. Dash to the island in front of Link; grab the stamina plant and dash to the island on the right. Turn around and toss a bomb at the Electro Spume. Dashing from one island to another, zig-zag to reach the other side of the chamber. Push the mining cart under the beam of light. Go up through the tunnel to a small chamber with a closed door and another tunnel to the left. Blow up the piles of rock to get Rupees and to clear the track. Go into the tunnel on the left, stop, and stock up on bombs. The floor ahead is moving sand. Some distance away is a pile of rocks. Toss a bomb in that direction to blow up the rocks. Now roll a bomb to the other end of the tunnel to blow up the pile of rocks there. Now exposed is another Blue Stone. Equip the beetle and strike the stone. A new Timeshift zone is created. The moving sand is now solid ground and Deku Babas pop up here and there. A fun, new way, to dispose of these guys is to toss a bomb in their direction and they will pick it up in their mouth. They get some bad indigestion. Follow the tunnel ahead and to the left to find a treasure chest containing a Golden Skull. Go back to the cart and ride it past the door as it automatically opens. -Cut Scene- Link is in the cart as it exits the tunnel. He steps out and steps over the Timeshift zone. Fi appears and tells Link that the area has changed over many years. She warns Link of the “Sink Sand” and to refer to the map. Fi then tells Link that Zelda has passed through here and he should catch up to her. <<<<<<<<<<<<<>>>>>>>>>>>>> #17 Lanayru Desert <<<<<<<<<<<<<>>>>>>>>>>>>> Blow up the pile of rocks to the right of the mining cart to reveal a Blue Stone. Strike it. A new Timeshift zone is created. Now look to the right, to see a vine-covered wall. Climb up and follow the path to its end, then turn right and look up. Grab the hand ledge and go hand over hand to the left. Drop down and follow the new path a short distance. Look to the right and down. Link will see a treasure chest. Link can drop down or follow the path to the left and then through a tunnel, to open the chest and find a Blue Bird Feather. Turn around and go through the tunnel. Walk to the ledge and look down. There is a large ant like creature with a nautilus type shell on its back. It is called an “Ampilus”. They generate electricity and can easily cross Sinksand. Their attack is to wind up into a fast spin and roll over Link. This will take at least three of Link's hearts. They can easily be defeated, by positioning Link between them and a solid object. As it attacks, step aside and it will hit the solid object, stunning him. Then a few slices with the sword and it’s over. There is a tall cylindrical object, like a cactus, with a reddish top. When hit with the beetle it releases a heart. Go down the valley following the wall on the left. Link will see a rectangular structure with a dirt ramp, in the middle of this area. Go up the ramp and open a treasure chest that contains a “Tumbleweed”. Look north to see three cages. Jump onto the one on the right and toss a bomb in the hole in the top of the middle cage. This will blow up the pile of rocks inside to expose another Blue Stone. Jump down and walk up to the cage. Strike the stone with the charged sword. A small Timeshift zone will be created and an armed “Technoblin” will appear. They are Bokoblins with sophisticated electrical weapons. Then the robot in the cage will ask for Link’s help. Defeat the two Technoblins and talk to the robot. He thanks Link and notices he has a Beetle, which is an older model. In his gratitude, he upgrades the Beetle Link has, to a “Hook Beetle”. He also modified the pincers. The Beetle can now grab things. Turn toward the West of this area to see Sinksand and a corner wall with two slabs. Launch the hook beetle toward the tree in front of Link, and grab a Bomb Flower. Drop one into each slab receptacle to bring them down and reveal two Blue Rupees. Now move South/West to another Sinksand area. Bring down the slabs and the “Electro Spume” using the Hook Beetle. Cross the Sinksand. To the right are several “Hroks” flying overhead. They regurgitate boulders and drop them on Link. Ahead is another Sinksand area. To the left of this area is a Goddess Cube. Using the Hook Beetle, grab a bomb flower from atop a tree and drop it on the Ampilus. The shell will remain intact for about fifteen seconds. Dash to the Ampilus’s shell, stop to replenish Link's stamina, and dash to the island in the middle of the area. Do the same with the next Ampilus to reach the Goddess Cube. Then strike it with the charged sword to send its energy to the clouds. Finish crossing this area and go through the doorway. Turn to the left and climb two ledges. Follow the ledge to the mining cart and push it over the edge. Return to the doorway and look North to see another Sinksand area. Using the same method, find a way to the far North edge. Climb the two ledges to the left and follow the ledge to its end. Use the stepping stones in front of Link to reach another ledge, and follow it to another mining cart. Push it over the edge and return to the doorway Link came from. Go through the doorway and into a tunnel. Link emerges in a new area. Move forward and to the right. At the mining cart turn right and look to the top of a mound to see a Blue Stone. Equip the Hook Beetle and strike the stone to create a new Timeshift zone. Several Technoblins will appear. Be ready. Get in the cart to cross to the next piece of land. Walk up to the next mining cart and turn to the left. Look toward a bottle shaped rock to see a blue hue near the top. It is a Blue Stone. Equip the Hook Beetle and grab a Bomb Flower from the cactus plant near Link, and drop it down the opening. A new Timeshift zone replaces the one Link just left. Equip the Hook Beetle again and fly into the tunnel. Strike the Gemstone on the left to open the gate. Equip the Hook Beetle yet again to take a dinner of bomb to the hanging Deku Baba. Now get into the cart and let it take Link to the other side. Ahead is a narrow path leading to a large open area with several “Octorok (rock)”. They can be easily disposed of by equipping the Hook Beetle and dropping a bomb on them. To the right of this area are several pillars with piles of rock at their top. Bomb the rock to reveal a Blue Stone. Walk toward the rubble ahead and talk to the Goron, Gorko. He is excited to tell Link about the “Temple of Time”. He tells Link that he saw a human living on the legendary “Isle of the Goddess”. He tells Link the human looked just like Link. He was with another person. Gorko wanted to follow them, but there was an explosion that destroyed the entrance. Equip the Hook Beetle and strike the Blue Stone to create a new Timeshift zone. Two Technoblins and a robot will appear. Take out the Technoblins by dropping bombs on them. Now talk to the robot near the mining cart. He thanks Link and tells him this is the Temple of Time and the “Gate of Time” is within. He tells Link that the Temple of Time and the Lanayru Mining Facility are connected underground. The robot tells Link his map is inaccurate and then fixes it. Fi appears to tell Link that his map is only 35% accurate and the fix made by the robot shows past terrain that is below the Sinksand. Directly across from the mining cart tracks is a cave with a Blue Stone. Strike it with the Hook Beetle to create a new Timeshift zone. [GLITCH WARNING - SEE THE BEGINNING OF THIS WALKTHROUGH FOR DETAILS] Get in the cart, raise the sword skyward to charge it and strike the Goddess Cube as the cart passes it, to send its energy to the clouds. Equip the Hook Beetle and pick up a Bomb Flower from a cactus plant to dispose of the two Octoroks ahead. Follow the path and enter the tunnel. Link emerges in a new area. Following the wall to the right, dash across the Sinksand to the island ahead and turn left. As Link dashes forward Fi will appear and tell Link that her readings indicate there is a submerged pathway beneath the Sinksand. She recommends using Beacons to mark a safe route. Continue to the next island. Place a marker on the map at this point. Turn right, crossing the Sinksand to a collapsed portion of wall that is like a ramp. Dash to the top and turn left. Follow the wall to a large device of some sort, and turn left to see two piles of rock. Blow them up to reveal a Blue Stone. Strike the stone and a new Timeshift zone will be created. Two Technoblins will appear. Take them out. Then walk toward the strange device and talk to the robot to the right. He tells Link that the device is a power generator mechanism that opens the entrance to the Lanayru Mining Facility. The robot tells Link he must activate remote “power nodes” and set three dials on the device correctly. Fi appears and tells Link the materials used in the generator are the same as those in the vicinity and adds this to the dowsing ability. From the device turn and look to the north to see the upper portion of a structure. Go to the front of the structure and look for a crack in the wall. Place a bomb here to reveal an opening. Go to the right of this chamber and walk forward to the end of the platform. The floor is Sinksand. Now roll a bomb toward the pile of rocks on the platform in the center of the chamber to reveal a Blue Stone. Equip the Hook Beetle and strike the stone to create a Timeshift zone. The Sinksand will disappear and a lower level will be revealed. Several Technoblins will appear. Drop down into the lower level and deal with them as needed. Link will also find an “Ampilus Egg” which still generates electricity. It can be carried by the Hook Beetle. Move to the South/West corner of the lower level and open the treasure chest that contains a Red Rupee. Turn around and go through the passage way to the right and veer to the left. Open the treasure chest here to reveal a Blue Rupee. Turn around and walk to the North/East portion of the chamber to find some sort of electrical device. Fi will appear and tell Link that the device can be made operable by inserting a source of energy. Aha! The Ampilus Egg. The platform directly in front of the device raises a grate when stepped on. Pick up the nearby Ampilus Egg, step on the platform and roll the egg into the opening. The device is now activated raising a gate, allowing access to another chamber. In this room is another device having a dial in the center, similar to the one on the power generator outside. It is a remote power node. Talk to the robot standing next to the device. It thinks Link is suspicious looking and tells him not to mess with the device. Position Link in front of the node, equip the sword and use the forward thrust to insert the sword in the slot. Turn the dial to the left and push in. This is one of the three power nodes. It is now activated. Return to the outside and equip the node dowsing. Now strike the Blue Stone near the power generator. Turn to the right of the generator and follow the top of the wall to its end. Look across the Sinksand, slightly to the right (South/West) to see two vertical slabs with receptacles and a third already laid down. Equip the Hook Beetle and grab a bomb flower from the top of a cactus. Drop it into the receptacle to bring the slab down. Do this again with the second one. Then look closely at the wall above the slab that was already down to see a crack. Place a bomb here to create an access to another Blue Stone. Open the map and place a beacon at the base of the wall Link is standing on, as a reference. Walk down to the beacon and cross the Sinksand on the hidden pathway to the opening above the center slab to find another power node. Insert the sword, turn it to the left and push to activate it. Leave this room and move next door to the Blue Stone to strike it to activate a new Timeshift zone. Now go back to the power generator, then to the Blue Stone nearby, strike it to activate the Timeshift zone. Walk to the Bird Statue. Open the map and notice that all the pathways form three rings. The Bird Statue is in the second ring where Link is now standing. In a clockwise direction from Link's point, place three markers, one on each hidden intersection. Follow that pathway to the large landmass on the eastern side of this area. Turn to the left and walk up the ramp of rubble to the top of the wall. Walk a short distance to an intersecting wall, turn right and walk to its edge. Look across the Sinksand to a rock wall with a crack near the bottom. Roll a bomb to the crack to blow it up. Drop down onto the hidden pathway and into the cave. Cautiously walk through the cave past several Yellow Chuchus to find a treasure chest containing a piece of heart. Go back through the cave to the hidden pathway and dash across the Sinksand to the landmass where Link will have to deal with several Ampiluses. Continue across this area to a large rectangular building and go through the door at the southern end. Turn to the left and follow the wall to a lower platform. Blow up the rocks here. Look to the center of the chamber to see a large cube with a pile of rocks to its left. Roll a bomb to blow up the rocks to reveal a Blue Stone. Equip the Hook Beetle and strike the stone to create a new Timeshift zone. The Sinksand disappears revealing a basement area where Link will have to deal with several Technoblins. Near the South/West corner of this area is a treasure chest containing a Blue Rupee. Follow the “S” shaped maze to the North/East corner to find a treasure chest containing another Blue Rupee. Climb the crate to the left then to the top of the larger crate, equip the Hook Beetle, turn to the right and strike the Blue Stone. The Sinksand will return with an Ampilus pacing nearby. Use a bomb to take down the Ampilus, then dash to his nautilus shell and ride it on the moving Sinksand to the other end of the chamber. Look to the left and climb the crate to the top of the larger row of crates. Watch out for a Yellow Chuchu. Move forward to find a treasure chest containing Eldin Ore. Equip the Hook Beetle and strike the Blue Stone yet again. Equip the Hook Beetle again and pick up an Ampilus Egg. Carry the egg to the electrical switching device controlling the entrance to the next room. Link may have to drop the egg part way and then pick it up again before the time runs out in order to complete the trip. Walk to the switching device, step on the platform and roll the egg into it to open the door. Go in the next room to find the third power node and two treasure chests that contain a Monster Horn and Blue Rupee. Approach the power node, equip the sword, insert in the dial, turn it to the left and push in to activate it. Fi appears to tell Link that all three power nodes have been activated. She then tells Link to make his way to the power generator in front of the Lanayru Mining Facility. Exit this chamber and turn right, look toward a wall to see a gate. Walk toward it and look to the left. There is a lever on the wall near the gate. Position Link in front of it. Dash forward and up the wall. Link will grab the lever and pull it down allowing the gate to open. Do not enter. Now go back to the Blue Stone near the main power generator following the markers Link left behind. Strike the stone to activate the Timeshift zone and walk up to the generator. Insert the sword, rotate the dial to the nine o’clock position, push in then rotate the dial to the four o’clock position and push in. Finally rotate the dial to the twelve o’clock position then push in. The symbols should be, water at nine o’clock, electrical bolt at 12 o’clock, and fire at four o’clock. The generator is now fully active. A large structure rises from the depths of the Sinksand; it is the Lanayru Mining Facility. Around the back of this structure is a damaged portion of the building. Dash up and turn right. On the wall of this side is a climbable area. Go up the wall to find a treasure chest containing a Blue Bird Feather. <<<<<<<<<<<<<<>>>>>>>>>>>>> #18 LANAYRU MINING FACILITY <<<<<<<<<<<<<<>>>>>>>>>>>>> Enter the doorway. Link goes down a darkened, torch lit staircase, then emerges in a large, long chamber. Moving about are several “Aracha”. They are quite ferocious and are often beneath the sand. Their attack consists of a leap at any moving object. They can easily be defeated by one slice of the sword. To the right is a doorway to another room blocked by iron bars. Before Link is a set of steps that leads to a walkway that leads to a door blocked by a grate. To the left of the door on the west wall is a slab with a receptacle. Equip the Hook Beetle and pick up a bomb flower from the pedestal to the left of the steps and drop it in the receptacle to bring it down flat. Dash across the Sinksand to the slab, run up the wall and grab the lever. The grate will lift giving access to the door. Now move to the right side of the chamber and dash across the Sinksand to another slab. Run up the wall to a lever, which will release the iron bars to the room on the right. Dash back across the Sinksand to the doorway and enter to find a treasure chest that contains a Red Rupee. Now go back up the steps and down the walkway to the door in the center of the chamber. Entering the next room Link sees two Staldra. Dispose of them with a spin attack to remove their heads simultaneously. There are also several Arachas. The pathways in this chamber are two intersecting bridges leading to doorways. The doorway to the right is chained and locked. The doorway to the left is blocked by an Iron Grate. Straight ahead is a broken staircase leading to a doorway. Move to the right of the staircase and push a crate up against the wall near the staircase. Climb onto the crate and up to the platform accessing the door. As Link enters the next chamber he sees the raised walkway leads to the left, the center and to the right. The doorways to both the left and center are blocked by Iron Grates. Follow the walkway to the right to see two wooden crates blocking Link’s access to a ladder. Toss a bomb atop the crates to blow them up. Run dash across the gap to the platform and up the ladder. Turn left and open the treasure chest to find a “Small Key”. Go back down the ladder and into the previous chamber. Follow the walkway to the locked door on the left and enter. Look to the left for a newfound enemy, a “Froak”. Do not strike it with a sword as it will explode and take away some of Link's health. It is best to equip and strike it with the Hook Beetle. Follow the wall a short distance to a doorway that is blocked by barbed wire, turn right and follow the pathway, which is actually a stopped conveyer belt, across the room to a climbable wall. The doorway ahead of Link is blocked by more barbed wire. Turn to the right and look above the ladder on the wall to see a wooden crate blocking the way. To the right of the ladder, on a pedestal above the entry door, is a bomb flower. Equip the Hook Beetle, grab the bomb flower and drop it on the crate. Now go up the ladder; step down on the switch plate. Link sees the cage of a ceiling mounted pedestal rise exposing a blue stone. Equip the Hook Beetle to strike the stone creating a Timeshift zone. The piles of rubble found in and around this chamber reassemble into ‘Beamos”. It fires a laser beam at any moving object within its range. To dispose of the Beamos Link must use a forward thrust to the pedestal holding the rotating eye. The head will fall to the ground. Make another forward thrust into its eye to finish the job. The walkway or conveyor belt is now operating. The barbed wire blocking the doorways has now become electric beams. The Sinksand has disappeared, exposing a lower level. Drop down and dispose of the two Beamos on the platform. Moving forward to the ladder drop down and turn around to see another conveyor belt. Dash across it quickly to the left to avoid the electric beams. Go up the ladder and look up on the wall in front of Link to see a lever. Run up the wall and pull it down. On the other side of the room, a grate blocking an alcove with a treasure chest, will open. Go back down the ladder and turn to look at the conveyor belt coming toward Link. Link will see randomly deposited debris and stamina plants on the belt. Now jump onto the belt, dashing forward to avoid the debris and collecting stamina plants. Get off the belt on the left side and go up the ladder. Sneak past the Beamos to the treasure chest to receive a red rupee. Go back down the ladder, quickly cross the conveyor belt, turn right and go up the steps. Turn again and go up a staircase where Link will find another door blocked by an iron grate. To the right of the door is another conveyor belt coming toward Link. At the top of the conveyor belt on the right is a tall Beamos. Dash up the conveyer belt and take out the Beamos. With the Beamos out of the way, look to the wall for another lever. Run up and pull it down to open the grate blocking the door at the bottom of this conveyor. Go back down the conveyor and through the now open door. Before Link are several Froaks. Don’t bother with them unless it's necessary because they will regenerate. In this room are twenty large cubes positioned in rows on the floor below Link. Several of these cubes have large cubes stacked on them. Drop down to the right and climb the ladder to the ledge, then turn left. Leap to the first cube, equip the Hook Beetle, strike the Froak floating in front of the pile of rocks. It will blow up along with the rocks. Quickly leap across the next two cubes before the Froak can regenerate. Turn left, leap across two more cubes, turn right, jump to the platform and climb the ladder to find a treasure chest containing a “Gust Bellows”. The bellows will deliver a concentrated stream of high-pressure air at whatever it is pointed at. It does have a limited distance. Look to either side of the treasure chest to see the sand piles. Equip the Gust Bellows and give it a try. Link will be pleasantly surprised with Rupees, but the possibilities are endless. Go back down the ladder. Turn around and look to the cube to the right. Again, using the Gust Bellows, clear the cube of Arachas. Now leap to that cube, turn right and leap to the next cube. Use the Gust Bellows to push away or dispose of the Froak and jump to the next cube. Note there is a treasure chest on the lower level to the right in the center of four cubes. It contains a Golden Skull. Turn left and leap to the next platform. Make way to the other end of the platform and push the crate over the edge. Turn around and look to the left to see a ladder. Climb up and equip the Gust Bellows to blow away a tall pillar of sand to reveal a door. Go through the door and enter the main chamber. Link is now on the ledge above the treasure chest where he found the small key. Push the crate aside and climb down the ladder. Turn around and look to the left and climb down to the lower platform and leap the gap to the main walkway. Walk a short distance and turn to the left and go through the doorway. Drop down. Using the Gust Bellows, blow away the sand surrounding the crate. Blow away the sand pile in the corner to expose a switch plate. Push the crate onto the switch plate. The grate blocking the door on the West side of this chamber is now open. Go through the doorway and dash across the Sinksand from platform to platform making way to the South/East corner of this chamber. Equip the Gust Bellows and blow away the tall pillar of sand exposing a Blue Stone. Strike the stone and the Sinksand will disappear, leaving the area a total void. Turn and leap onto a platform with a pole, which has three paddles on its top. Equip the Gust Bellows to blow air at the paddles. As they spin, the platform will move to the next walkway. The door in front of Link is blocked with an Iron Gate. Turn to the right and walk to the end of the walkway. Equip the Gust Bellows and blow the left side of the paddles to bring a platform toward Link. Jump on and use the Gust Bellows again to move the platform midway to the far platform and stop. Jump down to the treasure chest below to find a Monster Horn. Turn around and return to the Iron Gate. Look above the gate to see a colorful pinwheel. Equip the Gust Bellows and use it to spin the pinwheel. The gate will rise. In the hallway ahead is a tall Beamos. Dispose of him and walk a short distance to the ladder on the right. Drop down and move to a position near the movable platform. Equip the Gust Bellows and carefully move the movable platform to the extended platform at the end of this walkway. Jump onto the movable platform. Again using the Gust Bellows, move this platform back to its original position. Leap across to the new walkway and climb the ladder. Quickly defeat the Beamos and look to the left of an iron gated door to see another pinwheel. Equip the Gust Bellows to spin the pinwheel and open the Iron Gate. As Link passes through the doorway, the door closes and an Iron Gate falls to block the entrance. Before Link are two Staldras. Quickly defeat them using the spin attack. Look to the right to see a pile of rubble blocking a doorway. Look to the far wall to see a crate. Use the Gust Bellows to remove the sand around it and move the crate to a position directly below the opening on the ledge above. Climb up the wall to the ledge. Before Link is an Iron Gate blocking the doorway to a small room that contains a treasure chest. To the left of the treasure chest is a tall pile of sand. Equip the Gust Bellows to blow the sand away, exposing a Blue Stone. Position Link, close to the gate and raise his sword skyward. Release the power into the stone to activate it. The pile of rubble blocking the doorway reassembles itself into an “Armos”. He is a tough one and requires agility and accuracy from Link. The best way to defeat this dude, is to equip the Gust Bellows and, while “Z” targeting, blow air at the paddles on its head. Once the paddles are spinning fast enough, its mouth will open, exposing a gemstone. Quickly strike the gemstone and repeat. The Armos will explode leaving several hearts behind. The Iron Gate near the treasure chest now opens. Open the treasure chest to find the “Dungeon Map”. Now leave this room through the new exit. Link has now reentered the main chamber where he found the small key. Move toward the Iron Gate and look to the left to see a switch plate on the floor. Step on the switch plate to open the gate. This just creates a new point of entry. Turn and look up the left side of this chamber. Now look at the map and note the hidden pathway under the Sinksand leading to an island in the sand. Once at the platform equip the Gust Bellows and blow away the sand pile against the wall, to expose a crawl space. Follow the crawl space to a small room that contains a treasure chest. Open the chest to reveal a Blue Bird Feather. Return to the island in the Sinksand. Using the map again, continue forward on the hidden path. Link will have to stop along the way to dispose of an Electro Spume and a Yellow Chuchu. Carefully continue on the path to an exposed stone ledge. Walk to the end of the ledge, turn left and cross over to the next island. Equip the Gust Bellows to blow away the sand pile against the wall to expose another crawl space. Enter the crawl space and follow it to a new chamber. Link is in an alcove far above the floor, which is mostly covered in sand. There are Arachas and Froaks scattered about. Drop down and look to the left to see holes in the floor that contain spikes that will quickly rise when Link approaches them. This is a maze. Equip the Gust Bellows to remove the sand as Link works his way through the maze. Near the end of the maze Link will uncover a switch plate. Step on the switch plate to release the iron gate blocking the door at the top of the staircase. As an added bonus, open the nearby treasure chest to reveal a Red Rupee. Go up the staircase and exit this area. Link is now in the main chamber near the North/West corner. To the left is a lever that is already in the down position and in front of Link is a mining cart with ore and a Blue Stone. Walk to the right side of the cart, equip the slingshot and shoot the Blue Stone, which will create a small Timeshift zone surrounding the cart. The cart will then cross the void on a newly created bridge connected to a central platform. The lever is now in the up position. Pulling the lever down will cause the cart to return. Walk behind the cart as it crosses the bridge. It will stop at a closed Iron Gate. A new enemy appears. It is a flying sentry drone called “Sentrobe”. Its defense is an array of missiles and bombs. Avoiding the Sentrobe, equip the Gust Bellows to spin the pinwheel that will open the gate. Follow the cart through the gate to the central platform. Be aware of Beamos on either side of the newly created bridge. It is best to stay on the opposite side of the cart from the Beamos for protection. The cart will come to a stop at a tall Beamos. Approach it from the back and dispose of it. Continue following the cart to the next locked Iron Gate. Equip the Gust Bellows and spin the pinwheel above the gate to open it. Link now has easy access to the main entrance. Turn to the left, follow the bridge and equip the Gust Bellows to remove piles of sand exposing another mining cart with ore and a Blue Stone. Look to the right to see a lever in the down position. Equip the slingshot and shoot the blue stone. The cart will move forward on a newly created bridge and Link should follow behind it. Again be aware of a Beamos to the right side of the chamber standing on a platform leading to a doorway blocked by an Iron Gate. A short distance further to the right is a pinwheel mounted on the wall. Equip the Gust Bellows to spin the pinwheel and open the Iron Gate. Dispose of the Beamos and open the door. Inside the new chamber look to the right to see a broken ladder, then turn left and walk to the still conveyor belt. Follow the conveyor belt to the other side of the chamber avoiding the jets of steam. Equip the slingshot and dispose of Arachas crawling on the wall. This is a climbable wall. Look up to the left and to the right to see three steam jets. Climb up the wall a short distance and then to the far right and up the wall, avoiding the lower steam jet. Go past it and stop. Wait for the upper jet to complete its cycle and complete the climb. At the top of this ledge, watch out for the new “Thunder Keese”. They generate electricity and will shock Link's socks off. Turn to the right and walk to the wall. Turn right again and look to the left of the wall to see two upright slabs with receptacles. Toss a bomb into each receptacle for the slab to fall flat. Now cross the chamber to the other side. Equip the Gust Bellows to blow away the piles of sand to expose another Blue Stone. Strike the stone to create a new Timeshift zone. Cross back to the other side of the chamber using the downed slabs and dispose of the Beamos. Before Link, are three short, rapidly moving conveyor belts, with debris deposited on them at intervals. Quickly dash across the conveyor belts between those debris intervals. To the right is a lever. Run up the wall to pull it down. A movable platform will arrive to carry Link to the other side of the chamber. Equip the Gust Bellows to move the platform. Turn right and look down the pathway ahead to see three slabs with receptacles. The first one is down. In the alcove behind this slab are two stacked symbols of halting robots. Toss a bomb in the receptacle of the second slab. It will fall revealing a stack of three symbols of halting robots. Do the same with the third slab to reveal one symbol of a halting robot. Turn around to see a movable platform suspended on a rail in the middle of the chamber. Equip the Gust Bellows and carefully spin the paddles to move the platform to the column on the right. Now jump onto the platform Link arrived on, and move it to the same column. Step onto the column and onto the new platform. Using the Gust Bellows move the platform to the North end of this chamber. Walk to the crate and push it to one side allowing access to the ladder. At the center of this walkway is a closed Iron Gate. Continue past the crate and the gate to find another movable platform. To the left and past this platform, are three slabs with receptacles, mounted on the wall. Using the Gust Bellows, ride the platform to the first receptacle and deposit a bomb. The slab will fall revealing a gemstone. Move the platform to the second receptacle and again deposit a bomb to reveal a second gemstone. Continue on the platform to a column and jump to it. Deposit a bomb in the third receptacle to reveal a third gemstone. Turn around and look to the opposite side of the chamber to see the stacked symbols of halting robots. They reveal the sequence in which to strike the gemstones. With the gemstones hit in the correct sequence, the Iron Gate is lifted giving access to another room. In the next room are two Armos. Move to one side or the other to defeat the Armos individually. With this completed an Iron Gate will lift allowing access to a small room with a large treasure chest. It contains an “Ancient Circuit”. The previously gated door in the chamber we were just in, is now open. Leave this room and go down the ladder just outside the door. Turn and follow the walkway to the East side of this chamber to see a tall Beamos. Dispose of the Beamos and continue down this walkway to a conveyor belt. The conveyor belt is rolling toward Link with randomly placed debris; stamina plants and, for good measure, jets of steam. This is the only route to the door recently unlocked. Once Link has made it across, go to the door and return to the main chamber. Look to the left and climb the ladder. Follow the walkway to the end to find a treasure chest. Watch out for the Thunder Keese. Open the chest to receive one Red Rupee. Turn right then left following the walkway to a crate. Move the crate to allow access to a ladder. Turn around and return to the other end of the walkway. Drop down the ladder and go up the staircase to find another mining cart with ore and a Blue Stone inside. Equip the slingshot and shoot the Blue Stone. Between this platform and the central platform is a gauntlet of steam jets. To the left of the mining cart is a movable platform that is only usable while it is within the Timeshift zone of the mining cart. To reach the central platform Link will have to activate the Timeshift zone on the mining cart and simultaneously ride the movable platform at the same pace as the cart to protect it from the steam jets. There are two levers on columns to Link’s right; they do control the movement of the cart from this platform to the central platform and back. Now at the central platform, turn right and walk up to the golden door. Fi will appear telling Link that the door is locked tight. Walk up to the door and insert the Golden Circuit. The door will open and Link will enter. ____________________________________________________________________________ )))))))))))))))))))) THOUSAND YEAR OLD - MOLDARACH ((((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Upon entering this new chamber, the doors will close behind him. Link looks at the ground to see movement beneath him. As he tries to move away a large scorpion like creature emerges. It is the “Thousand Year Arachnid” – “Moldarach”. Its weakness is its eyeballs. One each mounted inside its two claws. The other in the center of its forehead. Its main weapons are the two claws and the stinger in the tail. After six or eight strikes with the sword, the eyeball and the claw will be destroyed. When both claws are destroyed, Moldarach will disappear under the sand. It will then randomly strike at Link with its stinger. Equip the Gust Bellows to blow away the sand around Moldarach to expose its body. “Z” target the third eye and use a forward thrust to damage it. After several strikes to its eye, the battle is over. Moldarach collapses and disintegrates. A new heart container floats down from above and the sand floor sifts away to lower Link and the heart to the bottom of this room. A door with the Goddess symbol begins to glow. Pick up the heart container and leave this room. <<<<<<<<<<<<>>>>>>>>>>>> #19 TEMPLE OF TIME <<<<<<<<<<<<>>>>>>>>>>>> Link is now in a long corridor lined on each side with busts of robots, or maybe an ancient race of people. Below is an empty void and above hanging from the ceiling is a cage with a Blue Stone. Equip the Hook Beetle and strike the stone to cause a Timeshift in this chamber. Link gets in the cart and the cart takes him to the other end of the chamber. Ahead is a doorway leading to a staircase. Enter it now. Link emerges from the facility to the outside to find the Goddess’s agent and Zelda standing before, what looks like, a time gate. Zelda turns to see Link. Link rushes forward. Suddenly there is a loud rumble and the Demon Ghirahim crashes through the stone wall. The Goddess Agent breaks away from Zelda to defend her from Ghirahim’s attack. A battle ensues and the Goddess Agent tells Zelda to leave. As she does, Zelda throws the Goddess’s Harp to Link, telling him he will need it where he is going. Ghirahim then thrusts his sword through the Goddess Agent’s protective barrier, knocking her to the ground. Link then leaps into the battle and the Goddess Agent asks Link to protect Zelda. (Note you have a choice of three answers: “Protect Zelda!”, “Go!” or “Am I late?”.) Choose “go” and the agent will thank Link. The Goddess Agent calls to Link to say that he must go now and to return to the old woman (Priestess) at the sealed grounds and tell her what happened here. She will know where Link must go. Zelda calls to Link and says I will see you again, the Agent pulls her back. Zelda says, “I promise”. The Goddess Agent drops an energy ball at the base of the gate and it is destroyed. Ghirahim is outraged that he lost Zelda yet again. He tells Link that he does not have time to deal with this now, but if they meet again, he will end it. Fi appears to tell Link that she can no longer detect Zelda's aura. Link can no longer search for her using his dowsing ability. She suggests that Link travel to the Sealed Temple. Turn around and follow the pathway across the bridge to exit the entrance to the Temple of Time. Walk up and talk to Gorko and he is surprised to see that Link made it inside. He tells Link that he is going to explore inside and return to the Sealed Grounds later. <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>> #20 Return to the Sealed Grounds <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>> Take to the sky and head for the Faron Woods cloud opening. -Cut Scene- As Link drops through the clouds, Groose follows. Groose grabs Link’s legs, hanging on for dear life. But even with the Sailcloth they crash land. Groose is shocked at what he sees around him. Tiny birds, and a Goron. He rattles Link’s cage asking, “What’s going on here?” Link explains it all to Groose and tells him that Zelda is OK. Groose is relieved. He thinks this place needs a name and tells Link it will be called “Grooseland”. Groose tells Link that he does understand that the Priestess knows where Zelda is. Groose tells Link that he has done a great job and can go home now. Groose will continue the search for Zelda on his own. He plans to save Zelda, then return her to Skyloft and be her boyfriend. Groose turns and leaves to find the Priestess. (Go to the temple and open the door) As Link enters, he hears Groose is surprised to hear what the Priestess told him. Groose dares the Priestess to say it again. The Priestess says, “I only speak the truth. You are not the one who will save her. The spirit maiden, your Zelda, can only be saved by another. It has been his fate to do this thing, and in doing so save us. As it was decided long before you were brought crying into this world”. Groose says, “Shut it grannie”. He tells the Priestess, “If anyone is going to save Zelda, it’s Groose”. Groose then asks the Priestess, if he’s not the one, then who is?”. She tells him it is Link. Groose does not believe it. Link steps up to them and Groose says he thinks it is all a joke. He says Link is no hero. Groose turns and runs away. The Priestess greets Link and asks if he was able to catch up with Zelda. Link explains what happened. The Priestess tells Link that Zelda’s guardian is named “Impa”. Now that the Time Gate is destroyed, there is only one way left to find them. She tells Link that he must make use of the harp, given to him by Zelda. The Priestess then teaches Link how to play the harp and the “Ballad of the Goddess”. At the bottom of steps, a stone slab rises out of the floor. The Priestess says, “The melodies it brings to life have the power to produce a variety of strange and worldly effects”. The Priestess tells Link that the slab before him is the “Gate of Time”. It is the last of its kind and is the only portal between this world and that where Zelda is. The building begins to shake. The Priestess feels that the seal has been broken. She tells Link she will explain later and for him to rush to the bottom of the pit outside. (Go to the doors and open them) Groose and the Priestess are outside. Groose is scared. The Priestess tells Link to check the “Sealing Spike” at the center of the pit, with caution. (Drop down to the pit and walk toward the spike) Dark fumes are coming from the Sealing Spike. Suddenly a monstrous creature emerges from below. It is the “Imprisoned”. The same creature Link had seen in his dreams at the beginning. The Priestess, standing high above on the cliff, confirms the seal has broken. She tells Link that the Beast can not be allowed to escape the pit. It must not reach the temple. -End Cut Scene- Finally ____________________________________________________________________________ ))))))))))))))))))))))))))) THE IMPRISONED BEAST ((((((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Attack the Beast's white toes, three on the front and one at the back of each leg. With the toes destroyed, the Beast will fall to the ground. The Sealing Spike is protruding from its head. Run to its head and drive the spike in. This will cause damage, but not destroy him. Attack the toes again. When the Beast falls, it will start to crawl up the circular path while growing new toes. Use the geysers to get up to the path and ahead of the Beast. Attack the toes again and drive the spike back in. The Beast takes more damage. Repeat the attack. This time the Beast sends out a stronger electrical pulse each time its foot hits the ground. If Link is close, he will lose a few hearts. The third time the spike is driven in, the Beast turns bright white and explodes. The spike falls into the opening at the bottom of the pit. The Priestess tells Link to strike the Sealing Spike with a skyward strike to restore the seal. Do so and the spike is set. A triangle appears. With the sword, make a left diagonal slice, a right diagonal slice and a horizontal slice to make the seal permanent. -Cut Scene- Groose is now behind Link and says “Nice going”. The Priestess walks up to Link and tells him how impressed she is, but Link has only gained a little more time in which to act. She tells Link that the Beast has great power and that the seal may give way again soon. She asks Link to return to the Sealed Temple, as there is much to discuss. The Priestess and Link walk away leaving Groose alone in the pit. They walk up to the “Gate” (slab) and the Priestess tells Link it is sleeping for now. To wake it, will require great power. She feels a skyward strike might do it. As Link starts to walk up to the gate, the Priestess stops him to say that his sword lacks the power needed. She says that Link and his sword must grow together. Then her words are: “Faron Woods…Eldin Volcano…and Lanayru Desert… a sacred flame is hidden somewhere in each of these lands. Seek them out, and purify your sword in their heat”. Only then “Will it be fully imbued with the Great Power”. She tells Link that there are clues to finding the Sacred Flames in the lyrics of the Ballad of the Goddess. She tells Link to return to Skyloft to find someone who has knowledge of the Ballad. Link has a vision of Zelda playing the harp. Groose walks up to the Priestess and nods his head. As Groose turns to leave, he says, “I guess you got it all figured out, grannie”. Groose feels he is useless, but the Priestess says he is not and he has a role to play in all this. Groose leaves the temple. (open the doors of the temple) Link is outside walking toward Groose. Groose tells Link that he couldn’t do a thing and that he is totally useless. Groose then runs up to a wall and begins to pound it with his fist. -End Cut Scene- Head back into the Faron Woods, where Link will run into Gorko. Talk to him and he tells Link that “there are walls and statues that respond to beautiful tones”. Then Gorko asks Link if he has heard of a “Blessed Butterfly”. Say “Nope”. Gorko tells Link that it is blue and they have some kind of sixth sense. Gorko goes on to tell Link that certain walls, called “Goddess Walls”, have things within them only accessible by the hero. Leave the area and return later. Go back to the Faron Woods, where Link will run into Gorko again. He tells Link that he has found some, Blue butterflies that is. But Gorko can’t carry a tune. Walk up to the spot and strum the Goddess Harp. A “Gossip Stone” will appear. It tells Link that butterflies gather near Gossip Stones. Now head back to Skyloft. <<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>> #21 Skyloft - Clues in the Ballad <<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>> Go to the Academy and talk to Zelda's father, the Headmaster. He will ask how things are going down there and if Link is any closer to finding Zelda. He is curious why Link wants to know the lyrics to the song Zelda sang at the ceremony. He can’t carry a tune so he recites the words: “Oh youth, guided by the servant of the Goddess…unite earth and sky, and Bring light to the land.” He says that’s the first part and there is a second verse. “Oh youth, show the two whirling sails the way to the light tower...and before you a path shall open, and a heavenly song you shall hear.” The Headmaster tells Link that the light tower does exist but he has no idea what the whirling sails could be. Go up behind the Scrap Shop owner's house to a windmill and talk to Kukiel’s father, Jakamar. He thanks Link for finding Kukiel and mentions that he likes to go to the Lumpy Pumpkin for soup. Walk up to the windmill and Jakamar will call out to Link. He sees that Link is interested in the windmill. Jakamar tells Link that it was designed to be turned in any direction. It once had a propeller to do it, but it fell off years ago and is beneath the clouds. Fi appears and suggests that Link find the propeller. Jakamar tells Link he can put the propeller back on but wonders how Link could ever find it. Then he remembers that Gondo told Jakamar that someone in his family once had a flying robot to haul junk from beneath the clouds. Go to the Bazaar- As Link passes the Fortune teller, he calls to him. Sparrot tells Link that he will use his mystical vision to find answers for him. Pay her 10 Rupees. Sparrot tells Link he sees structures with whirling sails turned toward a tower. Now talk to Gondo at the Scrap Shop. He can see that Link has a favor to ask. He asks Link if it’s about the old robot. He then understands that Link needs it to pick up something. Gondo calls the robot “Scrapper”. He tells Link that extract from an Ancient Flower will revive the robot. Link gives him the Ancient Flower and he extracts its oil. Gondo then works on the robot and it is soon flying and talking. Scrapper asks who the green-clad kid is? Gondo tells Scrapper that Link saved him, and he should be thankful and help Link. Scrapper does not want to help a kid. Fi appears and gives Link the material for dowsing the propeller. She tells Link that he can not carry the propeller in his pouch while returning to the sky. Scrapper interrupts and talks to Fi. Scrapper agrees to carry anything, anywhere. Scrapper refers to Link as “Master Shortpants” and offers his assistance. Scrapper tells Link that he is in tune with Fi's thoughts. While in the Bazaar, stock up. Get the shield repaired, upgrade the bomb bag, buy some potion and have one infused. See the Gear Peddler. He has the “Sacred Shield” in stock for only 500 Rupees. Buy it. Leave the Bazaar and take to the sky. Open the map to see three treasure chests that the Goddess Cube energy has made accessible. Go to island #7 and land outside. Open the chest to receive the “Heart Medal”. Interestingly enough Link will receive another Heart Medal when he opens the silver treasure chest at island #2 later in the game. Now go to island #3, Beedle’s place. Land on top of his house and open the chest to find a piece of heart. Then we return to island #4. Land on the lower level and open the chest in the cave blocked by boulders. Link will find a Silver Rupee. Go to Pumpkin Landing and talk to the innkeeper, Pumm. He has another job for Link, picking pumpkins. Go out the back door to the pumpkin patch and talk to Kina. She is happy to hear that Link will be helping her. Kina tells Link it won’t be easy because she wants him to start by carrying five pumpkins at one time. It’s tricky. When Link is finished, go back to Pumm. He will be impressed, but Link isn’t done working off the debt. He tells Link he needs time to think about Link’s next job. Now go to Eldin Volcano. <<<<<<<<<<<<<<<>>>>>>>>>>>>>>> #22 Eldin Volcano - Propeller <<<<<<<<<<<<<<<>>>>>>>>>>>>>>> Descend to the Temple entrance and turn left. Go past the rock outcropping and turn left to the down slope. Go down and to the right. Walk to the propeller and Fi will appear to confirm it is the one needed. She tells Link to use the robot. She calls for it. A few moments later, Scrapper arrives. Scrapper picks up the propeller and tells Link he will be waiting in the sky and not to take too long. Go to the Bird Statue and back to the sky. <<<<<<<<<<<<<<<>>>>>>>>>>>>>>> #23 The Windmills of Skyloft <<<<<<<<<<<<<<<>>>>>>>>>>>>>>> When Link lands on his Loftwing, Scrapper will be right behind him. As Link approaches Skyloft the scene cuts away to Link landing near the windmill and Scrapper following with the propeller. Jakamar is standing nearby. Scrapper drops the propeller and tells Link to call him anytime. Jakamar asks Link about the robot. He then sees the propeller and realizes that the Gondo family story is true. Jakamar installs the propeller and tells Link he needs to find a way to spin it. Jakamar’s wife calls for him and he leaves. Equip the Gust Bellows and use it to spin the propeller. When the windmill is aligned with the light tower, it will stop and a green light, near its top, will light. Go to the West side of Skyloft to the other windmill and do the same. A gazebo will rise from the top of the light tower. Climb to the top of the tower and strum the Goddess Harp once. The symbol of the Goddess will appear. Fi will also appear nearby. Strum the Goddess Harp to the beat of the radiant coming from the Goddess symbol. -Cut Scene- Fi is in amazement as Link plays the Goddess Harp with the prowess of a seasoned musician. The gazebo rotates and locks in place to show the sun light through a focused lens. The powerful beam shoots into a tall cumulus cloud, called “Thunderhead”. Fi tells Link that the beam should lead him to clues as to where the three flames are. -End Cut Scene- Follow the light beam and fly into the cloud. <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>> #24 Thunderhead – Isle of Songs <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>> Link enters another world. Instead of Loftwings flying about, he is attacked by flying dragons. There are seven islands here. Island #1 is in the South/West area and is vacant. Island #2 is also in the South/West and due West of #1. It has two soft soil spots with hearts and Rupees. Island #3 is also South/West and due North of #2. It has a small castle like structure with jars, hearts and hornets. The perimeter is fenced, but has several platforms. One very small wooden platform has a treasure chest. Island #4 is West and is due North of #3. It is round with a small landing area on its South side. Here is a yellow soft soil spot that is empty. On two other sides are caged areas, each with a treasure chest and a yellow soft soil spot. Island #5 is the North Island called the “Isle of Songs”. It has a very tall building and four small isles nearby. There is a treasure chest on its roof and one at its base. Open this one for a Gold (300) Rupee. Island #6 is nearly due East of #5. It has two structures with an arched roof on each. One is tall, the other is short. Beneath the short structure is a soft soil spot. Dig it up to open a jet of air. This will carry Link up to the arch where he will find a treasure chest containing an Evil Crystal. The other structure has a vine-covered wall with several Walltulas spread about. In the arch is a treasure chest. Island #7 is South of #6 and South/East of #5. It is covered by a rainbow and has heart plants all around its edge. Now go back to the Isle of Songs and land on the larger, of the four isles. Fi appears. She tells Link she has memories of this island, and it may have been left by the Goddess, for Link. Fi does not know how to get in the building and suggests that Link investigate. Nearby is a stone that reads: “Rotate the center pedestal to complete the bridge that allows you to step to the Great Tower on the Isle of Songs”. To the left of the center pedestal is a device with three gemstones. Looking down on the isle, there are three rings around the center pedestal. Each ring has a square pedestal. Each ring also has a symbol or marker on it. The middle and inner square pedestals have a slab in front of them. Using the center control pedestal, move the outer square pedestal to the left and in line with the inner square pedestal. Now strike the gemstone on the right and the middle slab moves to the right marker in the middle ring. At the same time the slab in front of the inner square pedestal disappears. Use the center control pedestal to move all three square pedestals simultaneously. When the middle square pedestal hits the slab, STOP. Push one more time on the center control pedestal and all three square pedestals will be in line. Now strike the center gemstone. The slab in the middle ring disappears and a slab appears in each of the other two rings. Now push the center control pedestal one time so that all three square pedestals move one space. Strike the gemstone on the right once again for the middle slab to return and the others to disappear. Link can now use the center control pedestal to move all three square pedestals to align the bridge. Cross the bridge and enter the crawl space. Go down the walkway to its end. Standing in the circle, look forward to see a Goddess Symbol. Use the skyward strike to activate the symbol. -Cut Scene- A large Goddess Statue rises from the depths. Fi appears and tells Link that she has a message from the Goddess that was given to Fi long ago. Fi tells Link it was intended for him and it reads: “He who seeks the Sacred Flames, listen well, for I guide you from my place at the edge of time. The Sacred Flames are three in number. To obtain them, you must also earn Relics known as the three Sacred Gifts. For each trial you overcome, you shall Be blessed with one of the gifts… Make use of the Power of these Gifts, and you will find your way to the Purifying Sacred Flames. Now I bestow unto you a melody. It will serve as a key, opening the First trial that awaits you deep in the Wilds of Faron Woods”. Fi goes into a flying dance while a stream of light radiates to Link. Link begins to play the Goddess harp while visions of Loftwings fly above him. Fi tells Link the song is called “Farore’s Courage”, and its rousing melody will guide him. The Goddess Statue sinks into the depths and Fi confirms what was told by the Goddess. Fi has given Link the dowsing ability to find the gate to the first trial. -End Cut Scene- Take to the sky, leaving Thunderhead the same way Link came in, and go to the Faron Woods. <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>> #25 Gate to the First Trial <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>> Drop into the Faron Woods via the Sealed Grounds landing point. Fi will appear to say that the gate is nearby. Go to the Sealed Temple and talk to the Priestess. She feels that the seal will not last long and the Beast will break through. She also tells Link that Groose is hard at work preparing something for the next assault. She tells Link he must move fast. Leave the temple and go to the valley that is North/East of the pond with the cave underwater. Link will see Blue Butterflies hovering over a barren area. Walk over to the area and strum the Goddess Harp. Fi will appear over a medallion that is emitting a pulsing light ring. Strum to the beat of the light ring and bright leaves will radiate from the medallion. Fi confirms the mark. Step over the mark and thrust the sword downward. The whole area is transformed into a new realm. Fi tells Link that she can not follow him because this trial calls to him only. Areas like this are known as “Silent Realm”, accessible only to the chosen hero. This trial, “Farore’s Silent Realm” tests Link’s courage. Link will be undertaking the challenge in spirit only. Link receives the “Spirit Vessel”. It represents his spirit. Link must fill the vessel to complete the trial. He must look for the “Tear of Farore” to fill the vessel. There are many of them in this world. Link turns and Fi points to a Tear of Farore saying he needs to collect 15. She says it is not an easy task and that he should not step out of the protective circle he stands in, or the “Guardians” will pursue him. Link will fail the trial even if hit just one time by a Guardian. The task is not all that difficult. Link must be aware of several types of guardians and alarms. The “Flying Sky Watchers” hover overhead casting a bright light. If Link is caught in the light, all the guardians will be alerted. The “Earth Watchers” are stationary, but if Link gets too close they too will set off the alarm. There are two trees surrounded by liquid called “Waking Water”. If Link touches the water the guardians will be alerted. One tree has a log crossing the water. The other tree has water that rises and falls like the tide. When it's down, Link can pick up the Tear. Spread about the land are “Light Fruit”. When picked, all the Tears will send up a light beam indicating their location. The beam only lasts a short time. As soon as Link steps out of the circle, the alarm is set and the Guardians come after him. As soon as Link grabs a Tear the alarm is turned off, but only for a period of time, say 45 seconds. Look at the top of the vessel on Link’s heads-up screen to see a flower. As time runs down the leaves turn dark. This happens every time Link picks up a Tear. Also note that every time Link picks up a Tear it will be shown on his map. This means that each time Link fails the trial, the Tears he had found before will show up on the map. This makes it a little easier to find them the next time. Now leave the circle and move straight ahead to pick up the first Tear. Then walk and dash to the left avoiding the Flying Sky Watchers. Ahead is a Tear. Leave it and go up the slope to the right and to a vine-covered wall. This leads to a ledge with a Tear. Jump down and go to the wall across the way to a crawl space avoiding the Tear there. On the other side turn right and pick up the Tear in front of Link. Then go to the tree and wait for the liquid to go down, then pick up another Tear. Just keep up this pace watching the flower clock and Link will have all the Tears in no time. When Link picks up the last Tear, he still has to make it back to the circle to complete the trial. Link will receive the “Water Dragon’s Scale” as his gift. This allows Link to explore underwater. Link returns to the real world and Fi appears with her congratulations. She tells Link that he now has the power to proceed to the location of the First Flame. Fi tells Link the flame is within the Faron Woods. Turn around and talk to the Elder Kikwi. He notes that Link has the Water Dragon’s Scale and suggests that Link look in places he couldn’t get to before. Turn to the left and walk to the water on the right. <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>> #26 The way to Lake Floria <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>> Dive into the pond and into the tunnel. Link emerges inside the giant tree that was behind the Elder Kikwi. Climb up the vine-covered wall in front of Link and turn around to see several Froaks floating around. Hanging from the ceiling, are two platforms. On the second platform is a Blue Bokoblin. Equip the Hook Beetle to destroy the Froaks and to scare the Blue Bokoblin. He will jump off the platform. Leap onto a platform and equip the Gust Bellows. Use blasts of air to make the platform swing, then jump to the next platform. Do the same to reach the next ledge and then go in the tunnel. Link emerges outside the tree on a wooden platform. Turn left and climb up several more platforms to find a vine-covered wall. Take out the Walltula using the Slingshot. Climb up the wall to the left and drop down to another ledge. There are four more Walltulas to deal with and a hornet's nest. Climb up this wall and to the left to another ledge, and a tunnel. Go in. Link is back in the tree. On the narrow pathway ahead is a “Wooden Shield Moblin”. To defeat him, toss a bomb his direction to blow away his shield. Then shoot him with the Slingshot to stun him. Now a few vertical slices with the sword and he is done. Go through the tunnel and Link is back outside. There is a Bird Statue here. Turn left and follow the path. A Blue Bokoblin calls for reinforcements and three Red Bokoblins show up. Defeat them all and pick up an Amber Relic in the alcove. Continue up the path. Soon Link will hear something strange. Fi will appear and ask Link if he heard it. At the end of the path, climb the vine-covered wall to another ledge. Link walks out to an overhang and Fi appears telling him that he has reached the top of the tree. She suggests that Link look around to see if there is an area he hasn’t explored. Link and Fi turn their heads to see a new Kikwi. Fi thinks the noise they hear is the snoring of the Kikwi. Hit the Kikwi with the Hook Beetle to wake him up. He is an old Kikwi hermit named “Yerbal”. He tells Link that he watches over the forest. Yerbal asks if Link can see him. Yerbal says that some Kikwis can’t see him. He then asks Link what his business is. Link tells him. Yerbal says that the flame is most likely Farore’s Flame, which was given to the “Water Dragon”, a spirit who resides over Faron Woods. The flame is to be passed on to “the one from the sky”. Yerbal tells Link that the dragon’s lair is deep in the lake in the South of the woods. The problem is that the gate is sealed shut. Yerbal tells Link that he can open the gate if he “Channels the Power of the Goddess into the symbol carved into its doors. But the symbol is incomplete and must be made whole. Link must find a complete symbol in the woods to know what it looks like. Yerbal puts a red “X” on the map and tells Link to search there. As Link turns to leave, Yerbal mentions that the dragon is “persnickety about manners…so watch yours”. ____________________________________________________________________________ )))))))))))))))))))))))))))) SIDE QUEST (((((((((((((((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -Side Quest- Let’s let Link, take a moment to open two treasure chests and activate three Goddess Cubes. Follow the path back down to the overhang to the left. Go to the edge of the pathway where it meets the overhang on the low side. Drop down to a cliff below. Walk across the tightrope and strike the Goddess Cube with the charged sword to send its energy into the clouds. Another Goddess Cube is on a large branch of the giant tree that lies over the pond. Go up past the Bird Statue but before the last place Link dropped from. Just short of the first alcove, look to the edge of the path to see a dull point or an angle curve. Drop down from here to land on the branch. Charge the sword and strike the Goddess Cube to send its energy into the clouds. Go back through the tree to the first “wooden” platform, turn left and up to the next large wooden platform. Look to the right to see another Goddess Cube. Jump down and strike it with the charged sword to send its energy into the clouds. Finally go back through the water tunnel again and get on the first swinging platform. Turn to the left and use the Gust Bellows to get to the ledge. Turn right and follow several ledges to a pathway. Turn left and go into the tunnel. Watch out for Keese. Link will be facing a Deku Baba. Toss a bomb to it and it's toast. Leap to the Deku Baba’s location and turn right to find a large treasure chest containing a Gold (300) Rupee. Now leave the tree and go to the North/West area that has a vine-covered wall leading to a ledge. On the ledge is a cave, blocked by boulders. Blow up the boulders and open the large treasure chest inside the cave to find a Blue Bird feather. -End Side Quest- Now go to the place on the map marked by the red “X”. Near the observation platform, on the floor, is the symbol Link is looking for. Fi appears and suggests that Link memorize its shape. It has a ball or sun encircled by two crescents on one side, one over the other. O)). Go to the gate to see that the ball or sun is missing. Stand in front of the gate and raise the sword skyward to charge it. Then move the sword like a pencil to draw the circle. The sun appears and the gate opens. Walk to the end of the pathway and dive into the lake. <<<<<<<<<<<<<<>>>>>>>>>>>>> #27 Water Dragon’s Lair <<<<<<<<<<<<<<>>>>>>>>>>>>> Link is now in Lake Floria. He swims through a tunnel to an open area. A weird looking creature sees Link and says “Ahh! Another human!”. It then backs away, and goes underwater. Swim to the next area to see another one of these creatures. Swimming further Link runs into the first one he met. It says stop following or he will tell her Excellence. It slips through a boarded opening and thinks it is safe on the other side. Swim into the boards using the spin attack to break them. It is stunned. It sees Link’s Water Dragon’s Scale and thinks Link is an emissary of the Goddess. It thinks Link might be able to help the Water Dragon. It tells Link that a weirdo came in with monsters and went after her Excellence. In the ensuing battle she was injured. The Water Dragon is healing but needs more special water to make a full recovery. Link is asked to talk to the Water Dragon. Follow it through the tunnel and spin to break a boarded up exit. It will stop to say his friend isn’t there, and the path is blocked by a boulder. There are a few Froaks swimming around. Lure one of them near the boulder and spin into it to cause it to explode. The boulder is gone. In this pool there are several caves blocked by boulders and one large pile of rocks at the center. Use the spin attack to hit Froaks to clear the boulders and rocks to collect Rupees. One is a Silver Rupee (100). Follow Jellyf to another area. On the other side of this area is a barred gate that Link can not get past by swimming. Go to the opposite side, turn and dive. Swim straight toward the gate and then head for the surface. Before reaching the surface do a spin attack. Link will fly out of the water and over the gate. I call this a spin/jump. Jellyf says the Water Dragon’s Scale made it possible. The other side of this new area has a narrow crevice that Link can not pass through. There is a ledge above the crevice. Do a spin/jump to reach it. To the left is a Bird Statue. In the center is another water chamber. Follow the path to the left a short distance and turn left again. Take this path to a large treasure chest that contains a “Goddess Plume”. Go back to the main path and back to the Bird Statue. Follow the pathway between the two pools of water back and over the archway to find a Goddess Cube. Strike it with the charged sword to send its energy into the clouds. Now back to the Bird Statue and into the water. Follow Jellyf through another tunnel to another chamber. A large fierce looking fish appears. Jellyf tells Link that this fish is one that the weirdo had brought with him. Do a couple of spin attacks and the fish is filleted. On the other side of this chamber is a locked door. Jellyf says, “At last, we’re here!” She uses the tip of her head like a key to open the lock. The doors then open. Swim through the doorway and Link emerges in the main chamber. Go to the center of the chamber and climb onto the platform. In the center of the platform is a carved stone vessel shaped like an egg. Inside is “Faron”, the Water Dragon. Talk to her. She tells Link that he has intruded into her home, where few are permitted. She tells Link to explain how he got there and to do it quickly. She sees that Link has one of her Water Scales. Faron says, that a sacred gift, like the scale, could only be carried by the chosen hero. She questions if Link is the one. Link tells her of the hermit Kikwi, Yerbal. Faron says, the next time she sees him, he’s dinner. She asks if Link is seeking the Sacred Flame. She feels a test is in order. Faron tells Link that Ghirahim attacked her and that she was wounded. She is recuperating in the vessel of Sacred Water”. But the water’s properties have diminished. She asks Link to bring her a fresh container of Sacred Water. Do this and she will show Link the way to the Sacred Flame. Fi appears and gives Link the ability to dowse for this water. Leave the Water Dragon’s platform and spin jump to the ledge on the left side of the chamber. Turn left and follow the path to a large treasure chest containing a Silver Rupee. Turn around and follow the path back to its end and leap to the ledge in front of Link. Follow this pathway to the right to its end to find another large treasure chest containing an Evil Crystal. Turn around and follow this pathway back to its end and turn right to leave this chamber. Upon exiting the Water Dragon’s chamber Link beholds a beautiful grotto fed by a high waterfall. Before Link, is a pathway leading to the middle of the grotto. Just beyond the waterfall is the entrance to a temple. Turn to the left to see Blue Butterflies. Equip the Goddess Harp and strum. A Gossip Stone will appear. Talk to the Gossip Stone and it will tell Link: “They say drawing a symbol of love upon certain walls will heal your wounds.” Looking toward the waterfall, walk past the medallion and down the steps. Turn and look to the left. On the ledge to the left of the tree is a Gold Rupee. Equip the Hook Beetle to retrieve it. Turn around and look to the left of the tunnel Link entered from. High on the ledge is a Goddess Cube. Go back up the steps, turn left and head for the Faron Woods. <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>> #28 The Sacred Water at Skyview Temple <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>> In front of Link is a large log, push it over the ledge to create a short cut to this area. Drop down and deal with the Wooden Shield Moblin. Leave this area and make it back to the entrance to the Deep Woods, then to Skyview Temple. The alternative is to use the Bird Statue at the grotto, go to the sky and then return to the deep woods landing in front the Skyview Temple. As Link enters the Temple, Fi appears to say that she detects the presence of the Sacred Water. But, unfortunately the dowsing ability is not possible within the temple. She estimates the Sacred Water is in the deepest part of the temple and has marked the location with a red “X”. Turn right and start down the staircase. A Quadro Baba will drop down from the ceiling. Equip the Hook Beetle to cut his vine. Now cut a way through the spider web and a stand of trees. In front of Link are several Blue Butterflies and a soft soil spot that contains Rupees. Equip the Goddess Harp and walk toward the wall near the Blue Butterflies. The Mogma, Kortz, comes up from the soft soil spot and tells Link he met him in the Volcano. And he asks if Link is here to do some treasure hunting. Say “Yes” and he will ask if the Big Stone Guy tipped you off. Say “Tip” and Kortz will tell Link to strum a chord where butterflies dance. Kortz disappears into the ground. Go to the wall again, using the Goddess Harp, strum and a Goddess Symbol will appear on the wall. Kortz comes back up from the ground and tells Link that he thinks Link is going to swipe all the treasure for himself. But Link is in for a disappointment. Walk up to the symbol, raise the sword to the sky to charge it and draw a heart. About a dozen hearts, pop out of the wall to replenish Link’s life. Turn around and go through the large crawl space in the wall. In the next large chamber are two Green Bokoblins and several Froaks. One Bokoblin is on a floating log and the other is on the pathway. Take out the one on the pathway in the usual manner. Equip the Hook Beetle to blow up the Froaks and to knock the other Green Bokoblin off the log. Continue down the walkway and go to the door on the left. As Link enters the new room, Kortz will pop up out of a soft soil spot to tell Link that he had a small key and lost it. Kortz then tells Link he put it in a hole, but can’t remember which one. Turn around and leave this room the way Link came in. Follow the pathway to the door on the other side of the chamber. Enter this room, slice through the web and turn to the right. Dive into the water and go through a crawl space at the bottom of the wall, on the left. In the next room, look to the left and climb the vine-covered wall to a large crawl space. Walk forward to find a soft soil spot that contains the small key. Dig it up and leave through the small crawl space next to Link. From this room, go to the center of the main chamber. Turn right and jump onto the floating log. Now leap onto the vine-covered wall, up the steps, and unlock the door. In this next large chamber, go to the North end and into a hallway leading to another smaller chamber. At the top of the steps is a tightrope reaching the other side of a deep void where two Green Bokoblins are standing. They are equipped with a long-range bow and arrow making Link an easy target. Position Link behind a mushroom to act as a shield. Directly above the tightrope is the curled branch of a tree with a bomb flower hanging beneath it. Equip the Hook Beetle to grab the bomb flower and drop one on each of the Bokoblins. Now carefully cross the void using the tightrope. As Link reaches the other side, Kortz pops out of the ground again to say that he can not find any treasure and there is nothing but water now. Kortz then disappears into the ground. Walk to the door and open it. As Link enters this chamber three Stalfos will assemble themselves. To defeat them, place a bomb nearby causing an explosion so that they will drop their swords. They will be stunned for a few seconds. Get in as many slices as possible before they pick up their swords. The jars surrounding the room contain hearts and bombs if needed. Once defeated, the door at the North end of the room will be aglow with the Goddess Symbol. Go through the door and up the steps. Link enters an area he has been in before, the Skyview Spring. Fi appears to tell Link she detects the Sacred Water nearby. Walk up to the second waterfall feeding the spring. Equip an empty bottle and scoop the water. Link now has a container of Sacred Water. Fi appears and suggests he take it back to the Water Dragon as soon as possible. <<<<<<<<<<<<<<>>>>>>>>>>>>> #29 Water Dragon’s Promise <<<<<<<<<<<<<<>>>>>>>>>>>>> Link is now outside the Skyview Temple. Get Link back to the Water Dragon’s Lair as quickly as possible. Get on the central platform, walk up to the vessel and talk to the Water Dragon. She will confirm that the water Link is carrying is what she needs and asks Link to pour it in the vessel. Link pours the water into the vessel and the Water Dragon submerses herself in the water. The vessel begins to rumble and the revived Water Dragon emerges. She stands tall, healed and whole once again. She thanks Link and tells him she will grant him the favor to lead him to the Sacred Flame. Now outside her chamber, in the grotto, Link stands before the Water Dragon. She says to Link “Behold” as she raises her hands. The waterfall recedes revealing the entrance to the “Ancient Cistern”. The Water Dragon bids Link farewell and vanishes from the grotto. Dive into the water and use a jump spin to land at the entrance. <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>> #30 Ancient Cistern & the Sacred Flame <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>> Link walks down a dark, torch lit hallway and enters a large chamber with a structure shaped in the image of a Buddha. At its base is an entrance door, chained and locked. To the right of this door is a stone marker that reads: “Carved into the great statue Are inscriptions of gratitude. They reveal the secret order of this temple. First the back, then the rear, Then the back of the right hand, And finally the back of the left hand.” Swim to the back of the Buddha to see an archway underwater. Inside the archway is a pattern on the wall like that of a flower. One of the petals is painted blue. Above the archway and above the water is another pattern of petals with one painted blue. Swimming over the Buddha’s hand will cause it to close and Link may be caught. By using the spin attack to pick up the Silver (100) Rupee, the hand will close and lock, revealing the position of petal. The positions on these petal designs are twelve, six, nine and three. To the West side, of the chamber, is a high waterfall with a lever to the right and one behind it. Just to the left of the waterfall is a high ledge with another lever, a Bird Statue and a stone marker. To the right of the waterfall, continuing around to the East side of the chamber, are numerous ledges. Several with iron barred doorways and one with a vine-covered wall above it. On this side of the chamber is an Ironed Gated doorway with a lever on the wall to the right. Run up the wall and pull the lever to open the door. Link is standing on a balcony above a pool of lily pads. On the opposite side of the room is a column of water that leads to a walkway that can be used to return to this door. Drop down into the pond and turn to the left to see two large Skulltulas hanging from their webs. The best way to defeat them is to use a spin attack against the web. The Skulltula will climb down to make its attack. As it approaches, use an upward thrust to flip it on its back. “Z” target the Skulltula and use the fatal blow attack. Continue down the hallway through a doorway and turn right. To the left, a short distance away, is another stone marker that reads: “Strike the gemstones pointing in four directions wisely. The way will open for one who knows the temple’s secret order.” Walk up to the door and look closely. There is a pointer with several red gems. It is in the 12 o’clock position. In the center are four gemstones in a small cluster, one at each position, 12 o’clock, 3 o’clock, 6 o’clock and 9 o’clock. Equip the sword and strike these gemstones at 12, 6, 9 and 3. The door will then open. In this room there are seven lily pads in the water and two Skulltulas hanging from the ceiling. Equip the Hook Beetle to cut the web of each Skulltula. They will drop to the water and explode. On the right side of the room are two huge ledges with vine-covered walls below them. The one in the lower right corner has a Red Rupee in the cave below it. Climb the vine-covered wall, and drop down on the lily pad to flip it over, giving Link access. The vine-covered wall in the upper right corner has a Walltula. Hit it with the Hook Beetle and climb to the ledge. Look down at the lily pad at the North center of the room and drop onto it to flip it over. The exit is below the lily pad. There is an underwater tunnel to the left of the room that has a few Rupees. Swim into the tunnel and turn right. Spin into four boarded up barriers, and turn right to enter another room. Climb the vine-covered wall, then up the steps and open the door. Walk to the end of the balcony and open the large treasure chest to find a small key. Leave this room and go back to the main chamber. Go to the Buddha statue and open the door. Link enters and looks far to the top of the statues high ceiling. He sees a lock. Fi appears to tell Link that she has found a locked door near the top of the statue. There is a walkway circling this room and a platform on the other side. On the platform is a raised grate and a four-blade paddle, or maybe it is a key. Below is another room with a raised grate, a paddle and a door. As Link drops down, a “Stalmaster” assembles itself. It has two swords, like that of a Stalfos. Using a bomb or a thrust attack only seem to irritate him. After a few attacks, he grows two more arms holding swords. The only way to defeat him is to attack when he raises his arms in readiness to strike. With the Stalmaster out of the way, leave this room. Open the large treasure chest to receive the “Whip”. Go back into the lower room of the statue. Walk up to the paddle and equip the Whip. Hit the paddle and yank horizontally and it will turn, allowing a column of water to rise from the grate. It is a valve. Ride the water column to the walkway above and do the same to the valve there. Ride the new water column to another circular walkway having another grate, valve and door. Use the whip and do the same with this valve. Ride the column to another walkway. Before Link is a stone marker that reads: “Look for a key that lies Beneath the earth.” Fi appears to tell Link that the key mentioned here, is the key required to unlock the device ahead. The lock that Link saw earlier is to his right and there are steps to his left. Drop down, using the sailcloth, and ride the water columns. Either to the first level to go outside, or to the second level that takes Link to a balcony that is just below the Buddha’s mouth. Get back on the walkway near the chamber entrance and follow it around the East side. Go up several ledges to see what looks like a coat hook, mounted on the wall. Equip the Whip to swing to the next ledge and to the next. Go to the end of this ledge and open a large treasure chest to find the “Dungeon Map”. Turn around and a “Furnix” will attack Link. It is a spirit bird that consumes fire and expels fireballs. Equip the Whip and hit its tail. Yank it down to the ground and attack with the sword. Drop into the water and swim to the waterfall. To the right of the waterfall is a flipped lily pad with its tentacles pointing up. Climb on the lily pad in front of it. Equip the whip and strike the tentacles. Give the whip a yank to flip the lily pad over. Leap onto the lily pad and equip the whip again. To the right of the waterfall is a lever. Use the whip to yank it down. A gate will drop, closing off the waterfall. Dive into the water and go into the tunnel at the base of the waterfall. Link emerges in a small room with a barred door and a Skulltula. Defeat the Skulltula and then walk around the sculpture of a fish to find a treasure chest containing a Red Rupee. Walk back to the Iron barred doorway blocking the way to the next room. Look to the left of the next doorway to see a lever. Strike and yank it to raise the bars. In the next room is a deep water pit and several ledges with a rotating stone column between them. On the right is a Green Bokoblin with a bow and arrows. Take him out quickly. On the left side of the water pit, are Blue Butterflies. Walk to the wall and strum the Goddess Harp. A Goddess symbol will appear. Raise the sword, charge it, and draw a triangle. Bombs will appear. Go back to the ledge on the right side. Equip the Whip and swing to the vine-covered wall. Climb to the top and toss a bomb to the two Quadro Babas to dispose of them. Look slightly to the left to see the huge rotating stone cylinder covered in vines. Quickly jump onto the vines and climb up half way, and then drop down on the platform on the other side. Take out the Green Bokoblin here. Walk to the edge of the platform where there are vines. Equip the Hook Beetle and dispose of the Walltula on the vines of the opposing wall. Now equip the Whip and get on the hook mounted on the wall. Stop Link from swinging and line up with the lever on the left side of the opposing wall. Swing and grab the lever to pull it down. A barred gate will open above the vine-covered area of this wall. Climb back up to the previous ledge using the vines. Again equip the Whip and swing to the vine-covered wall. At the top, toss a bomb to the three Deku Babas and they are toast. Equip the Whip and give a yank on the valve. A door opens at the bottom of the deep, water pit. Step out the doorway to a balcony and jump in. Link is sucked into the whirlpool and emerges in a room with Skulltulas hanging from the ceiling. The floor of the room is filled with water and has several lily pads floating about. On the opposite side of the room is a barred wall. Equip the Hook Beetle to cut the web of the Skulltulas. As the Skulltula falls it hits the lily pad and flips it over. It then rolls into the water and explodes. A tunnel below the barred wall is now open. Swim into it to get on the other side. To the left is a locked door. To the right is another barred wall. On the other side of the wall is a Green Bokoblin. Equip the Whip and “Z" target him. Give the Whip a yank and Link now has a small key. Leap across the channel of water and unlock the door. As Link enters this area he looks to the left to see a large treasure chest at the bottom of a pit. Fi appears to confirm the presence of the chest and that it likely contains the key Link needs. Follow the water channel and dive in the water. Link is sucked into a large pipe and comes out in a chamber that is North of the main chamber. Go to the Iron barred gate at the end of the chamber and pull down on the lever to the right. This raises the bars. To the left of the chamber is a ledge that Link can spin/jump onto. From the ledge, flip the upside down lily pad using the Whip. Get on the lily pad, dispose of the Walltula on the vines and jump on the vine-covered wall. At the top turn left and go up the steps to find a Quadro Baba. Give him a bomb for lunch. Walk to the balcony edge and look down to see a lily pad in the center of the chamber. Jump down on the lily pad to flip it over. Now Link has access to the tunnel below the lily pad. The tunnel comes up at a staircase on the West side of the chamber. Go up the steps and dispose of the hanging Deku Baba, using the Hook Beetle to cut its vine. Turn right, equip the Whip and walk up to the valve to open it. A water column rises from the grate in the tunnel below the lily pad. Go to the other side of the chamber and up the steps to the balcony. Equip the Whip to flip the lily pad back over. Cross to the next walkway and follow it to a set of steps. At the top of the steps follow the hallway to an Iron Gated doorway. Use the Whip to pull down the lever on the right. When the gate opens go out and a Furnix will attack. Use the Whip to pull it down and defeat it. Turn to the right and look at the wall to see a vine-covered area. Climb down the vines to a ledge directly under the one Link is on. Open the treasure chest to find a Red Rupee. Get back on the vine-covered wall and cross over two more vine areas to reach the next ledge to the South. Equip the Whip to turn the valve. The grate below will have a column of water rise from it, giving Link access to the ledge from the main chamber. To the left of the valve is a lever. Hit it with the Whip and pull down. The Buddha statue will lower into the water. The entrance that Link used before has disappeared and the second level door is now at water level. Go in the new entrance of the Buddha statue and drop down, using the Sailcloth. Go out the door. Link is in a large cavern with pools of red/black liquid all around. As Link moves forward, several “Cursed Bokoblins” emerge from the ground. They are startled by shiny things, like the Sacred Shield. Cursed Bokoblins can not be destroyed by any ordinary hits with the sword. They just get back up and attack. Link must use the fatal blow when they are down, to destroy them. Use the Hook Beetle to pick up skulls floating in the red pools to get hearts. Don’t touch the liquid or Link will be “Jinxed” for a short period of time. Turn left and follow the pathway to a tunnel. Watch out for Fire Keese. When Link sees the Blue Butterflies, equip the Goddess harp and strum a few bars. The Goddess Symbol will appear on the wall. Raise the sword to charge it. Draw a triangle on the wall to receive hearts. Further ahead is a wall of flowing red liquid and a stone marker that reads: “A gemstone shines deep within the eye. Strike it to shut the mouth and dam the flow.” Go back through the tunnel and turn right to see a line of lily pads. One will have to be flipped back over. Now on a large platform, equip the Hook Beetle and send it into the eye above the waterfall to strike the gemstone inside. The fall of red liquid stops. Ahead of Link is a narrow walkway. Look to the left to see a pedestal with a boulder on top of it. Equip the Hook Beetle and pick up a bomb flower from inside the tunnel. Drop the bomb flower on the boulder to clear the way. Walk midway to the end of the pathway and turn left. Use the Whip to swing to the pedestal. Before Link are two huge rotating cylinders covered with vines. Jump onto the vines and climb to the top. Leap to the next cylinder and drop down to the ledge on the other side. Follow the pathway to the right and leap to a vine-covered wall. At the top is an Iron Gate blocking the way. Look to the right to see a lever. Equip the Whip and yank the lever to the left. This will change the rotation of the stone wheel below. Jump down on the stone wheel and race across it to the pathway on the other side. On the way up the path, take out a couple of Cursed Bokoblins. In front of Link is another huge rotating cylinder covered in vines. Jump onto it and then quickly drop down to the pathway on the left. At the end of the pathway, leap to the vine-covered wall. At the top is the same Iron Gate blocking the path. Look to the left to see the lever. Use the Whip to flip it to the right. The stone cylinder will reverse direction. Jump down to the pathway and onto the stone cylinder. Quickly drop onto the pathway on the other side. This leads to a round cavern with a bright light shining down and a rope hanging above from the center. To the left is a tunnel with a valve. Next to the valve is a ledge with another cavern below. It’s the one Link first entered. Equip the Whip to open the valve. A column of water will rise from a grate below giving Link easy access to this tunnel. Go to the center of the cavern and climb the rope. Cursed Bokoblins will come out of the ground and try to follow. At the top is a stone maker that reads: “Return the stone giant to its original form and descend below the earth again along the thread. There you will find the key to The path ahead.” Link is actually in the main chamber on the first ledge to the left of the chamber entrance. Walk to the wall on the right and pull the lever down. A short ledge extends out to the lever that lowered the Buddha statue. Walk up to the lever and use the Whip to flip it up. The Buddha statue will rise. Go back down the rope into the round cavern. Turn and go through the tunnel to the first cavern. Look to the left. The door to the Buddha is gone and a large treasure chest sits at the bottom of the pit. Open the chest to find the “Blessed Idol”. It is a wooden statue that can be used to open the lock at the top of the Buddha statue. Suddenly an army of Cursed Bokoblins come out of the ground and the Buddha statue begins to lower into the pit. Equip the Sacred Shield and move quickly to the ledge before the statue sets down. Now outside the pit, go in the statue and raise the water columns to the top. Insert the key in the lock and the doors above open. Turn to the left and go up the steps to find four valves. Open the valves in a clockwise order and the Buddha statue rises through the chamber ceiling. Before Link is a staircase. Go up the stairs. -Cut Scene- Link is in a large room with many pedestals and valves surrounding a globe containing a red gemstone. Sitting above the globe is Ghirahim. He says “You certainly are persistent…I’m terribly busy trying to find the clues that will help me revive the demon king. Your incessant buzzing around my head like some irksome gadfly when I’m THIS busy is…Well, it’s making me very disagreeable.” Ghirahim disappears. All the pedestals and valves in the room move toward the globe and assemble into the -Ancient Automation – Koloktos. -End Cut Scene- ____________________________________________________________________________ )))))))))))))))))))))) ANCIENT AUTOMATION - KOLOKTOS ((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ It looks like an Indian goddess statue with six arms. Several arms have curved bladed axes. Two of the hands cover the center of the body that contains the red gemstone. This is its weakness. The joints of its arms have the paddle valve assembly. By striking the vale assembly with the Whip and giving it a yank, the arm falls off. Do this to several arms and the red gemstone will be vulnerable. Strike it with the sword as many times as possible. The debris on the floor hampers Links movement, so be careful of strikes from the axes it wields. One hit takes a heart away. After each attack from Link, Koloktos will reassemble its arms. After several attacks by Link, Koloktos will assemble legs and put bars over the red gemstone. It can now follow Link and attack with all six arms at the same time. Wait for him to make an attack and several of his swords are stuck in the floor. Equip the Whip and remove three arms. Quickly pick up a large Gold sword and take two horizontal slices to Koloktos’s legs. With his legs gone, use the Gold sword to remove the other three arms. Strike the bars covering the gemstone and hack away. Koloktos will reassemble and then send three Cursed Bokoblins after Link. Use the Whip to stun them. Koloktos will try to strike out at Link only to take out the Cursed Bokoblins. Repeat this attack a few more times and Koloktos will be destroyed. A heart container will float down. Pick it up and go through the glowing door. -Cut Scene- Link is inside a small round chamber with steps leading to a Goddess symbol embedded in the floor. In front of Link is a Goddess Symbol floating inside an altar. (Raise the sword skyward to strike the symbol) It spins and a tall green flame shoots up into the air. Fi appears in front of the flame and is engulfed by two balls of the flame, becoming one. This ball of flame bounces to the walls and then to Link’s sword. Fi instructs Link to raise his sword. As Link raises his sword the green flame encircling Fi engulfs the sword. It glows green for a short time and then shines bright. Link is told that the Flames of Farore made the sword longer and sharp enough to do twice as much damage. Link holds the sword high and then masterfully puts it in its sheath. Link looks at his hand to see the image of a triangle light up. One corner is aglow. Fi appears to confirm the improvements to Link’s sword. She tells Link that he is ready to learn a new melody and should return to the Isle of Songs. As Link emerges from the Ancient Cistern, the Water Dragon, Faron, greets him. She sees that Link’s sword is much improved. She tells Link that he does not yet possess the strength to wield the full power of the blade. Faron tells Link that he must train further. She bids him farewell and disappears. -End Cut Scene- Swim to the walkway and walk to the Bird Statue. Choose “to the sky” and go to Thunderhead. <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>> #31 Return to the Isle of Songs <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>> At the Isle of Songs, go through the crawl space and down the walkway to its end. Standing in the circle, look forward to see a Goddess Symbol. Use the skyward strike to activate the symbol. -Cut Scene- A large Goddess Statue rises from the depths. Fi appears and tells Link that she has a message from the Goddess that was given to Fi long ago. Fi tells Link it was intended for him and it reads: “He who seeks the Sacred Flames, listen well, for I guide you from my place at the edge of time. Two Sacred Flames remain. Should you Desire to possess them, you must obtain the other three Sacred Gifts. For each trial you overcome, you shall Be blessed with another gift… Harness the Power of these Gifts, and Let there be no doubt you shall find Yourself standing before the majesty Of the Sacred Flames. Now I give you another melody. It will serve as a key, to unlocking your next trial, which awaits you within the shifting sands of Lanayru Desert”. Fi goes into a flying dance while a stream of light radiates to Link. Link begins to play the Goddess harp while visions of Loftwings fly above him. Fi tells Link the song is called “Nayru’s Wisdom”, and its rousing melody will guide him. The Goddess Statue sinks into the depths and Fi confirms, what was told by the Goddess. Fi has given Link the dowsing ability to find the gate to the trial. -End Cut Scene- Take to the sky, leaving Thunderhead the same way Link came in, and go to the Lanayru Desert. But before you do, stop at Beedle’s Airshop in Skyloft and buy his last adventure pouch for the incredibly low price of 1,200 Rupees. If Link is short of Rupees, he can sell a few insects to Strich or some artifacts to the Gear Peddler. Of course only at night. <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>> #32 Gate to the Second Trial <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>> Go to the point in Lanayru Desert near the power generator. Look for Blue Butterflies near the North entrance where the power node was found. Equip the Goddess Harp and strum. Fi will appear. She is above a medallion that has a pulsing ring. Strum to the beat of the ring. A nice cut scene takes place. Fi tells Link to thrust his sword into the center of the mark. Do so and the area transforms. Fi calls to Link and tells him that she can not follow, as he is only here as a spirit. She tells Link this is "Nayru’s Silent Realm" and it will test his wisdom. As before, Link receives a spirit vessel. He must collect 15. The task is not all that difficult. Link must be aware of several types of guardians and alarms. The “Flying Sky Watchers” hover overhead casting a bright light. If Link is caught in the light, all the guardians will be alerted. The “Earth Watchers” are stationary, but if Link gets too close they too will set off the alarm. There is a liquid called “Waking Water”. If Link touches the water the guardians will be alerted. One of the spirits is at the top of a tree. Use the dash/roll to knock it out of the tree. Another spirit is on a wall that is only accessible by climbing on a mining cart to reach the wall. Another is just out of reach in the air. The only way to get it is to move a mining cart under it. The mining cart is in Wake Water that rises and falls, like the tide. Another is at the very top of the Lanayru Mining Facility. One spirit is above a cage and can only be reached by moving a mining cart close to it. When all the spirits are collected, return them to the medallion and Link will receive the “Clawshots”. It’s just like the old Hook Shot. All those round shields with three stripes in them can now be used to access new areas. The shields will herein be called “Claw Shields”. Link returns to the real world and Fi appears to congratulate him. She tells Link that the Clawshots are one of the Sacred Gifts. Now would be a good time to activate Goddess Cubes and open treasure chests. Go to the tunnel on the East side of this area and emerge at the treasure chest. Use the Clawshots to maneuver Link's way through the canyon and to a pathway. Cross to a ledge to find a Goddess Cube. Charge the sword and strike it to send its energy into the clouds. Drop down and walk to the island in front of Link. Turn right and go to the landmass. Continue on to a rectangular structure with a Claw Shield. Use the Clawshots to get on top. Open the treasure chest to find a Dusk Relic. From here use the hidden walkways under the sand to get to the South West of this area, or at the 8 o’clock point from the mining facility. Look for the Claw Shield and use the Clawshots to get on the wall, turn left and go to the end. Turn right and go to the end. Turn right again, go a short distance to an intersecting wall and turn left. Walk up to the Goddess Cube, raise the charged sword and strike the cube, to send its energy up to the clouds. Return to the point where Link got onto the wall and continue forward to an intersecting wall. Turn left and push the mining cart over the edge. Turn around and go to the end of this wall to find a treasure chest containing a Red Rupee. Now go to the far West side of this area where the walls of sand are coming down. Equip the Clawshots and strike the Claw shields to get to the entrance above. Go in and follow a dark tunnel. <<<<<<<<<<<<>>>>>>>>>>> #33 Lanayru Sand Sea <<<<<<<<<<<<>>>>>>>>>>> Link emerges in a larger tunnel and ahead is a large chamber. Near the center are Blue Butterflies. Strum the Goddess harp and a Gossip Stone will appear. It tells Link: “They say somewhere in this vast desert, there’s a dragon who loves putting the abilities of those who visit him to some kind of test. If you can master the challenges he throws at you, you’ll be rewarded with a shield stronger than any other”. To the right is a ledge with a locked door above it. A plaque reads: Ahead is Lanayru Sand Sea, an area covered in an ocean of sand! There are lots of ancient ruins there. Near the plaque is a large treasure chest containing a Monster Horn. Fi will appear and tell Link that some Bokoblins carry Monster Horns on their belt. Link can use the Whip to take them. To the left of the chamber is a ledge with a tunnel. A plaque next to it reads: “Ahead is Lanayru Mine. It is there that I will solve the mystery of the Timeshift Stones!” At the back of the chamber is the Goron, “Golo”. He is researching the legend of the three dragons. He asks Link what he is doing here. Link tells Golo of the Sacred Flame. Golo is not sure he has heard of it. Then he remembers reading the Ancient Scrolls, which spoke of the Lanayru Sand Sea. He tells Link that he can get to the Lanayru Sand Sea by going straight through here. But Link will need a key. Golo gives him the key. [[[[WARNING – DO NOT TALK TO GOLO AGAIN – WARNING]]]] Equip the Clawshots to get up to the door via the Claw Shield. Unlock the door and go into the tunnel. Link emerges on a balcony. Fi appears and tells Link that the area was once covered by an ocean and served as a seaport. The ocean evaporated long ago leaving only sand. Equip the Clawshots and use the Claw Shield to get to the other side of the void. This area looks like an old port with a dock and a small boat resting in the sand. To either side are tunnels blocked by cargo. Go to the right and to the second row of crates. Climb to the top of the large crates and look to the crates in front of the third tunnel to see a Claw Shield. Equip the Clawshots to get over there. Go into the tunnel. About 20 Arachas will come at Link. Dispose of them and look to the left of this cavern to see a Goddess Cube. Charge the raised sword and strike it to send its energy into the clouds. Go back outside and to the end of the dock. In the rear of the boat is a Blue Stone. Strike it with the sword and a small Timeshift Zone opens. The boat is floating in water and the Blue Stone drops below the deck of the boat. The robot on the dock is now active and is wearing a captain's hat with a plume. It is an old LD-301N Skipper model. Talk to the robot and it asks Link who he is…a human! The robot says it is the skipper of the ship that protects Nayru’s Flame. Link asks – Protector of the ship – the robot skipper looks at the small boat and talks of a storm and pirates attacking. They were after Nayru’s Flame. His crew was imprisoned and the robot was thrown into the sea where he drifted to this port. He used this small boat to look for his crew and his ship but they could not be found. The Skipper's ship has the ability to become invisible and he thinks the pirates are using this to hide his ship. The Skipper feels that because Link is looking for Nayru’s Flame, he should help the robot. In turn the Skipper will allow Link to use his boat. In the boat the Skipper thinks Link’s map is weird and that Link needs a proper sea map. He places a Red “X” on the map showing where his house is. As the boat navigates the water, the Timeshift Zone moves with it. The boat also has a nifty cannon. At the dock, the Skipper points to his shack at the top of a pinnacle. He tells Link he has a sea chart up there. But Link must get it. Because of the monsters, the Skipper must stay near the boat. <<<<<<<<<<<<<<>>>>>>>>>>>>> #34 The Skippers Sea Chart <<<<<<<<<<<<<<>>>>>>>>>>>>> Leave the dock and Link finds a number of islands surrounded by Sinksand. To the right is an Electro Spume. Give it a bomb. Dash to the next island and give this Electro Spume a bomb as well. On this island is a column. To the right is a taller column with a Claw Shield. Use the Clawshots to get to this column. Take out two Deku Babas with a bomb. At the end of this plateau, look to the left to see a large treasure chest on a small plateau. Now look up to see a pod with rotating leaves floating above. It's a "Peahat". Use the Clawshots to connect to it, then to a Claw Shield at the edge of the ledge ahead. To the right are boulders blocking an entrance. A giant Yellow Chuchu will pop up. Use a bomb on the Chuchu and one on the boulders. Go into the tunnel and dispose of the Yellow Chuchus inside. Link exits to a small ledge. Use the Clawshots to get up to the top via two Peahats and Claw Shields. A wood bridge connects to another column. There is a Wooden Shield Moblin blocking the way. With him out of the way, cross the bridge to find a Quadro Baba. A bomb should do him in. Open a nearby treasure chest to receive a Red Rupee. Use the Clawshots to get to the next plateau. A Furnix will attack. Use the Whip to bring it down. Looking ahead is some kind of plant. Strike it with the Whip. It’s a Peahat. Use it, and the Clawshots, to get to a yet taller column. Follow the path to the left. At the top look to the left to see a tall column with a Claw Shield below an overhang. Equip the Hook Beetle and fly to it. A hanging Deku Baba will appear. Cut its vine with the Hook Beetle and it drops away. Use the Clawshots to get to this Claw Shield and then to another column. Two Furnixs will attack. Use the Whip to bring them down. Turn around and look back to the column with the overhang. Use the Clawshots to get to the plateau and open a large treasure chest containing a Monster Horn. Go back to the plateau Link just came from. To the left is a Peahat going slowly up and down. Connect to it with the Clawshots and to another Peahat on the other side of a tall column, then to a Claw Shield at the ledge of the Skipper's shack. Open the door and go inside. The floor is partially covered in sand with old robots and a few crates. Several Arachas will attack. Squish them. Equip the Gust Bellows and clear away the sand to reveal a treasure chest containing the “Ancient Sea Chart”. Fi appears to confirm the Sea Chart. She sees pictures on the wall of a large ship. Fi is sure that it is the ship containing Nayru’s Flame. Go outside and ride the trolley down to the plateau. The Quadro Baba is back and so is the Wooden Shield Moblin. Look to the right of the bridge to see two columns. One has a Goddess Cube. Use the Clawshots to get to the vines on the closest column and then to the vines on the other column. Charge the sword and strike the Goddess Cube to send its energy into the clouds. Go back to the plateau with the trolley. To get to the large treasure chest on the small plateau below, Link must go back up to the Skipper’s place. On one side of the Skipper’s place is a dock. Dive off of the dock and land on the small plateau. Open the chest to receive a Silver (100) Rupee. Use the Clawshots and Claw Shields to get to the ground. Go to the Skipper and he will be happy. The Skipper tells Link to set sail. Now in the boat, the Skipper opens the Sea Chart and marks the location of the shipyard with a Red “X”. He tells link that his ship was built there so they might find some clues. <<<<<<<<<<>>>>>>>>> #35 The Shipyard <<<<<<<<<<>>>>>>>>> As Link navigates into the new waters he will find many powder kegs floating about. Further in Link will run into Electro Spumes and on some islands Red Bokoblins. He may also encounter a few “Gyorgs”. They look like a shark. It is really a Turkey shoot using the nifty cannon. At the shipyard Link sees many industrial buildings and a broken overhead rail system. On the dock the Skipper says, “We’ve arrived, vrrm!” He looks to a large building and tells Link that it is the construction bay. But the entrance is closed. The Skipper tells Link that all the locations are linked via mine-cart track. Walk along the dock to a round platform. On the left is a Bird Statue. Ahead is a staircase to another platform. On this platform is the lower end of a trolley. To the left is a walkway to an Iron Gated door. Turn right and follow this walkway to the next platform where Link will find two Lizalfos. After defeating the Lizalfos turn left and go up the staircase to another platform. Look to the right and go into the mine-cart building. There is a plaque on the building that reads: “To the shipyard center”. As Link enters the building look to the right. It is the Goron, “Gortram”. He is the owner/operator of the mine-cart rail, the “Rickety Coaster”. Gortram tells Link that people still ride the mine-carts. He suggests that Link read the safety postings on the wall before riding in a cart. The posters are an explanation on how to control the cart. Get in and ride the mine-cart to the next station. Get out and follow the walkway to a staircase leading to a small building. Inside, Link will be attacked by a number of Arachas. Down to the far end of the hallway is a trolley going down to the platform near the dock. In the middle of the hallway to the right is a walkway leading to another mine-cart station. Inside is an old broken robot and a plaque reading: “To the construction bay”. Get in the cart and get ready for the ride of Link's life. Link arrives at the construction bay to find two broken robots, several barrels and a Bird Statue. Open the door and enter. Fi appears to confirm Link’s arrival at the shipyard construction bay. The scene shows a large pit filled with sand and a large claw/grapple hanging above the pit. Fi suggests looking in the sand for a clue. There are a few Arachas to deal with. Equip the Gust Bellows to blow away the sand and suddenly mama Aracha appears, a Thousand Year Arachnid. Its weakness is its eyeballs. One each mounted inside its two claws. The other, in the center of its forehead. The Arachnids main weapons are the two claws and the stinger in the tail. After six or eight strikes with the sword, the eyeball and the claw will be destroyed. When both claws are destroyed, it will disappear under the sand. It will then randomly strike at Link with its stinger. Equip the Gust Bellows to blow away the sand around the Arachnid to expose its body. “Z” target the third eye and use a forward thrust to damage it. After several strikes to its eye, the battle is over. The Arachnid collapses and disintegrates. Fi will appear to tell Link that the chances of finding a clue are zero and Link should report back to the captain. Go to the Skipper and he will tell Link that there is only one place left to look. He tells Link that it is the stronghold of the pirates who stole his ship. Say –Lets go- Skipper tells Link that the pirate captain is a mechanical maniac and he has a shortage of underlings. He then marks the map with a Red “X”. <<<<<<<<<<<<<<>>>>>>>>>>>>> #36 The Pirates Stronghold <<<<<<<<<<<<<<>>>>>>>>>>>>> Maneuver the boat into a small inlet and to the dock. The scene shows a large structure shaped like a dragon. Skipper is visibly shaken. He tells Link the only reason he is functional is because of the Timeshift stone in the boat. He is no longer worried. Leaving the dock there is a pathway going up a wide staircase. At the top are Thunder Keese. To the right and then left is a wall with a door. Two giant Yellow Chuchus are in the way. Open the door and go in. Entering this room Link sees a staircase going down to a round platform that has a pedestal in the center. To the left is a screened room with two large robot devices. To the far left is an Iron Grated door. To the right is a doorway blocked by barbed wire. To the far right is an unlocked door. As Link moves down the steps, Fi appears. She tells him to look. She looks at the pedestal and tells Link that it is meant to hold a Timeshift stone. Open the door at the far right and follow the hallway to another room occupied by two Lizalfos. Take them out. Link may get a Lizard Tail or two as a reward. Leave this room and follow another hallway to a room where part of the floor is Sinksand. Take out the Electro Spume residing there. Dash across the Sinksand and open the door. Go down the hallway a short distance and turn left to see a small Timeshift Zone. As Link walks toward it, Fi appears to tell him that it is a “Timeshift Orb” in the pedestal. She tells Link it was designed to be carried to different locations. Pick up the Orb, turn around and go to the hallway. Turn left and follow another hallway to a room. As the Timeshift Zone moves with Link anything that is now rubble will be returned to its original state. The Timeshift Zone revives Technoblins. After defeating them, continue on to another room with a tall Beamos blocking a hallway. Slice him down to size and go into the hallway just a short distance. If Link goes too far there will be electric beams blocking a room with a large treasure chest. Open the chest to find a Silver (100) Rupee. Pick up the Timeshift Orb and continue on into a cavern. As Link moves through the cavern the Timeshift Zone will cause columns to appear. Go up the ramp to the left and jump to the column. Turn right and jump to the next column. Continue on to a tunnel. Emerging from the tunnel, STOP and put the Orb down. There is an Iron Barred doorway ahead. To the left is another pathway leading to the other side. If Link carries the Orb, the Timeshift Zone will cause the pathway to be blocked by electric beams. On the other side pull down the lever mounted on the wall to the right. This releases the barred gate. Pick up the Timeshift Orb and go into another tunnel. Link emerges in another cavern. Columns will appear as the Timeshift Orb is carried through the cavern. Deku Babas will also pop up. To get to the large treasure chest, get close without causing the columns to rise in front of the chest. Put the Orb down and dash across the Sinksand. The prize is an Evil Crystal. Go back to the Orb and leave this cavern. In the tunnel are three Deku Babas. One bomb will be shared among them. Up next is a Technoblin, then two more Deku Babas. As Link enters this cavern, an Electro Spume will pop up on the right. Put the Orb down, walk up close and strike the Electro Spume with a charged sword. There is another on the left side of the cavern. Pick up the Orb and do the same with this one. In the middle of the cavern are two Deku Babas. Equip the Hook Beetle and cut their vines. Link will also be visited by two Technoblins. On the other side of the cavern is a stone entry blocked by Iron bars. To the left of the cavern is a room with two entryways. In the room is a switch plate that raises the Iron bars to the stone entry. The crate in the room must be put on the switch plate to keep the bars raised. But when those bars rise another set of bars drop blocking the right entry to the room. The only way to move the crate is when it is within the Timeshift Zone. If the Timeshift Zone reaches the entry on the left, it will then be blocked by electric beams. The trick is: Walk up to the entry to the right side of the room and set the Timeshift Orb outside of the entry. Go inside and move the crate to the switch plate. The bars at the stone entry will rise and the bars at the room entry will drop. The room entry to the left is still out of the Timeshift Zone so it is open. The Sinksand is still there but just a small area. Dash out of the room to solid ground and pick up the Timeshift Orb. In the next room look to the right to see a barrel. If Link needs a Fairy in his bottle, he can smash the barrel for one. If Link tries to go into the large room ahead while carrying the Orb, electric beams will block the doorway. Carry the Orb to the doorway on the left of this room and set it down. The Beamos in the middle of the room is still rubble, but the Beamos to the right is now active. Time Link’s attack well and slice him down to size. Move the Timeshift Orb far enough into the room to activate the other Beamos and then cut him down. Now move the Orb to the corner where the first Beamos was and set it down. Go into the room with the large treasure chest and open it to find an Evil Crystal. Turn around and look to the middle of the wall to see a lever. Pull it down to raise the Iron bars blocking the doorway to the Beamos room. In the large room are two inactive Armos guarding a barred doorway. Go pick up the Timeshift Orb and place it to the left of the doorway in such a way as to just touch the Armos with the Timeshift zone. Equip the Gust Bellows to wind him up and take him down. Staying just outside the Timeshift Zone helps protect Link from any hits. Do the same with the other Armos and the bars will drop. Go through the doorway to find that Link is back in the room with the pedestal. Put the Orb in the pedestal and the Iron Grate over the door lifts. A scene shows the outside structure, like that of dragon’s jaws, opening. Fi appears to tell Link the Timeshift caused a change in the structure. She suggests that Link go outside to assess the situation. Go out the now clear door. Link emerges on a platform with a long walkway. Turn around and look above the door to see a Claw Shield. Equip the Clawshots to reach this shield and one across the way. At the end of this upper walkway is a Goddess Cube. Strike it with the charged sword to send its energy into the clouds. Drop down and walk toward the dock. Fi will appear to tell Link that the masts and sails he sees are likely from the ship that protects Nayru’s Flame. She gives Link the ability to dowse for the ship. Go to the boat and talk to Skipper. He is surprised his ship isn’t here. He is happy that Link found a clue, but thinks he must search the entire sea to find it. He feels his ship most likely is invisible, but the good news is that when it is attacked, it becomes visible for an instant and Link might get a look at it. Head toward the large seaport and equip the dowsing. When the beep is high, take a few shots with the cannon. When the ship is hit, it will be momentarily visible. Skipper tells Link to keep pounding away at it with the cannon. After a few hits— -Cut Scene- The water disappears and the ship slides to a stop in the sand. Link climbs aboard and looks around. The ship looks deserted. -End Cut Scene- <<<<<<<<<<<<<<>>>>>>>>>>>>> #37 The Sand Ship <<<<<<<<<<<<<<>>>>>>>>>>>>> On the main deck, access to the ladders is blocked by barbed wire and there is but one door. Go in. Link is in the interior of the ship. In front of him is a locked door and a Bird Statue to the left. To the right is a staircase going down. At the bottom of the stairs is a pile of sand with an Aracha inside. To the left of this room are several Blue Butterflies. Equip and strum the Goddess Harp while standing near the wall. A Goddess Symbol will appear. Charge the sword and draw a triangle for hearts. From here is a hallway with a pile of sand containing a Red Rupee. The hallway is a dead end. Go to the other side of the Ship and follow the hallway to a door. Watch out for the Thunder Keese. Go into the next room. On the left is a barred entry leading into a room with a large treasure chest. To the far left is an entry blocked by barbed wire. To the right is Sinksand and an Electro Spume. Toss a bomb his way and then dash across the Sinksand to a hallway. On Link’s left and right are doors that will not open. About halfway down the hall is a fan mounted in the wall. Link can see into another room. A short distance further is a door to the left that is covered in barbed wire and a door to the right that will not open. At the end of the hall is a landing with a pile of sand containing an Aracha. To the left of the landing is a staircase going down to a door leading to a hallway crawling with Arachas. At the end of the hall is a large rectangular room. There is a Bird Statue in front of Link and two piles of sand in the room. One has an Aracha, the other a Blue Rupee. As Link walks into the room Fi appears to tell him to look at a door on the right, that is sealed shut and is covered in barbed wire. To the left is a screened room containing five large treasure chests. To the left of these is a ladder coming up from below the floor. Continuing through this room Link sees a hallway on the right that leads to a pair of doors. Watch out for Thunder Keese. In the next room is a partially grated floor covered in sand and divided by a tall barred wall with a small doorway. On this half of the room is a door with a combination lock like the one in the Ancient Cistern. In the other half of the room is a doorway blocked by iron bars and barbed wire. Equip the Gust Bellows to blow away the sand. Link finds a Ship’s Helm on the floor. It has a red spindle top and a blue triangle in the lower center. Moving to the other half of this room Link blows away more sand to find three more Helms. The first has two red spindles with a blue triangle at the bottom center. The second has three red spindles with a blue triangle at the bottom center. The third has four red spindles and a blue triangle at the right center. Go to the door with the combination lock and strike the blue gems in the order of the bottom, top, bottom and right using the upward strike, the downward strike, the upward strike and the right to left strike. The lock will open. Open the large treasure chest in the next room to receive a small key. Go all the way back to the top level and open the locked door. _________________________________________________________________________ )))))))))))))))))))) LD-0025 SERVO - PIRATE ROBOT (((((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Link is outside on a long walkway. An Iron Gate pops up blocking the door behind him. At the far end of the walkway is a Skeletal Robot. In his right hand is a four edged sword and in the left a hook. He turns and runs toward Link. It is “LD-0025 Servo”. This mutinous robot stole the ship from Skipper long ago. Use the whip to stun and forward thrusts to push him to the end of the walkway. At that point, the Iron Gate will move toward Link and the Robot will turn to attack again. Push him to the end again and he will lose his right arm. The Iron Gate will also move closer to Link. Push him to the end of the walkway once again. This time he loses his left arm and falls into the sand. A large treasure chest appears at the end of the walkway. Open the chest to get the “Bow”. Return to the main deck. <<<<<<<<<<<<<<>>>>>>>>>>>>> #38 Finding Nayru’s Flame <<<<<<<<<<<<<<>>>>>>>>>>>>> Equip the Bow, then target and shoot a point on the mast that looks like a button. Near the top of the mast a Blue Timeshift Stone appears. Shoot the Blue Stone with an arrow to activate a Timeshift Zone that will encircle the Ship. A Red Bokoblin near the helm will turn a dial to enclose the Blue Stone in a cage. The door on the main deck has an Iron Grate drop down and several Red Bokoblins will attack. Once they are defeated, climb the ladder on the mast and defeat the Red Bokoblins at the top. Equip the Bow and take out the Red Bokoblin Archers. Then equip the Hook Beetle and attack the remaining Red Bokoblins. When they see the Hook Beetle coming at them, they scream and drop off the yardarm. LOL! Walk out to the end of the yardarm where there is a post connected to a trolley. Equip the Bow and target the large button on the post at the high end of the trolley. The trolley will come down to Link. Grab onto it and ride to the top. Walk toward the mast and onto the yardarm on the other side and bring this trolley down. Grab onto the trolley and ride up to the next yardarm. Follow the yardarm to the mast to see a dial. It is the same dial the Red Bokoblin used to close the cage around the blue stone. Insert the sword, rotate the pointer up and push in. The cage around the Blue Stone will open and the Iron Grate covering the door to the interior of the ship will rise. Skipper will call out to Link “Good job”. Skipper tells link that he is happy to see the ship looking like it used to. He now needs for Link to rescue his crew. Skipper tells Link the crew is most likely being held in the brig. He then marks the map with a red “X”. Skipper thinks it is still dangerous so he will wait in the boat. Turn and drop down to the rear deck. Use the Clawshots to reach a Claw Shield on a short mast at the stern. Then drop down to find a large treasure chest that contains a Piece of Heart. Use the Clawshots and Shields to get back up to the rear deck. Drop down to the main deck using the Sailcloth and go to the door leading to the interior of the ship. With Link on the upper level of the interior, turn right and follow the staircase down to the next level. Follow the hallway on the right to the door near the end. Inside this large room that once had sand, are now two Technoblins. Dispose of them and go through the doorway on the far left. Fi will appear and tell Link to look up. The scene shows Link looking through a grate in the ceiling to see the Blue Stone on the mast. Fi tells Link he can reach the Blue Stone through the grate in the ceiling. Look to the left of this room to see that the doorway is blocked by electric beams. Equip the Bow and shoot the Blue Stone. The Time Shift Zone will revert back causing the doorway Link just entered to become covered in barbed wire and the doorway to the next room to be accessible. Go in to the next room and open the large treasure chest to find the Dungeon Map. Return to the room with the grate and break the barrels if Link needs more arrows. Equip the bow and shoot the Blue Stone once again to activate the Time Shift Zone. Exit this room and break the barrels in the next room for more arrows and hearts. Walk down the hallway a short distance past the fan in the wall and open the door on the left. In this next room, Link will be attacked by two Technoblins. After defeating them, look to the right to see a wooden crate and a switch plate on the floor. Move the wooden crate over the switch plate. Two large window ports will open giving Link access to the outside of the ship. At the other end of this room is a doorway with electric beams blocking access to the next room. To the right of the doorway is an iron barred opening where Link can see a lever to the left and a dial on the right. Exit this room back to the hallway, turn left and go to the landing ahead. Follow the staircase down to a door leading to another hallway. Follow this hallway and dispose of a Technoblin as Link moves on. To the right of this large hallway is a tall Beamos. Take a moment and slice him down to size. At the end of this large hallway turn right into another hallway to a pair of doors that lead to the room where Link found the Helms. Take out two Technoblins and look to the other half of this divided room to see several Robots. They are the crew imprisoned by the Pirate. The Robot tells Link that there is a corridor from the engine room that connects to the brig. But to use this he will need to activate the two power generators in the engine room. The Robot then marks the map with a red “X”. Go back to the main deck and then up the ladder to the upper deck. Take out the Red Bokoblin archer. On this deck is a crane with a lifeboat and two large fans mounted on the deck. On the back wall is a locked door. Equip the Bow and shoot the Blue Stone on the mast to reverse the Timeshift Zone. Get in the life boat and using the Bow shoot the button at the top of the crane. The life boat will lower itself to an open port window. Go into this room to find the door to the hallway is now covered with barbed wire and the doorway to the adjacent room is now accessible. Go to the lever on the left side of this room and pull down. This will release the Iron Grate covering the door to the hallway. To the right of this room is the switch to the power generator. Directly overhead is an open grate in the deck giving Link a direct line of sight to the Blue Stone. Equip the Bow and shoot the stone with an arrow to activate the Timeshift Zone. Walk up to the power generator switch, insert the sword, turn it to the left and push in. A scene shows the ship's hold lighting up and several large lifts rising. Fi appears to confirm that the engine room is fully operational. But, the corridor to the brig will not be accessible until Link activates another power generator. Equip the Bow and shoot the Blue Stone with an arrow to deactivate the Timeshift Zone. Go to the hallway and turn left. Go a short distance to the fan on the right. Equip the Bow and shoot the button switch on the wall in the adjacent room. An Iron Grate, blocking the doors to this room, will lift. Turn left, follow the hallway a short distance to a pair of doors on the right. Enter this room. On the left side of the room is a switch plate on the floor. The middle of the room is divided by iron bars. In front of the iron bars is a ledge with a large wooden crate. Move the crate to one side to reveal a ventilation shaft with a fan. Step on the switch plate. On the opposite side of the divided room a small door will open revealing a button switch. Equip the bow and target the switch through the ventilation shaft. This switch will raise an Iron Grate blocking the other door. Exit this room to the hallway. Go back to the first power generator room. Equip the Bow and shoot the Blue Stone with an arrow to activate the Timeshift Zone. Leave this room, cross the hall and enter the second generator room. Deal with one Technoblin. Step up to the generator, insert the sword, turn it to the left and push. A scene shows the ship's hold lighting up and several lifts rising. Fi appears to confirm that the engine room is fully operational and the corridor to the brig is now accessible. Go to the hallway and turn right. Follow it a short distance to a pair of doors leading to the room adjacent to the first generator room. Enter this room and go through the port window on the left and go down the ladder. From this balcony is a port window to the right of the ladder. Enter the ship here. Go through the doorway on the left to a hallway. Follow this hallway to a door that leads to the hold of the ship. Go down the ladder and Link will see three lifts rising and falling at different intervals. At the end of this pathway is another ladder that leads to a landing. To the left is a hook mounted on the wall. Across from the hook is another landing with a ladder leading up to another room. Equip the Whip, use the hook to swing onto the landing. Go up the ladder. Link is now in the large screened room that has five treasure chests. The first treasure chest holds a Monster Horn. The second chest a Silver Rupee. The third chest an Evil Crystal. The fourth chest has another Silver Rupee. The fifth chest has another Monster Horn. Go back down the ladder to the landing. Look to the right to see five lifts rising and falling. Jump down to this pathway and dash to the ladder at the other end. At the top of the ladder is a landing and a hook mounted on a wall. Equip the Whip and use the hook to reach the top of the first lift. As the first lift reaches the top of its rise and the second lift reaches the bottom of its fall, run dash to land on the second lift. Step off this lift onto a landing. To the right is a lever mounted on the wall and a small crawl space near the floor. Pull the lever down to release a barred doorway that leads to the entry of this hold. Enter the crawl space and follow it to a vertical shaft. Climb the ladder to a small room with a barred entryway to the brig. To the right of the bars is a lever mounted on the wall. Pull down the lever to release the bars. As Link enters the brig, the Skipper’s crew is overwhelmed with happiness. The crew tells Link that he will have to regain control of the ship to reveal Nayru’s Flame. Link is told that the control room is next to the brig, but its huge door is shut and he will need a key to open it. The crew tells Link to go to the Captain’s cabin where he will find the control room key. Link is given a key in gratitude for rescuing the crew. This key will open the door to the Captain’s cabin. Leave the brig and go back down the vertical shaft to the crawl space leading to the hold. Exit the hold to the outside of the ship through the window port where Link first entered. Climb the ladder to the room adjacent to the first generator room. Go out the window port to the life boat. Equip the Bow and shoot the button on the winch switch. Link is now on the upper deck leading to the Captain’s cabin. Before entering, equip the Bow and strike the Blue Stone to deactivate the Timeshift Zone. Unlock the door and enter. Link is on a landing above a large rectangular room with a staircase leading down to the right. On the floor are two piles of sand with Red Rupees hidden inside. At one end of the room is a doorway blocked by Iron Bars. At the other end of the room is a Bird Statue and an open entryway. As Link enters the room several Arachas will attack. Dispose of them quickly with a few slices of the sword. To the right of this room is a switch plate on the floor. Directly overhead is a ventilation fan with a direct view of the Blue Stone. Equip the Bow and strike the stone with an arrow to activate the Timeshift Zone. Link will be attacked by a Technoblin and a tall Beamos. Quickly dispose of them. Walk over to the switch plate, step on it and turn to see a small doorway open in the wall to the adjacent room. Equip the Bow and shoot the button switch on the far wall. An Iron Grate will lift allowing Link access to the next room. In the corners of this room are two tall Beamos with a fixed position of their laser, leaving a blind spot. A third Beamos with full rotation of its laser is across the room from Link. Approach the first two Beamos on their blind side to take them down. Defeat the third Beamos in the usual manner. With all the Beamos defeated, Iron Bars will lift allowing access to a small room with a large treasure chest. Open the chest to find a “Squid Carving.” It is a squid shaped statue studded with intriguing suction cups. Fi appears to confirm that this is the key needed to open the door to the control room. She marks the location with a red “X” on Link’s map. Leave the Captain’s cabin and cross the main deck to the entry doors of the main hold. Follow the hallways and corridors to the point Fi marked with a red “X”. Approach the door and insert the Squid Carving. As Link enters the next room, giant tentacles break through from the floor below leaving six large holes of splintered wood. Leaving this room Link feels the ship shudder with a sudden shift of its keel. Turning down a hallway, large tentacles crash through the walls. Fi appears to tell Link that the ship is under attack by an extremely large creature. She recommends forcing it back with “Sacred Power”, then leaving to assess the situation. Raise Link’s sword skyward to charge it and slice through the tentacles. Continuing down the hallway, the ship will shudder again and barrels will come rolling down a staircase and through a doorway toward Link. At the top of the stairs, at a small landing, the ship suddenly floods with water. Continuing up the stairs, the ship shudders again, tilting steeply. More barrels come rolling down the hallway. In the next room two more tentacles crash through the walls. Use the skyward sword to slice through them. Continue forward through a shattered wall and leap across the remaining portion of the deck to a staircase. As Link moves up the staircase, the ship shudders again and the water rises to his feet. At the top of the staircase, Fi appears to warn Link of an evil presence on the other side of the door. Emerging on what is left of the main deck of the ship, Link is confronted by the ”Abyssal Leviathan- Tentalus”. ____________________________________________________________________________ ))))))))))))))))))))))) ABYSSAL LEVIATHAN - TENTALUS ((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This Beast is very much like a giant squid, but having one large red eye in its forehead. The top of its head has numerous small tentacles, like dreadlocks. It will drop out of sight and thrust its tentacles up through the wood deck in an attempt to grab Link. Raise the sword skyward to charge it and use a horizontal or a diagonal slice to sever each tentacle. Soon Tentalus will surface. Equip the Bow and fire an arrow into his eye. As his head drops forward, run up to the eye and take as many slices as you can with the sword. After the third time Tentalus will become furious and begin to pound away at the deck. A wood crate and barrels fall from the upper deck. Run to the crate and climb to the upper deck. Tentalus will be there to greet Link. Put another arrow in his eye and repeat the previous attack. This time the ends of the tentacles from his head open as jaws of sharp teeth. As they attack, take slices from all directions to sever their heads. When Tentalus’s eye is exposed again, repeat your attack on the eye. Do this several times and he is finished. A full heart container will float down from the sky and a pedestal containing a Goddess Symbol will rise from the medallion on the deck. Raise the sword skyward and strike the Goddess Symbol. A blue flame will rise from the pedestal. Fi will appear and blue fireballs will shoot out from the flame to engulf her. This fireball will shoot away and return as four, striking Link’s sword. Link holds the sword high and then masterfully puts it in its sheath. Link looks at his hand to see the image of a triangle light up. A second corner is aglow. Fi will then reappear to tell Link that his sword has been enhanced and he can now learn a new melody. She suggests that he return to the Isle of Songs. The next scene, Link and the Skipper are at the dock. Skipper thanks Link for getting his ship back, even though it is half wrecked. He tells Link that he and his crew will have it back in proper working order in no time. He wishes Link good luck and tells him to visit anytime. <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>> #39 Thunderhead – Isle of Songs Revisited <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>> At the Isle of Songs, go through the crawl space and down the walkway to its end. Standing in the circle, look forward to see a Goddess Symbol. Use the skyward strike to activate the symbol. -Cut Scene- The medallion Link is standing on rises with the Goddess Statue below him. Fi appears and tells Link that she has a message from the Goddess that was given to Fi long ago. Fi tells Link it was intended for him and it reads: “He who seeks the Sacred Flames, listen well, for I guide you from my place at the edge of time. The last of the Sacred Flames still Eludes you. To obtain it, you must claim another Sacred Gift. For each trial you overcome, you shall Be blessed with another gift… Make use of the Power of these Gifts, and you will certainly find the path to the Sacred Flames. Now I bestow unto you another melody. Let it serve as a key to unlocking your final trial. It awaits you upon Eldin Volcano.” Fi goes into a flying dance while a stream of light radiates to Link. Link begins to play the Goddess harp while visions of Loftwings fly above him. Fi tells Link the song is called “Din’s Power”, and its rousing melody will guide him. The Goddess Statue drops down and Fi confirms what was told by the Goddess. Fi has given Link the dowsing ability to find the gate to the trial. -End Cut Scene- Take to the sky, leaving Thunderhead the same way Link came in, and go to the Eldin Volcano. But before you do, let’s get some treasure and do some errands. -Side Quests & Treasure Hunting- Go to Island #10, The split island. Land on the level half, equip the Clawshots and target a patch on the ceiling of the caged half of the island. Drop and open the treasure chest to receive the “Potion Medal”. It prolongs the effect of a potion. Back on the other half of the island, in the cave below, open the other treasure chest to receive the “Life Medal”. When carried, the number of hearts Link has is increased by one. Go to Island #7, The island with a hole in its top. Drop down the hole and see Blue Butterflies. Strum the harp to reveal a Gossip Stone that says: "They say it’s possible to summon fairies by drawing three triangles upon certain walls." Equip the Clawshots. Target the Claw Shield to reach the treasure chest. Open it to receive a “Piece of Heart”. Go to Island #2, The island with the well. Dive down and do a spin/jump to reach a ledge. Open the treasure chest to receive the “Heart Medal”. Hearts will appear more often. Go to the Lumpy Pumpkin and talk to Pumm, the innkeeper. He sees Link’s harp and says he has the perfect job for him. But it can only be done at night. Go in the room in the back and go to sleep until night. Talk to Pumm again and he tells Link that Kina is quite a singer. He asks Link to do a duet with her. Pumm calls to Kina to tell her. She agrees and the duet begins. Play as best you can. (I tried eight times without success and my friend did it the first time out) When the crowd of two is happy with the performance they will applaud. Kina will say, “You’re much better than I expected! I think I underestimated you. I hope we have a chance to entertain the customers again. Pumm will say, “Impressive! I’d say you pass with this, I say we’re even! You don’t have to work for me anymore. Great job. You know, I’m going to buy a new chandelier to replace that old one! It really fancied up the place. Considering all the hard work you put in around here, I feel I should give you a little something. Take this!” Link receives a “Piece of Heart”. Pumm then says, “Maybe you can swing by later. Yep, as a customer next time." Go to Skyloft and to the Bazaar. Talk to the big guy, Dovos, in the café. He tells Link there are sounds of a woman sobbing at night in the dormitory. Near the Plaza talk to Fledge. He will tell Link that he is working out at night so that he can be as strong as Link. He asks Link not to come by at night, because it would be embarrassing. Go to Fledge's room at night and Link will find him doing push-ups, counting 5,6,7…. Fledge tells Link he is training. He can’t lift a single barrel. He tells Link he is about to give up. Fledge says to Link “If only there were a potion that would give me stamina..." During the day, go to the Potion Shop and buy a bottle of stamina potion. Go back to Fledge's room at night. Fledge will ask if Link has the stamina potion. Give Fledge the potion and he drinks it down. Fledge is perked up and feeling stronger. He is worried that he still won’t succeed. Tell Fledge he can. Fledge thanks Link and tells him to come by soon. Sleep to the next morning and again till the next night. Fledge is doing push-ups and counting 55, 56, 57…. Fledge tells Link he has been training hard but still feels sluggish. He asks for more stamina potion. During the day go to the Potion Shop for another bottle of stamina potion. Return to Fledge's room at night. He will ask if Link will share his potion. Say, “take some”. Fledge drinks it down and feels stronger. He does worry about how long he needs to train. Fledge asks Link “how many push-ups do you think I need to do?”…. Say “not about numbers”. Fledge understands what Link means and tells him to come back soon. Go to the water next to Kukiel’s house and dive in. Swim into the underwater cave and come up in the well. Open the large treasure chest to find a Silver (100) Rupee. Climb to the area above the Academy and walk up to the vent above the bath. Inside the vent is a Claw Shield. Equip the Clawshots and use the Claw Shield to drop down inside the vent. Look down through the grill to see that it is the Headmaster who is taking so long in the bath. Go through a small crawl space and drop down into Zelda’s room. Open the armoire to find a Piece of Heart. Lay down on the bed and sleep till night. Link will find a Gratitude Crystal in the center of the room. If Link looks closely at the wood slats next to Zelda’s bed he will see that one is missing and he can see Karane in her room next door. Go to the desk that has a chair and sit down. Links attention will be drawn to a journal lying on the desk. It has an unfinished entry that reads, “Tomorrow is the big day! The wing ceremony! Finally, Link can take a big step toward becoming a knight. I can’t wait to see him promoted to full knighthood, but I’m a little worried he might have some trouble winning the race. Lately, Link hasn’t taken his flight training seriously. Someone needs to make sure he doesn’t mess up his chance! So I’ve made up my mind. Tomorrow I’ll wake him up extra early and make sure he gets in some last-minute practice, whether he likes it or not. He has to win, or we won’t be able to perform the closing ceremony together.” Leave via the door to the hall. Link will also notice that the door is no longer locked and he can return at any time. -End Treasure Hunt & Side Quest- <<<<<<<<<<<<<<>>>>>>>>>>>>>> #40 Gate to the Third Trial <<<<<<<<<<<<<<>>>>>>>>>>>>>> Go to the Volcano ascent point in Eldin Volcano. Look for Blue Butterflies near the blue tiled floor. Equip the Goddess Harp and strum. Fi will appear. She is above a medallion that has a pulsing ring. Strum to the beat of the ring. A nice cut scene takes place. Fi tells Link to thrust his sword into the center of the mark. Do so and the area transforms. Fi calls to Link and tells him that she can not follow, as he is only here as a spirit. She tells Link this is “Din’s Silent Realm” and it will test his power. As before, Link receives a spirit vessel. He must collect 15. The task is not all that difficult. Link must be aware of several types of guardians and alarms. The “Flying Sky Watchers” hover overhead casting a bright light. If Link is caught in the light, all the guardians will be alerted. The “Earth Watchers” are stationary, but if Link gets too close they too will set off the alarm. There is a liquid called “Waking Water”. If Link touches the water the guardians will be alerted. One of the spirits is on a column surrounded by lava. The only way to get to it is by tightrope. Another spirit is on a vine-covered wall above lava. On a rock is another tear. It is accessible only by stepping stones. Another is just out of reach in the air. The only way to get it is to swing from a rope hung from a dead tree. Another is at the very top of a plateau that can only be reached by geysers. When all the spirits are collected, return them to the medallion and Link will receive the “Fireshield Earrings”. These allow Link to travel in very hot areas. Link returns to the real world and Fi appears to congratulate him. She tells Link that the Fireshield Earrings are one of the Sacred Gifts. <<<<<<<<<<<<<>>>>>>>>>>>> #41 Eldin Volcano Summit <<<<<<<<<<<<<>>>>>>>>>>>> From the Volcano ascent point go to the Temple entrance, turn left and go to the ledge with the geyser next to it. Ride the geyser up to the ledge to see Blue Butterflies. Equip the Goddess Harp and strum. A Gossip Stone will appear. It says, “I’ve heard some of the Goddess Cubes unlock all sorts of treasure when they fly up into the sky. Some even have a piece of heart.” Now go back to the Temple entrance, turn right and go into the Bokoblin compound. Cross the overturned tower and into the tunnel. Watch out for Flaming Keese. On the other side of the tunnel, cross the bridge and enter the cavern. Follow the pathway into another cavern. Stay on the pathway and follow it up, veering to the left, to a tunnel. Link emerges in a large cavern. Fi appears to tell him that he has arrived at the “Volcano Summit.” Red Chuchus are everywhere. On the right is a doorway leading to another cavern that has a large pool of lava. There are several “Cursed Spume” that spit evil curses. If Link is hit he will be jinxed for a short while. There are some steps that were once part of a walkway to the other side. To the right is a Goddess Cube on a rock. Back in the main cavern there is a ledge in the center with two lit torches. Beyond the torches is a Bird Statue. To the left is a steep sand ramp going uphill. This leads to ledge going down to another cavern, which is also accessible from the Bird Statue. There is a large ground area with four lit torches and several Red Chuchus. In the lava to the left are two Cursed Spumes. Toss them a bomb or shoot them with an arrow. Use the stepping stone to cross to the tunnel ahead. On Link’s left is a waterfall and to the right of the waterfall is a high ledge with Blue Butterflies. Below the ledge are two soft soil spots. One with Rupees and the other with hearts. To the right is a balcony hanging over an abyss. To the left of the abyss are several large pinnacles with vines on them. Go back inside the cavern, turn left and go up the pathway to a tunnel. Link emerges in a large room. The Goron, Gorko, is ahead looking at a wall of fire. He tells Link that he came here looking for Goddess Cubes. He thinks there may be some beyond the flaming wall. Fi appears and gives Link the ability to dowse for Goddess Cubes. To the right is a stone marker that reads: “Quench my thirst to clear the way.” Next to the stone marker are steps leading to a receptacle in the image of a frog. Go back to the waterfall and get a bottle of water. Pour the water in the frog’s mouth and the flames disappear. Gorko sees this and says: “Now we can get through here.” Gorko runs past Link. Go through the door and down some steps to another room. To the left are two soft soil spots. One has two “Eldin Roller” bugs and the other has two hearts. To the right are Blue Butterflies. Equip the Goddess harp and strum. A Gossip Stone will appear. It tells Link: “Rumor has it there’s a piece of heart somewhere nearby. The thing is, to get it you need to burrow like a Mogma.” Near the Gossip Stone are three soft soil spots. The middle spot has Eldin Ore. The spot on the left, a Rupee. The spot on the right has three hearts. On the far wall of the room is another wall of fire with Gorko standing in front of it. To the left is another Frog receptacle. Go back to the waterfall for more water. The platform in front of the frog receptacle is missing. Above the receptacle is a platform extending from a small ledge. To Link’s left is a larger ledge with a vine-covered wall above it. Equip the Clawshots to reach the vines. Jump to the smaller ledge and pour the water in the receptacle. The frog drinks it up and the flames disappear. Gorko says to Link, “Nice work, bud” as he runs off. Go through the doorway to find steps leading down to a bridge that crosses a void. Ahead is another wall of fire. Gorko says, it doesn’t feel like Goddess Cube stuff, but there is something “super important” hidden around there. Above the wall of fire is a large frog receptacle. Gorko tells Link that his little bottle won’t hold enough water for this one and asks if he has a larger container, and where is Link going to get all the water. Fi appears to tell Link that she can not detect any water in this area. To the far right is a small room with jars of hearts and Rupees. To the far left is another room with jars and the window is open. Dash up the wall and into the window. Across from Link is a column with vines. Equip the Clawshots to reach them and climb to the top. To Link’s left is another column with vines. On top is a Lizalfos. Equip the Clawshots to reach the vines and climb to the top. With a few quick slices the Lizalfos is toast. Look ahead to see a ledge with vines below. Equip the Clawshots to reach them. On the ledge is a Goddess Cube. Strike it with the charged sword to send its energy into the clouds. The next ledge down has a soft soil spot with a few Rupees. Drop down and go back to the waterfall. The Mogma, Ledd, is looking for treasure and asks Link if he has any info. Link agrees and Ledd realizes that Link needs more water than is at the waterfall. He tells Link that the water at the waterfall comes from Lake Floria. His friend used the waterways, in the Faron Woods, to get back here. Fi appears and tells Link he should go to Lake Floria. She also tells Link that he should see the Water Dragon about getting the water back to the wall of fire. Maybe by using the water basin used by the Water Dragon. Go inside the cavern and out the way Link first came in. Go back to the temple entrance and take to the sky. Drop down into the Faron Woods and land at the Floria waterfall. Before we see the Water Dragon, let’s take care of a Goddess Cube. Up and to the left of the entrance to the Water Dragon’s lair is a ledge with vines hanging down. Equip the Clawshots to reach the vines. Climb up to the ledge and strike the Goddess Cube with a charged sword to send its energy into the clouds. Go to the Dragon’s lair and talk to Faron, the Water Dragon. She will ask if Link is mastering the power within his sword. She understands Link’s need for the water vessel and allows him to borrow it. Fi appears to say that Link will need help from Scrapper to move the water basin. Scrapper arrives and apologizes to Fi for being late. He looks at the basin and tells Fi that he can handle it. Scrapper tells Link he will wait for him in the skies above. Go back to the Bird Statue and choose – to the sky. Scrapper will be right behind Link carrying the water basin. Go to the Eldin Volcano point in the clouds and Scrapper will move ahead of Link. As Link lands, Scrapper arrives to ask if this is where the water is needed. When told it is needed at the summit, Scrapper goes into a frenzy and says he doesn’t want to carry it. A scene shows Bokoblins and Moblins all around. Scrapper is afraid. He then asks Link to play a game called “Protect the Robot.” Go down the pathway a short distance and drop down to the left. Cross the lava on the stepping stones and take out the Red Bokoblin archer. Go into the tunnel and clear the way for Scrapper to the wall of fire. It is not an easy task. Once at the frog receptacle Scrapper pours the water in the frog’s mouth and the flames disappear. Scrapper says good bye and Gorko tells Link to go on in as he has earned the right. <<<<<<<<<<<<<>>>>>>>>>>>> #42 The Fire Sanctuary <<<<<<<<<<<<<>>>>>>>>>>>> The scene shows Link looking down a wide smoky staircase. He then emerges in a large chamber that is divided into three sections. The first, or South section, has two large statues in the shape of an owl. Between the owl statues are steps that once were part of a walkway that crossed to the other side of the next section. Lava divides it in two places now. In the chamber are large plants with water pods hanging from them. Equip the Slingshot and shoot the water pod hanging over the lava directly in front of Link. It will hit the lava causing it to harden for a few seconds. Use this as a floating stone to the next set of steps between two more owl statues. To the right, near some jars, is a soft soil spot containing a fairy. To the left of this area is a stream of lava spewing from an opening high on the wall. On the North wall is a locked door. To its left is a room high above the ground with jars. To the right of the locked door is a ledge with a large treasure chest and Iron Bars separating it from a hallway that leads to a staircase. To the far right, and down, is the third section with a flow of lava running its length. Look slightly to the left of the broken walkway and in front of the spewing lava to see a water pod. Shoot it with the Slingshot to create a floating pad. Jump on and it will carry Link along the lava flow to the third section. Jump to the landing on Link’s left and take out two red Bokoblin archers. Go up the stairs and take out two more Bokoblins in the balconies. Then a Blue Bokoblin at the end of the hall near the Iron bars. The Iron Bars will rise allowing access to the treasure chest that contains a “Small Key.” Drop down and walk toward the walkway. An bearded, old Mogma will pop out of the ground saying, “The exit at last… Whoa!” He is surprised to see Link. He sees Link’s Digging Mitts and asks what Link is doing here. Say – On a quest. He understands and tells Link that his name is “Guld”. He is the big boss of the Mogmas. He tells Link that he invented the Digging Mitts. He says, the word is that there is a huge treasure in these ruins. He tells Link to leave and enjoy the rest of his life because those before him never came back. Guld tells Link of an old tale that goes: “Ye who seek the entrance to the king’s treasure, look for the two statues that face one another. Show your bravery and jump into the mouth of the sleeping statue. Do this, And the path will open before you.” Guld tells Link that some of his guys are searching around for treasure and if he gets lost, holler at one of them. To get to the balcony behind Guld, equip the Clawshots and connect to the vines above it. Go to the locked door, open it and go in. Before Link is a deep wide chasm with lava at its bottom. At the far end is a walkway to a sealed door. Between the chasm walls are two bridges connected to a network of walkways. Turn left and follow the steps down to a small room with a Green and a Red Bokoblin. Watch out for Cursed Keese. Open the door and turn left. Go up the hallway to a treasure chest that has a Red Rupee. Turn around and go back down the hallway past the door to another hallway. Follow the steps down to a landing. Ahead is a room with a switch plate on the floor and a barred gate blocking the way. To the left is a large round chamber with lava below and a large grate covering the lava. There are several higher levels open to the chamber. Directly across and at the bottom of the chamber is a hallway with a door at the end. Its floor is all lava. Drop down on the grate and run to the round stone on the right. Jump on it and ride with the rising lava to a hallway above. At the end of this hallway climb the vine-covered wall to another hallway. Defeat two Green Bokoblins and get on the vine-covered wall at the end of the hall. Follow the vines to the right to a walkway. Defeat the Blue Bokoblin archer. Go to the end of the walkway and drop down to the lower level. In front of Link is a hallway blocked by a wooden gate. To the left are steps to a door. Open the door and go in. As Link walks onto the bridge over the chasm, the door behind him closes and an Iron Grate drops down. There is an iron fence on each side and a “Dark” Lizalfos attacking. It has “Cursed” breath instead of fire. If its breath touches Link he will be jinxed for a short period of time. With fast movement and a few quick slices this guy goes down. The Iron grates lift off the doors at each end of the bridge. Cross over and look to the right of the door to see a hallway that has Iron Bars. There is a switch plate on the other side of the bars. Open the door and enter a large chamber. There are several walkways and steps but the floor is all lava. To the left is an opening in the wall spewing lava. To the far right is another opening in the wall that has lava seeping from it. On the opposite side of the chamber are two Blue Bokoblins. In the lava are a few Cursed Spumes. In a tunnel high on a wall are bomb flowers and Cursed Keese. Equip the Hook Beetle to collect bomb flowers and take out all of these creatures. Pick up another bomb flower and take it to the seeping lava opening. The explosion will open it to full flow. Hanging over the lava in front of the walkway between two sets of steps, is a water pod. Shoot it with the Slingshot and ride the hardened lava across the room. Jump onto the landing and up the steps to the right. On the left is a locked door. Move forward and go through the door ahead. In the next room is a Mogma hanging from a chain that is anchored to the floor. He sees Link and thinks he is a new guard. He tells Link that he will never tell them anything. To the right is a walkway with piles of lava. Equip the Gust Bellows and blow away the lava as Link moves forward. Ahead is a large treasure chest that contains a “Small key”. Leave this room and open the locked door at the landing. In the next room are several “Water Fruit” or water pods. Turn right and go up the steps. Follow the pathway to the left. On the right is a wall of fire and a frog receptacle above it. To the left is a pathway leading to stairs to an upper landing. The large treasure chest here has a “Monster Horn.” To the right of the treasure chest and in front of the frog receptacle is a balcony. Find one of the many water pods and stab it with the sword so that it is stuck on the sword. Go back to the balcony and do an overhead slice to throw the water onto the frog receptacle. The frog drinks up the water and the flames disappear. Enter the large hallway and defeat several Bokoblins. Go to the end of the hallway and open the door. As Link enters the room the door closes behind him and an Iron Grate drops down. Before Link is a round room, caged and having a grated floor. Below the floor is bubbling lava. On the grate ahead and to the left are stepping-stones. These are below a ledge that has water pods. Jump down to the grate and on to the stone to the left. Lava in the shape of a hand raises the stone up to the ledge. The lava hand is “Magmanos”. It is invulnerable to most attacks unless its body can be solidified. Equip the sword and stab a water pod so that it is stuck to the sword. When Magmanos’s hands rise, target one and throw the water at it. The hand solidifies and with a few strikes from the sword it shatters. Jump on a stepping stone and his other helping hand lifts Link up to the ledge for another water pod. Jump down onto the grate and back onto the stepping stone. Just as Magmanos’s hand starts to raise the stone, jump off and target the hand. Throw the water at his hand to solidify it and strike the hand to shatter it. The lava below the grate falls and disappears. The Mogma hanging from the chain in the other room lets out a sigh of relief. He tells Link that he saw the whole thing, “amazing stuff.” He then asks Link to get him down. Go out the door and down the steps. In front of Link is a lever mounted on the wall. Dash up the wall and pull it down. This lowers the Mogma to the floor. He exclaims, “Oh yaaah! I’m saved!” He tells Link that he owes him big time. He then asks Link if he is looking for treasure too. Say – “Treasure?” The Mogma now knows that Link is looking for the sleeping statue. He looks at Link’s Digging Mitts and says, they are busted up. In the Mogma’s gratitude he gives Link a large treasure chest that contains the “Mogma Mitts.” These mitts allow Link to burrow underground in certain places. Look ahead to see three soft soil spots. Two of them have Rupees. The other is a burrow hole. Burrow down and crawl to other side of the tunnel maze, busting the rocks with the sword to clear a path. Link emerges below the grate in the same chamber Magmanos was in. In front of Link is another burrow hole near the wall. Burrow down and crawl to the red side of a plunger switch. Strike it with the sword and the wooden gate above opens. Burrow back up to the floor. Elsewhere on the floor are two soft soil spots that have Rupees. In an alcove is a locked door and a Bird Statue. Leave this room via the hallway to the right. Go up the steps and out the door. In front of Link is a bridge. The problem is that the center is missing. On the other side of the bridge are two Green Bokoblin archers. Equip the Bow and give them each an arrow. To the right is a set of steps and a Blue Bokoblin. Defeat him and continue further to a switch plate on the floor. Step on the switch plate and the Iron Bars near Link will rise. Link is back at the first bridge he crossed. Cross the bridge and open the door. Turn to the left and look in the hallway with the wooden gate. In front of the gate is a burrow hole. Dig down to the tunnel maze and follow the tunnels to the plunger switch on the other side. Strike the blue plunger and the wooden gate will open. Go back to the entrance and come out. Follow the hallway down the steps into a room with water pods. On the right is a switch plate on the floor. Step on the switch and the Iron Bars will lift. Stab one of the water pods and then go into the hallway here and turn right. Drop down and jump on the stepping stone. A lava hand like that of Magmanos, will raise the stone. Jump down and toss the water at the hand. It will solidify. Strike it with the sword and it disintegrates. The lava below the floor grate will drop. The floor to the nearby hallway is now clear. Go into the hallway, turn right, then left and up the steps to a door. In this next room is a large treasure chest containing an “Empty Bottle”. Link now has four. Go back to the damaged bridge and drop down. Near the wall are Blue Butterflies. Equip the Goddess harp and strum. The Goddess Symbol will appear on the wall. There is no exit from here. Look up to the right to see a Claw Shield on a post. Equip the Clawshots to reach it and the one above the alcove on the other side of the bridge. Turn around and equip the Bow to shoot the Bokoblin archer on the balcony. Turn around and open the door in the alcove. Before Link is another Mogma strung up by a chain. He sees link and says, “You’ve come along at the right time, Pal!” He asks Link to get him down. Say, “. . .” The Mogma tells Link that he will tell him the “Big gigantic secret about this place”, if Link sets him free. At the bottom of the steps and to the far right is a partitioned area with a soft soil spot holding a heart. The entrance has a shared gate. Adjacent to this area is another partitioned area with two entrances and two shared gates, one closed and one open. Next to this area is a smaller partitioned area with a water pod plant. The gate is closed. Past the distressed Mogma and to the left, is a wall of fire with a frog receptacle above it. In front of the wall of fire are steps to a platform. In the patch of earth near the base of the steps is a burrow hole. Dig down to the tunnel maze. Backup to the bottom of the maze and turn right to reach a plunger switch. Strike the blue end to move the gate. Backup to the next tunnel and go to the wooden crates. Turn right, then left, then right and then left to the end. Turn left and left again. Strike the blue end of the plunger switch to move the gate. Return to the surface and go to the water pod. Stab the water pod with the sword and go to the platform in front of the wall of fire. Toss the water into the frog’s mouth to put out the wall of fire. Go into the next room and turn left to see a lever mounted on the wall. Dash up the wall and pull it down. The Mogma is lowered to the ground and rejoices. He then reneges on the deal. But then he sees that Link is wearing Mogma Mitts from his brother’s collection. Say – “I helped him.” The Mogma back peddles and says, “Wait, wait, wait! There’s something I want to give you!” He digs up a large treasure chest and gives it to Link. He says it has top secret info. The Mogma says there is a “hidden room.” He leaves and the Mogma, Guld, pops up. He tells Link that he overheard what was said and it is all true. He says he can smell a breeze in the room. Open the treasure chest to receive the “Dungeon Map”. Link’s map suddenly has a new area appear. Guld pops up again and says, “This room has a fake well somewhere…and on the other side of that wall, there’s another room.” Walk up to the wall and place a bomb next to it. The wall is open to a small cave with a burrow hole. Dig down to the tunnel maze to find a centipede roving around. Strike its glowing rear three times using the dash move to defeat him. Follow the tunnel maze to the exit hole. Link emerges in a room with a large treasure chest that contains a “Small Key”. Look around to see a wall covered in vines. Climb up to a cave that drops down to where Link entered the tunnel maze. Leave this area and go back to the damaged bridge. Equip the Clawshots to reach the Claw Shields, to reach the other side. Open the door and go down the steps, through the hallway and to the next room. Turn right and go to the locked door to open it. Link is outside on a fenced landing. Across from him is a tall structure with a large balcony. On the right are steps going up to a wide, fenced walkway. At the end of the walkway to the left are steps going down to a lava flow. To the left is the tall structure with two Bokoblin archers taking shots at Link. Send a few arrows their way. To the right are two Cursed Spumes. In front of Link is a water pod hanging above the lava. Shot it with the Slingshot and use the new stepping stone to get across the lava. Go up the steps and to the left to a door. Red Chuchus may get in Link’s way. In the next room is a Blue Bokoblin and a Cursed Keese. To the left is an Iron Barred gate leading to the large balcony. To the right are steps going up to a walkway that passes an opening in the wall spewing lava. To the left of the walkway is another set of steps going down to a lower walkway. In between the walkway and steps is lava and a Cursed Spume. Give him a bomb. At the bottom of these steps and to the right, is a burrow hole. Ahead is a wooden gate blocking access to a landing. Go down into the tunnel maze. The scene shows a Mogma digging away. Go to the blue plunger switch and strike it to move the gate. As Link starts back to the entrance, the Mogma runs over to the plunger switch and pushes it back. Crawl to the Mogma and he thinks Link is a green monster. He decides to have some fun with Link. He tells Link that as long as he has a clear path, Link will never catch him. When he is caught, he thinks Link is going to eat him. He notices Link’s mitts are from his brother’s collection. Say – “he gave me ‘em”. He apologizes for what he did and digs up a large treasure chest to give to Link. He bids Link good bye and says he will open the gate on his way out. Open the treasure chest to receive a “Piece of Heart”. Walk out to the landing and dispose of the Cursed Spume. Watch out for Cursed Keese. Turn and look to the left to see a water pod. Shoot it with the Slingshot and ride the stone to the large balcony. To the left is a switch plate on the floor. Step on it and the Iron Gate rises giving access to the adjacent room. Behind the Bird Statue is a burrow hole. Go down into the tunnel maze following it to the right, then up and then to the left, ending up at some boulders. Smash the boulders and come up behind a bomb flower. Hit it with the sword and a bomb will roll to a pile of boulders to blow them up. Suddenly lava comes pouring into the tunnels. Haul butt back to the entrance hole and get out. Link sees that the lava spewing into the lava below the balcony has increased. Go back down to the landing and shoot the water pod above the flow. Jump on the newly hardened lava and ride it to the far left landing. Go up the steps to an intersection of walkways. On the right is a stone marker that reads: “The bridge of decision…choose the path you believe in…move forward bravely.” The walkway to the right is short and drops off into the chasm. The left walkway has steps going up to another walkway and a sealed door. The middle has a staircase going down to the lava and then back up to an Iron Barred gate. Go out onto the walkway to the right and look down. On the left and the right of the chasm are statues facing each other. The one on the right has its eyes open. Jump down into the mouth of the one on the left. Its eyes are closed. Once in, go up the steps and into the hallway on the left. Near the wall there are Blue Butterflies. Equip the Goddess harp and strum. The Goddess Symbol will appear on the wall. Turn right and go up the steps to a door. As Link enters a large room the door closes behind him and an Iron Grate drops. Two Dark Lizalfos come at Link. Watch out for their cursed breath, as it will jinx Link. Defeat them and the Iron Grates on both doors will rise. Dash up the ledge and open the door. Turn right and follow the long curving staircase to a landing. On the other side of the landing are Blue Butterflies. Equip the Goddess Harp and strum. A Goddess Symbol will appear on the wall. Go up the damaged spiral staircase and equip the Clawshots. Watch out for Cursed Keese. Get to the vine-covered wall and onto the staircase again. Continue up the steps to the door at the top. In the next room Link sees a stone marker that reads: “Bring light to each statue in accordance with the number of wings each possess, from least to most.” Behind the stone marker are five statues, each with 0,1,2,3 and 4 wings. Behind the statues is a large treasure chest in a small room blocked by Iron Bars. Near one statue is a burrow hole. Go down into the tunnel maze. Link will have to knock a bomb flower into some boulders to access the light spots in the correct order. On the right of the maze is a centipede. Light all the statues and the Iron Bars at the treasure chest will rise. In the tunnel the exit will be blocked and the centipede will be loose. Defeat the centipede and leave the tunnel maze. Open the large treasure chest to receive the “Mysterious Crystals”. Turn and go down the steps to the right. Turn right and open the door at the top of the steps. In this long narrow room is a switch plate on the floor. The jars on either end have hearts and one has a fairy. Step on the switch plate and the Iron Bars will rise giving access to the middle walkway outside. Follow the walkway to the central intersection and turn right. Go up the steps to the sealed door and insert the Mysterious Crystals. The doors open. ____________________________________________________________________________ )))))))))))))))))))))) DEMON GHIRAHIM RETURNS (((((((((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Link enters a large room. Ghirahim is waiting for Link. Ghirahim says to Link: “I see you’re still among the living. Fancy meeting you here. We seem to bump into each other time And time again. Oh, it’s no coincidence, Though, is it? You and I, we’re bound by a thread of fate. Look at these old drawings. Until I found these, I was…Upset about that little stunt the Goddess’s guard dog pulled at the Gate of Time. What was that twig’s name? Impa? Well never mind that, because these drawings suggest the existence of a second Gate of Time. This news has just filled my heart with rainbows! I’ve been busy boy, searching here and there and everywhere for another Gate of Time. And yet, I couldn’t even find a single clue. Since I know I can be honest with you, I’ll admit I got a little sulky. It was frowns all around. The thought of never getting my hands on that darling young girl again was… Well, more than I could bear. But then I found this place! The prospect of a second Gate of Time Has made me positively giggly! That girl…Your adorable friend… She will be instrumental in bringing about the revival of my master. And though I feared she was now quite Beyond my reach, I despair no longer. …But before we talk any further on that subject, there’s still the outstanding matter of your punishment. Do you remember when I told you that the next time we met, I’d make your ears bleed from the sound of your own screams? Well, I’ve been thinking…perhaps corporal punishment is a touch harsh. I might be willing to forgive and forget if you’ll strike a deal. All I ask is that you tell me where I can find the other Gate of Time. That’s not too much to ask, is it? Oh, and don’t you play coy with me. I know that you know, so why not let me in on the fun? (Link raises his sword) Such behavior. A mischievous boy like you needs to be dealt with firmly. I must warn you, I won’t go easy on you this time. (Ghirahim’s arms change color) Lovely, aren’t they? You’ll find the Supple skin of my arms tougher than any armor. Doesn’t their shape just leave you …breathless? Yes I’ve pretty much got it all. Though there is one teensy, tiny thing I lack… Namely, mercy. Come to me, __________. You and I, we’re bound by that thread of fate. Destined to fight. So come close, ___________. Meet me in battle, and the thread of fate that binds us will be soaked crimson with your blood! Ghirahim will have a few spinning daggers dangling near his head. Equip the Shield and jump to his right and left to distract him. Use a forward thrust of the shield and then take a few slices with the sword. He is fast and may grab the sword. After he takes a few hits Ghirahim will change tactics. He will disappear and reappear in a different place. Later he will pull swords out of thin air and use a string of daggers thrown at Link. The best offense is actually a good defense here. Continue with the Shield and sword attacks. Anytime he disappears, run away because he may crash down on Link causing damage. If Link is too close he will attack with the swords. When he has taken enough damage he will say to Link: “Enough of this foolishness… I am Ghirahim, Demon King! It shouldn’t matter how powerful your sword is, you are still nothing… Not just a human…A human child! And yet you prevail! You filthy scamp! You have awakened a wrath that will burn for eons! I swear to you, whatever it takes, I will drag you into an eternity of torment! Ghirahim arcs his sword and vanishes. Then a full heart container floats down. Leave this room via the door to the North. Link enters a round room with an altar. At the altar is the Goddess Symbol. Walk up to the symbol on the floor and raise the sword skyward, and strike the Goddess Symbol. A red flame will rise from the altar. Fi will appear and red fireballs will shoot out from the flame to engulf her. This fireball will shoot away and return as four, striking Link’s sword. Link holds the sword high and then masterfully puts it in its sheath. Link looks at his hand to see the image of a triangle light up. A third corner is aglow. Fi will then reappear to tell Link that the last of the flames have revealed the true form of his blade. Link holds the “Master Sword”. She tells Link that he can now awaken the Gate of Time at the “Sealed Temple”. Link is now outside the Fire Sanctuary. Go up the steps to the cave ahead. On the left is a burrow hole in front of the Gossip Stone. Go down into the tunnel maze and emerge in a small cave to find a Piece of heart and three Fairies. Find a Bird Statue and head for the sky. ))))))))))))))))))))))))) MORE SIDE QUESTS ((((((((((((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -Side Quest- Go to the Bazaar and open the treasure chest in the back of the Scrap Shop to find a Gold (300) Rupee. Then stop at the potion shop and fill Link’s new bottle with red potion. On the way out stop and see the potion shop man of the house, Bertie, to infuse the heart potion. He will tell Link that he is having trouble getting to sleep at night. Find a bed and sleep until night. Go see Bertie and Link will find him with his crying baby. Bertie will tell Link that it doesn’t look like he will be getting much sleep. He tells Link the baby used to sleep like a sack of rocks until the rattle was lost. Bertie says a bird picked it up in its beak and flew off. Go to the entrance of the cave near the waterfall. Turn to the left and look up. The little island above has vines. Equip the Clawshots to reach them. Turn and look at the waterfall island to see vines. Use the Clawshots to reach them. On the other side of the water are Blue Butterflies. Equip the Goddess Harp and strum. A Gossip Stone will appear to tell Link he can dive into a birds nest from here. Collect the Gratitude Crystal in the water, then dive off the dirt patch into the nest. Equip the Gust Bellows to blow away the dirt and pick-up the rattle. Go to Bertie’s house and give him the rattle. He shakes the rattle and the baby settles down. He is very grateful. Link receives five Gratitude Crystals. Now go to the Academy to see Fledge. Link walks in the room and sees Fledge doing push-ups counting 3,985…3,986…3,987…3,989… He tells Link it was a nice warm-up. He is glad to see Link and asks if being able to lift a barrel with one hand is strong enough. Say – “For sure”. Fledge thanks Link for his help and motivation by giving him five Gratitude Crystals. Go to bed and sleep until morning. Go see the old lady in the kitchen, Henya. She says she hears a voice in the restroom at night. Walk toward the restroom and a voice calls out “…Oooooh…Somebody…Please, somebody help me…” Link tries to open the restroom door but it is locked. The voice calls out “Oooh…Paper…Please…Somebody bring me paper…any kind of paper at all…Ooooh”. If Link delivers a letter for Cawlin instead bringing it here, the voice will say, “Please forget about the paper…Good-bye…” Even though Link doesn’t have enough Gratitude Crystals yet, go see Batreaux. Fi will appear and add the crystals to Link’s dowsing abilities. Now Link can find them easily and usually at night. Look around Skyloft to find a few. Go to the check girl Peatrice’s house (at night) and talk to her father. He says hello and that it is a good time to visit. Say – “Daughter” He says, “Sure enough is.” He is worried about her because she sits and stares at the yonder. He then thinks that he has figured it out. His daughter has an “unwanted admirer”. He won’t have it and is going to find the rascal and give him a good whuppin’! He asks for Link’s help. Find a bed and sleep until morning. Go see Peatrice at the Item Check and she will tell Link to visit her tonight as she has something to tell him. CAWLIN's LETTER, with alternate version; Now go to the Academy and talk to Cawlin. He is mumbling, “Should I give it to her…? Should I not give it to her…?” He is startled by Link. Cawlin tells Link he has a dilemma in his mind. Say – “Can I help?” He asks Link to deliver a very important piece of paper to a certain person. Link looks toward the restroom door and Cawlin says, “What, there’s someone in there who wants paper?” He tells Link that this paper is a letter, a love letter. It is not to be used as toilet paper. Link is to give the letter to Karane. Link has two choices and must make one now. He can give the letter to Karane or to the person in the restroom (see this story further down). If he should choose to give it to Karane then this is what he must do: Go down the hall to the classroom to see Karane. Karane will be mumbling, “Oh, Pipit…How can I get you to notice me?” She turns to see Link and asks if he needs something. She wonders if Link heard her mumbling. Choose – “Give her the letter” Karane says, “A letter? For me? Could it be from Pipit?!” Choose – “Here you go” She thanks Link then takes the letter and opens it. She wonders who it's from and says the hand writing is terrible. Karane sees it is signed, “Your brave knight, Cawlin”. She remembers Cawlin as one of Groose’s flunkies. She seems to like the letter and is considering going out with him. Then Karane wonders what Pipit would think if he knew. Go back to Cawlin and he is surprised that Link actually delivered the letter. Now he isn’t sure what he should do. Go upstairs to see Pipit. He will ask, “What’s up?” He is surprised that Karane got a love letter. He thinks it is “interesting”. Pipit asks Link what he thinks Karane is going to do. Say – “Date him.” Pipit is shocked and thinks it is a big problem. He lets on that it is none of his business and says it is his duty to make sure everyone lives up to the standards of knight school. Pipit feels he should step in and asks if Link understands. Say – “You like her?” He then asks Link to ask Karane what her decision might be. Go to the classroom. -Cut Scene- Karane says to Cawlin – “You’re the one who sent the letter, right?” Cawlin – “Yes” Karane – “Tee hee. It was a wonderful love letter. Thank you!” Cawlin – “It wasn’t…that…great…and, um…Wha-what’s your…answer?” Karane – “My answer? Ah…My answer…” Cawlin – Oh, please! Please go out…with me!” Pipit enters the room and says, “Wait. I think you should go out with me instead! I mean…er…I want to ask you out!” Cawlin – “What?…Hey, hold on there! What are you trying to pull all of a sudden?” Karane – “Errr…I want to go out with…Pipit…” Cawlin – “Ha! See that, you fool?! I knew she would choose me! She’s been checking me out for weeks! Uhh, wait a second…Wait…Really?!” Pipit walks up to Karane and says, “Truly? You choose me?” Karane – “Yes! I’m so happy. Thank you…” Cawlin – “This can’t be happening…” Cawlin then turns and runs out of the room. Pipit calls to Link to say, “When you told me about the letter, it was at that moment I finally realized. I realized that…I love her. I thought to myself I can’t let anyone else take her from me! If you hadn’t told me, I might never have even noticed my own feelings for her. I’m so grateful. I don’t know how I can ever thank you!” Link receives five Gratitude Crystals. Look in Groose’s room to find Cawlin in bed crying, “Ugh…Stupid Pipit…So much hate for you…For crying out loud…” If Link returns to Groose’s room, Cawlin is sitting on the bed and says, “It’s over…It’s all over. What do you want, Link? Have you come to laugh at my miserable state? Just leave me alone!” ======OR====== If Link decides to give the letter to the person in the restroom he should do this: Instead of giving Cawlin’s letter to Karane, find a bed and sleep until night. Go to the restroom and the voice of someone wanting paper will be happy that Link brought what it needed. The door is unlocked and Link can enter the restroom. As Link approaches the toilet a hand from inside waves to Link. The paper is offered but the hand is reluctant to take it because it is a letter. Tell the visitor in the toilet “Yes” and it thanks Link. It also tells Link not to ask what it will use the paper for and "May we meet again… You kind soul…” The hand then disappears down the toilet. Find a bed and sleep until morning. Find Cawlin in the hall and he will ask Link if he handed over the letter as he had asked. Say “Actually” Cawlin is upset and says “You gave it to the weirdo in the restroom?!” Cawlin tells Link that anyone who interferes with true love should be kicked by a bird and that he Hates Link. Cawlin then runs away crying. Go to Grooses room to find Cawlin. He will tell Link “I don’t know who that was in the restroom, but I’m completely freaked out just knowing that they read my letter…I still can’t even believe it! Who exactly did you give it to?!” Find a bed and sleep until night. Go back to Grooses room to find Cawlin laying on the bed and the hand from the toilet rubbing his head. Cawlin is mumbling, “Ugh…Nngh…nngh…H-help…” The voice belonging to the hand says to Link “Ahooo you’re the one from the other day…it’s good to see you again…Actually, thanks to you, I met my true love… Yes, him…It all started with the letter that you gave me…Those beautiful words of affection caused me to fall hopelessly in love…Ahh, my heart is bursting with thoughts of him…I feel so excited, so cheerful, so full of life…” Link receives five Gratitude Crystals. The voice then says to Cawlin “Ahh…My love I will always be by your side…Tee hee…” Find a bed and sleep until morning. Go back to Grooses room to find Cawlin. He will tell Link, “Ever since you botched that mission with the letter I’ve been having nightmares and can’t get any sleep! It’s just one thing after another! What is going on?! I wonder if that bed is cursed? Maybe it’s Grooses revenge! You gotta help me! See Fledge near the Sparring Hall. He tells Link he is maxed out in push-ups and wonders what he should do next. He sees Link’s Bow and thinks Link is a natural with it. Say – “Yep” He thinks Link is amazing. Fledge feels he will never be as cool as Link. He asks Link to demonstrate the Bow. Say – “Ok” (It’s a game) Fledge tosses pumpkins in the air and Link shoots them with arrows. The cost is twenty Rupees. Minimum points for a prize is 150. For 330 points, Link got fifty Rupees and was told he should go for 400 points. Find a bed and sleep until night. Go see Batreaux. He looks at the 30+ crystals Link has and offers him a “Big Wallet” in appreciation. It holds 1,000 Rupees. Link can now carry 1,900 Rupees. Batreaux asks Link to continue helping him just a bit longer. Suddenly a large treasure chest appears. As Link walks up to the chest Batreaux stops him. He says the chest is not to be opened under any circumstance because there is something unspeakable inside! Say – “What?” Batreaux says it is the infamous evil of the dreaded “Cursed Medal”. He goes on to say that when the medal is carried, Link will find more Rupees and more treasure than ever. Say – “What?” Batreaux says the soul who holds the medal will not be able to open his pouch. He tells Link to forget about the chest forever. Do not open it. Batreaux asks Link to bring him 40 crystals on his next visit. Now go see Peatrice at her house. She thanks Link for coming and then asks what Link thinks of her. Say – “I like you.” She says, “You do?! You’re not lying?!” Say – “Really” She is so happy that she thinks she is in a dream. Peatrice asks Link if he “Really, Really, Really” likes her. Say – “I do” She says, “You’re not lying, are you?” Say – “It’s true” Peatrice tells Link that she loves him. But she understands his true feelings better than he knows. Link has important things to do. She will think of him always and asks Link to tell her father of their love when his job is done. Link receives five Gratitude Crystals. Go to Link’s room where he will find a Gratitude Crystal on his desk. Go see Batreaux again. He looks at all the gratitude Crystals Link has and in his appreciation gives Link a Gold (300) Rupee. Batreaux asks Link to bring 50 crystals on his next visit. Find a bed and sleep until morning. Go to the Plaza and ring Beedle’s chimes for his Airshop to stop. See Beedle and buy the Piece of Heart for 1,600 Rupees. Go to the take off platform at the North/West part of Skyloft. Dive off and land on the small island below. Open the treasure chest to find a Silver (100) Rupee. Take to the sky and go to the little island under Fun-fun Island. Open the treasure chest to find a Gold (300) Rupee. Now fly up to the top of Fun-fun Island and talk to the Clown Dodoh. He will say, “Urrrrghhh…What am I going to do?! It’s no use! It’s all over…” Say – “What’s wrong” The Clown says that the Party Wheel he had pinned to his back flew off and fell below the clouds. Dodoh says that without the Party Wheel the island won’t be any fun. He asks Link what he should do. Say – “Look for it” The Clown asks how? Fi appears and adds the Party Wheel to his dowsing abilities. She tells Link that it is somewhere in Lanayru desert. Now go to the Isle of Songs and land on top of the tall temple. Open the treasure chest to find a “Small Bomb Bag”. It will allow Link to carry an extra five bombs. Go to the Lanayru Desert light point and drop to the Desert Entrance. Climb the vine-covered wall to the right and follow the path to the left. At the end of the path look up and grab a thin ledge. Go hand over hand to another pathway. Follow it to the Party Wheel. Fi will appear and ask Link if he needs Scrapper. Say – “Yes” A few moments later Scrapper arrives. He asks, “You want me to carry this thing?” Go back to the Bird Statue and to the sky. With Scrapper in tow, go to Fun-fun Island. Scrapper drops the Party Wheel and leaves. Dodoh is surprised and excited. He toots his horn and thanks Link. Link receives five Gratitude Crystals. The Clown Dodoh asks Link to be his first customer and offers a free play. He normally charges 20 Rupees. It’s a game. Link is shot out of a cannon high in the sky. The goal is to land on a space on a rotating wheel. The amount of Rupees won depends on the space color. A gray space is the loser space. It’s a so-so game. Link should have 50 Gratitude Crystals by now. So go back to Skyloft to see Batreaux. Show him the crystals and he is so happy that he gives Link a “Giant Wallet”. It holds 5,000 Rupees. This will allow Link to carry 5,900 Rupees. He asks Link to bring 70 crystals on his next visit. Now to the Pumpkin Landing. Go in the Lumpy Pumpkin and Link will see a new chandelier. The innkeeper Pumm is proud of it and thanks Link for all his hard work. He tells Link to go see Kina. Kina needs help plowing the pumpkin field. Link says, “I know someone!” Kina asks Link to have this person come see her right away. Fi appears and gives Link the ability to dowse for this person. Kina asks Link if there really is someone who will help her. Go to the Eldin Volcano light point and drop in at the Volcano East. Follow the pathways and defeat any bad guys along the way, to reach the geysers that take Link to the entrance to the volcano. The Mogma Guld, is on top of a column. Guld tells Link that he is tired of working in this area and would like to try some place new. Say – “I know a place” He asks if Link knows a place and is happy to hear that it is in the sky. Guld is ready to go. Fi appears and agrees that Guld is a match. With Link’s permission, she sends for Scrapper. A few moments later he arrives. Scrapper makes a comment about having to carry “this old thing” and soon has Guld in his grips. Go back to the Bird Statue and to the sky. With Scrapper in tow, head for Pumpkin Landing. Scrapper drops Guld and then leaves. Kina looks at Guld and says to Link, “You found someone, didn’t you!” Then she sees that Guld is a Mogma and questions if he can plow the patch. Guld then says, “Are you trying to get me to work on a field all day?” He isn’t happy with the deal. Kina laughs and says, “Good luck Mr. Mole man!” Guld agrees to give it a try. He starts digging and Kina is amazed. Guld tells Kina that this work is child’s play to Mogmas. Kina says, ”Wow! One more time please!” Guld continues digging and Kina is thankful to Link for bringing him to her. Link receives five Gratitude Crystals. Fly over the Lumpy Pumpkin from a high altitude and Link will see other birds below and a number of skydivers. Drop off the Loftwing and do a flat descent. When Link is near the skydivers they will get close and try to link-up. When they are all linked with Link he may receive a Red Rupee. -End Side Quest- ____________________________________________________________________________ )))))))))))))))))))))) RETURN OF THE IMPRISONED BEAST (((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Go to the Faron Woods light and drop into the Sealed Grounds. Link will see a rail system encircling the pit. Near the Sealed Temple entrance is a catapult mounted on the rails.(depending on when Link arrives at the Sealed Grounds, he might see Groose working on the catapult)To the right, down a pathway is a “giant” bomb flower. Go inside the temple and talk to Groose. He is happy Link noticed the track he built. Link asks what is it for and Groose says, “Oh, you’ll see before long!” Talk to the Priestess and she notices that Link’s sword has been purified. She tells Link that it is the sacred force, the same power spoken of in the Ballad of the Goddess. She says to Link, “You must now open the Gate of Time”. Walk up to the pedestal and strike the slab with a skyward strike. Just as Link is about to strike the slab, the earth rumbles. The Priestess says, “No…I fear the seal has given way once again. That terrible Beast is awakening even as we speak. It is likely that the monster reacted to the scared power given off by the sword. I wish it had not happened, but there was no other way to open the gate. So it goes… Link you must imprison the Beast once again.” Groose says, ”All right! Bring it on! This is what I have been waiting for. It’s time to break out my new toy! Trust me, that flabby bag of teeth doesn’t stand chance. Well! What are we waiting for! I’m heading out there!” Follow Groose outside. Groose calls to Link for him to watch his “Super weapon” at work, he calls it the “Grooosenatov”. Groose is proud of his achievement and explains how he did it. He tells Link to show him where Link wants Groose to put his shots. Groose tells Link that the Beast arrived before he was ready and he needs to make a few final adjustments. As Link reaches the bottom of the pit, dark fumes rise around the sealed spike. The ground opens and the Beast emerges. Groose notices that the Beast has grown arms. The Beast sends out a strong electrical pulse, each time its foot hits the ground. If Link is close, he will lose a few hearts. Attack the Beast's white toes, three on the front and one at the back, of each leg. The Beast will climb up to the next level of the pathway. Use the geysers to get up to the path and ahead of the Beast. Groose will call out to Link when he has the catapult ready. Target the Beast and let go with a giant bomb flower. With the toes destroyed, the Beast will fall to the ground. The Sealing Spike is protruding from its head. Run to its head and drive the spike in. This will cause damage, but not destroy him. Attack the toes again. The Beast will try to climb to the next level of the pathway. Target him with the catapult and hit him with a giant bomb flower. Attack the toes again and drive the spike back in. The Beast takes more damage. Repeat the attack. The third time the spike is driven in; the Beast turns bright white and explodes. The spike falls into the opening at the bottom of the pit. The Priestess tells Link to strike the Sealing Spike with a skyward strike to restore the seal. Do so and the spike is set. A double triangle appears. With the sword, make a left diagonal slice, a right diagonal slice, a vertical slice and a horizontal slice to complete the seal. Groose calls out to Link, “Nice work there”. He tells Link that he couldn’t have done it without him. Go in the Sealed Temple and the Priestess will thank Link and Groose. Groose thanks the Priestess for setting him in the right direction. She then says to Link, “You must wonder what it is you’ve been fighting out there in the great pit…Suffice it to say it is the root of the evil we face.” <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>> #43 Gate of Time/Sealed Temple <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>> In the Sealed Temple walk up to the slab and strike it with the skyward sword. The slab begins to glow and shift its energy. Soon it is bright and then suddenly disintegrates. All the tiny pieces then begin to reassemble. First large puzzle like pieces that merge. Then a large cog wheel and finally symbols of places and elements. The Priestess tells Link not to fear, it is what has long been waited for. She says that, “it is the portal of time to the past…to where Zelda now waits.” As Link moves toward the Gate of Time, he glances back at Groose. Groose tells him not to worry, he will keep guard over the pit. Groose starts to say something to Link but stops. He walks to the door and turns slightly to say, “When you see Zelda, tell her I said “What’s up?” Link is moved by Groose’s emotion. Link turns and places his hand on the gate. It opens as a tunnel made of internal cogs. Link runs into the tunnel and emerges back in the Sealed Temple at a different time. He sees Impa. She tells Link that she has been expecting him. She explains that this is the “Temple of Hylia” and will be known as the Sealed Temple in the future. This time is far in the past, long before Skyloft became what it is now. Impa tells Link that he must proceed through the great doors behind him. It is there that Zelda waits for him. Go up the steps to the beam of light. -Cut Scene- Zelda appears. She is glad that Link made it here. She tells Link that the land has not healed in the era from the battle between the Goddess and the demon king known as “Demise”. Zelda explains that the old gods created a supreme power called "Triforce” that gave the person who possessed it the ability to shape reality and fulfill any desire. The demon Demise tried to take the Triforce for himself by force. To save her people, the goddess sent them, and the Triforce to the sky. The place in the sky is Skyloft. After a long battle, the “Goddess Hylia” sealed away Demise. The goddess knew the seal would not hold against his power. Hylia had suffered grave injuries and she could not stop him if he broke free. Once free it would mean the end for all beings on this land. To put an end to the demon king, she devised two plans. First the goddess created Fi, to assist the Chosen Hero on his mission. Her second plan was to transfer her soul into the body of a mortal. She did this so that one day the supreme power could be used. The power of the Triforce can never be wielded by one. Zelda tells Link that he is the Chosen Hero and she is the Goddess reborn as a mortal. Zelda was rescued by the Priestess and told of her existence as the Goddess Hylia. Zelda searched out the Goddess Statues and they stirred her memory. Impa then brought Zelda here, to the past. Zelda tells Link that her intention is to remain there to prevent the demon king from ever freeing himself. She tells Link that the creation of Fi and the sword were for a specific reason. The task of standing against Demise rests on Link’s shoulders. Because of the qualities Link has learned, he can now claim the Triforce. Link kneels before Zelda as she recites his deeds and accomplishments. The Triforce appears on the back of his hand and Zelda tells him that the sacred power dwells within him. Link stands and raises his sword. It shines as it achieves its ultimate form. Zelda turns away and offers Link an apology. The mark on his hand is only a symbol and she used Link to draw him into the fight. As Zelda walks away from Link and toward the light, she tells him that she is prepared to pay the price for what she has done. Zelda will remain at the Sealed Grounds to ensure that the seal holds. Link runs to Zelda only to be held back by a shield of light. She tells Link that she is still her father's daughter and Link’s friend. She says, “I’m still your Zelda.” Zelda tells Link that once Demise is finally gone she will be able to wake up. She then asks Link to wake her when it is over. The light becomes a gemstone encasing Zelda. Link walks toward Impa as the great doors close behind him. Impa tells Link that there is work to be done and he should return to his time. Walk up to the Gate of Time and Link returns to the Sealed Temple. The Priestess welcomes him back. She tells Link that it was thought that the Triforce was hidden within Skyloft. But sadly, all clues to its whereabouts were lost over time. The Priestess feels that the key to finding the Triforce is in Skyloft and he should go there. Groose then calls to Link to ask how Zelda is. Say – “She’s great.” He is happy to hear that but sad that she is still back in time. Groose tells Link that he has decided to stay with Grannie. He feels that there is work to do. Groose turns to look at a mound of earth saying that Zelda and Grannie have brought life back to the land. He plans to grow a tree. Groose asks Link to tell everyone in Skyloft that he is Ok. -End Cut Scene- Go to a Bird Statue and head for the sky, specifically Skyloft. <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>> #44 In Search of the Triforce <<<<<<<<<<<<<<<<>>>>>>>>>>>>>>> In Skyloft, go see Zelda’s father, the Headmaster. He asks, “Ah, hello, Link! Have you heard anything more about my daughter! What is it…? If you know anything at all, I urge you to share it with me. …Want to tell me but you can’t? Hmm. I…understand.” The Headmaster then tells Link he will share any knowledge he has to help Link. Say – “Actually”. The Triforce is mentioned and the Headmaster tells Link that any clues to its whereabouts have long been lost. He remembers someone named Levias, the great spirit of the sky. Levias has a wealth of knowledge and may be able to help Link. Link asks where Levias is. The Headmaster says he is trapped in the clouds called Thunderhead and he has asked Instructor Owlan to look into it. Go see Instructor Owlan. He will tell Link that Levias is not the one that they knew. He is now a monster. Instructor Owlan tries to talk Link out of going to see Levias but realizes Link is determined. Instructor Owlan takes Link to a take-off platform to teach him a new bird-riding technique. It’s called the “Spiral Charge”. Dash off the platform to take to the sky. There is a tutorial and Link is told to knock out ten targets in less than 120 seconds to qualify. When completed, Owlan suggests that Link go to the Lumpy Pumpkin to talk with the owner, Pumm. Go to the Bazaar and talk to the thin fellow in the café, Croo. He says, “I haven’t seen the Fortune-teller much these days…You knew his crystal ball got broken, right? I just hope he’s not sitting at home kicking himself for not foreseeing this. Would you mind running over and checking on him? His house is on the Eastern edge of Skyloft.” Go to the Fortune-teller, Sparrot’s house. He will tell Link, “I’m fine. Go on, go on…Please leave me be…My crystal ball has shattered, and without it, my eyes can no longer gaze deeply into the future.” Sparrot had heard that Link found part of the windmill and asks Link if he can find another crystal ball at the same place the original was found. Say – “Yes”. Fi appears to give Link the ability to dowse for the crystal ball. Take to the sky and go to the Eldin Volcano light point and drop in at the temple entrance. Look up to the left above the entrance to see the crystal ball on a pedestal. Go to the geyser to Link’s left and up to the ledge. Equip the Clawshots and target the Claw Shield to reach a ledge. Walk up to the crystal ball and Fi will appear. She agrees that it is suitable and, with Link’s permission, calls for Scrapper. A few moments later Scrapper arrives to pick up the crystal ball. Go to the Bird Statue and to the sky. With Scrapper in tow, go to the Fortune-tellers house. Scrapper drops the crystal ball on the table and says, “If you need me…Feel free to call.” The Fortune-teller says, “Oh! What do my eyes behold?! This…this is it! You found it! This is exactly the same as the crystal ball I used before! Fate and fortunes! My eyes are with the thrill of possibility and damp with tears of gratitude.” Sparrot tells Link to come by the Bazaar to get his fortune told. Link receives five Gratitude Crystals. Go to Pipit’s house. His mother says, “So here’s the thing, Link. My house is terribly dirty…Pipit is always telling me to do some dusting around here, but I just can’t bring myself to do it. That’s why I wanted to ask you if you wouldn’t mind cleaning it for me. I’ll even pay you, Link.” Say – “I’m on it”. She is happy that Link agreed but she doesn’t have a broom. The Gust Bellows is automatically equipped, so start blowing the dust off the floor. She may ask if Link is done. Say – “Almost”, and continue cleaning. She may tell Link to do the floor first and the shelves. At some point she will be happy to see the house is clean. Link receives five Gratitude Crystals and a Red Rupee. After cleaning Pipit’s house come back at night and stroll past the house. Link will hear an argument between Pipit and his mother. It goes like this: Pipit says; “We’ve been over this before mom!” Link then moves close to a window. The mother then says; “Calm down, Pipit. Don’t get so mad…” Pipit says, “How could I not be mad?! It’s been obvious lately that you’ve been giving someone Rupees to clean the house! I gave you that money so you could buy some bread! If you keep spending money like this, I won’t have any money to go to the Knight Academy! I didn’t take that job patrolling just so you could live the life of luxury! You’ve got to stop doing this!” Pipit steps outside the house and sees Link. “Oh…Hey there, Link…What could you want at this hour? You didn’t hear any of that, did you? There’s no way you heard, right?” Say “Sorry”. Pipit replies, “Oh…You heard! It’s true. I’m working the night patrol to earn extra money! But don’t look at me like that! You’re not exactly Mr. Perfect either, are you, Mr. Eavesdropper! Maybe we should just forget about everything that happened here tonight!” Pipit then walks away. Go into Pipit’s house and talk to his mother. She will say, “Pipit is really angry with me…He said I shouldn’t be spending our money on a housekeeper. But…You’re not exactly a housekeeper, are you, Link? That makes it OK, doesn’t it? Anyway, that’s good enough for me. As far as I am concerned, I’ll pay you to clean my house any time it gets dusty.” Leave the house and catch up with Pipit near the Sparring Hall. Pipit will tell Link, “You…weren’t supposed to see that whole spectacle, Link. How embarrassing…I feel so ashamed of my mother sometimes. She’s just so lazy sometimes. I don’t know what to do. But I’ll be fine. You don’t need to worry about me. I still haven’t worked out who did the cleaning for mother, though…Who do you think they are, getting involved in our business like that?’ Now head for the Lumpy Pumpkin. At the Lumpy Pumpkin Pumm asks Link, “What’s the matter?” Say – “Actually”. Pumm says, “Levias…What about him?” He knows Levias but didn’t know anything was wrong. He tells Link that each year he gives a full basin of his soup to Levias. Because of the clouds at Thunderhead Pumm hasn't made his offering. Link offers to do it. Pumm doesn’t know how Link will do it but he will make his best soup ever. A few moments later there is a large basin of soup in front of Link. Fi and Scrapper appear. Scrapper grabs the basin of soup and is ready to go. Pumm tells Link that the place where he makes his offering to Levias in Thunderhead is at the everlasting rainbow. Take to the sky. ____________________________________________________________________________ )))))))))))))))))))))) THE PARASITE - BILOCYLE ((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ With Scrapper in tow, head for Rainbow Island in Thunderhead. Scrapper will set the basin down as Link arrives. The scene shows a whale like creature floating in the air, with eyes on several tentacles protruding from its body. It is the Great Spirit of the Skies, Levias. Target the eyes and use the new Spiral Charge to destroy them. When they are all destroyed another eye will pop out of Levias’s blowhole. It is the parasite “Bilocyle”. He has a long neck with quills extending from the side of its head. It controls the mind and body of its host. Drop down onto the plate near the blowhole. Bilocyle will attack by spitting toxic wads at Link. Use the sword to send the toxic wads back at Bilocyle. As the wad comes at Link use an upward strike directed toward the quills on either side of his head. A skyward strike also works. Once the quills fold up, concentrate on the head. After a number of hits Bilocyle is stunned and collapses his head on Levias. Target the eye and slice away. Repeat this attack. In Link’s third attack Bilocyle will spit the toxic wad and then suddenly move his head to one side or the other to avoid Link’s attack. Sometimes he doesn’t move his head and this is when Link strikes. Once it takes enough hits, Bilocyle disintegrates. Levias asks Link if he brought the soup. He now has his senses back. Levias tells Link that the Goddess Hylia appointed him warden of the skies. He notices Link’s sword and the power deep inside him. Levias knows that Link is the Chosen Hero and has come to hear about the Triforce. Say – “Right”. Levias tells Link that the goddess hid the Triforce within Skyloft. He doesn’t know where but he does have a hint. The clue is a song known as “Song of the Hero”. The song is the key. The song was split into four parts. Levias has one and the other three parts are among the dragons of the land. Link must convince each of the dragons to teach him their part. When that is done, return to Levias to learn the last part. The dragons are at the Faron Woods, Eldin Volcano and Lanayru desert. Before Link goes on this quest he should visit Skyloft to take care of business. Go to the Bazaar and talk to the Fortune-teller. He thanks Link and offers to tell his fortune at half price. If Link does, he will be told what he already knows. Assuming Link has been collecting insects and stuff during his leisure, he should buy any potions needed and have them infused. Also pick up anything Link might need from the Gear Peddler. Gondo’s Scrap Shop is next. Get any upgrades Link can afford. like, quiver enlargement, bomb pouch enlargement and stuff like that. Fi will appear to add “Treasure” dowsing abilities. Go to the Plaza and talk to Parrow. He asks if Link knows Strich. Parrow tells Link that Strich claims to have found an insect paradise inside Thunderhead. Ring Beedle’s chimes to have him stop his Airshop. Get on board and go to sleep until night. Link awakes at Beedle’s place. Beedle is at his campfire holding a small cage. Talk to him twice and he will tell Link of his dear bug the “Horned Colossus Beetle”. Beedle tells Link that it is his most precious possession. Get back in the Airshop and go to sleep until morning. Leave Beedle’s Airshop and head for Thunderhead. In Thunderhead go to Island #3, the one with the fence around it. Strich is on a platform. Talk to him and he tells Link that he was caught in a thick fog, ending up here. He looked around to discover it is an insect paradise. Strich has decided to raise his insects here. He tells Link he has released a few for Link to try and catch. It’s a game! There are two levels, “Bug Beginner” at 20 Rupees and “Bug Wrangler” at 50 Rupees. As a beginner Link took 7:03 seconds to catch the five bugs. Strich said that Link should shoot for less than 5:00 minutes. Head for the Faron Woods. ____________________________________________________________________________ )))))))))))))))))))))) THE IMPRISONED BEAST AN ENCORE (((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Go to the Faron Woods light point and Fi tells Link that an unusual phenomenon is taking place. It is not possible to descend directly into the Faron Woods. Choose the Sealed Grounds. As Link lands, the earth begins to rumble. Groose runs up to Link to say, “Link, bad news! That Beast looks like it’s about to break free again! Gotta get into position! Hang tight.” Groose runs to the catapult. Dark fumes are rising around the Sealed Spike. At the catapult Groose tells Link not to panic because he knows what the Groosenator can do. “Fling bombs on this monsters face,…It’s why I’m here.” As Link reaches the spike the Beast breaks free. The electrical pulse from its feet, have more range and the tail is swaying back and forth. Wait for Groose to toss a giant bomb flower to stun the Beast before attacking its toes. The Beast will fall. Use the geysers to get to the spike and drive it in. When the Beast recovers this time it has a halo and is floating in the air. Groose plants a giant bomb flower on its head and the Beast falls to the bottom of the pit. Drop down to the Beast and drive the spike back into its head. The Beast revives. Groose runs to get another giant bomb flower only to find that a stone column collapsed blocking the way. Groose calls to Link to come to him. Groose tells Link that he can’t get to his bombs and that Link needs to get up to the Beast’s head. Climb onto the catapult and fly to the spike on the Beast’s head to drive it back in. The Beast turns bright white and explodes. The spike falls into the opening at the bottom of the pit. The Priestess tells Link to strike the Sealing Spike with a skyward strike to restore the seal. Do so and the spike is set. A triple triangle appears. With the sword, make six slices, diagonal, vertical and horizontal to complete the seal. Groose tells Link to get to the temple. The Priestess says, “The Beast has been sealed into its prison for a third time.” She thanks both Groose and Link. The Priestess asks Link if he is close to finding the Triforce. Say – “Yes”. She understands his quest for the Song of the Hero but he must know that the path to the woods is flooded. To protect the temple she sealed the gate with a spell. To open the gate would flood the area. Groose has an idea and says the problem is solved. He will use the Groosenator to launch Link into the woods. The Priestess tells Link to seek out the Water Dragon. Go outside and get on the catapult. Groose sends Link on an economy flight to the Faron Woods. <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>> #45 Song of the Hero – Water Dragon’s Part <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>> Link lands in the middle of the Faron Woods that is now flooded to all levels. Swim to the lily pad with the elder Kikwi Bucha. He recognizes Link and asks what brings Link to see him. Say – "This water”. Bucha tells Link that the water came from the base of the giant tree and flooded the woods. He doesn’t know what caused it. Dive to the base of the tree where the cave is, or was below the pond. Swim inside and to the surface. Get on the pathway. The scene shows the Water Dragon Faron watching Link and then suddenly leaping over his head. She is upset that he is there without her permission. Then she realizes it is Link, the one who helped her recover from her injures. She notices Link’s sword and says, “You’re the real thing, boy.” Faron knows why Link is there. But she can’t give away this precious song to every hero who comes by. “No, I think a final test is in order.” Because of all the monsters running around her woods, she flooded them. This is where she will test Link. The Water Dragon breaks the melody into many “Tadtones” and hides them all around the woods. Link is given a musical score sheet and told to collet all the little musical friends. Once collected, take them to her. Talk to a Parella, a servant to the Water Dragon, and it will ask if Link is collecting Tadtones. Say – “Yes”. The Parella gives Link a hint on how to collect similar Tadtones in a group. One after another in line quickly without missing one or they will leave the score sheet. In a group circle, use the spin maneuver. After collecting many of the Tadtones a scene is shown of the large ferocious fish fought once before by Link. The elder Kikwi also warns Link. Two of the Tadtones are not in plain view. One is in a cave on a ledge in the area of the lone tree, North of the giant tree. Lure a Froak near the boulders and do a spin attack to cause it to explode. Capture the Tadtone and then go to a lily pad near the North/East edge of the giant tree. It is under an extended ledge or overhang. Under the lily pad, hidden in its tentacles, is a Tadtone. Not too far away are two Peahats, like those at the Skipper’s place. Get on a lily pad, equip the Clawshots and use the Peahats to get to the pathway. Walk out on the overhang and jump onto the lily pad with the Tadtone. The lily pad will flip and the Tadtone is free to catch. The elder Kikwi calls to Link and asks him to come chat for a moment. Bucha tells Link to use the thing he does to find the Tadtones. Fi appears and gives Link the ability to dowse for Tadtones. Once all the Tadtones are collected a nice musical show displays on the score sheet. The elder Kikwi notes Link’s accomplishment. Return to the Water Dragon Faron. She sees that Link is worthy of being called a hero and teaches him her part of the Song of the Hero. Faron then decides that it would benefit Link to return the woods to their natural state. The water quickly lowers and all the inhabitants seem to be happy. Fi appears to suggest seeing the other two dragons. Before doing that, let’s take care of a Goddess Cube and a Gossip Stone. Either take to the sky and come back down at Skyview temple in the deep woods, or get there by foot collecting treasure along the way. Standing near the Stone Marker on the right side of the temple, look up to see an arch on the wall with vines. Equip the Clawshots to reach it and then drop down to the walkway. Walk toward the front of the temple and use the Clawshots again to reach a vine-covered portion of the wall. At the top Link sees a Goddess Cube. Raise the charged sword and make the strike to send its energy to the clouds. Drop down to the ground and go to the ledges on the right. The third one up has Blue Butterflies. Strum the Goddess Harp and a Gossip Stone will appear to say, “Glittering spores cause something to happen when they are thrown on bugs or monsters. They can only be collected from sparkly mushrooms.” <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>> #46 Song of the Hero – Fire Dragon’s Part <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>> Go to the Eldin Volcano light point – As Link is dropping in the volcano erupts. All goes dark and Link finds himself laying face down in a cell. There is a Red Bokoblin outside the cell and several jars inside the cell. Link can not use any equipment or access anything in his pouch. Link’s heart level is dangerously low. Break some jars to gain a few hearts. As Link is about to pick-up the barrel, a Mogma pops out of the ground. He says, “Ta-DAH! I’m here to save the day! Heyyyy! Long time no see! Huh? Don’t tell me ya forgot my ugly mug! I’m Plats, the Mogma you helped in the Northern temple! I saw them draggin’ you off unconscious, so I tailed ‘em! You’re pretty fearless, eh? What are you up to now? Say – “well”. Plats says, “Th-The dragon? You mean the dragon-god thing?” He says he has heard a rumor that some bad guys were getting together. Plats tells Link that he stole the Mogma Mitts from the bad guys and then gives them to Link. He says good luck and dives into his tunnel. Near the cell door, on the left, is a burrow hole. Dig down to the tunnel maze and follow it to the other end to emerge outside the cell. Link is behind some wood and mesh cages. The Red Bokoblin is on the other side of the cages. Nearby is a tent, next to a fence of spears. Go inside and sit down on the stool to rest Link’s heart. On the other side of the fence is a cave with jars and Cursed Keese. Near the burrow hole is a tunnel leading out of the cave. Follow it to Eldin Volcano. The landscape is pretty much the same, but many of the pathways have barriers, fences and guards. To the left is a Sheikah Stone. It has hints for Link. Go down the path to the barrier and drop down on the left. The Mogma Plats will pop-up. He warns Link that he shouldn’t be out and about without a way to defend himself. A scene shows lookouts and guards all around the area. Plats tells Link to stay out of sight. He marks Link’s map with the treasure chests and their contents. They contain all the stuff stolen from Link. When the Red Bokoblin guard, near the barrier, begins to walk away, run up behind him. Follow him until Link can make a move to the edge to the left. Drop off here and quickly go to a nearby burrow hole. Dig down to the tunnel maze and manipulate the bomb flowers to blow up the boulders. Get to the other side and Link emerges on a pathway with only one way to go. Follow the pathway to a ledge and up to another pathway. Soon a scene will show more guards and a large treasure chest. From this point it is just a matter of staying out of sight and digging down to the tunnel maze at the next burrow hole. This first chest has the Gust Bellows. Blow away the nearby lava and climb the ledge. Get past two Bokoblin guards and burrow down to another maze. Defeat a centipede and emerge near the large treasure chest containing the Clawshots. Walk to the back of the chest and drop down. Then turn right and drop down from the next ledge. Turn right and go up to the next ledge and climb up. A scene will show Link where to go next. Drop down to the floating bridge and dash across. Go up to the first treasure chest Link opened and equip the Clawshots to reach two Peahats and a vine-covered wall on the other side of the lava flow. Drop down from the vines and follow the pathway. Jump onto a moving stepping stone as it drifts by. Take this ride around the corner and jump onto the pathway to the right. Follow the pathway to a ledge and jump onto its edge. Just hang there until the Bokoblin guard turns to walk away. As he does, sneak up behind him to get to a barrier on the left. Equip the Clawshots to reach the vine-covered wall on this side of the bridge. Pick up a bomb flower and toss it at the guard tower down the path. It will fall over giving Link access to a large treasure chest containing the Whip. Target the Peahat plant on the other side of the gate with the Whip and give it a yank. Use the Clawshots to reach the Peahat and Link makes it to the other side. Look ahead and to the right to see a cave blocked by lava rock. Follow the pathway to some bomb flowers. Pick one and place it in front of the lava rock to clear the way. Do the same to the lava rock in the next cave. This opens the way to a rising column of air. Jump into the column of air and Link emerges near a pathway where Plats is sitting. Plats says, “Wheeeeeze…So hot…One of the most amazing treasures of the world is just up ahead…” Talk to Plats and he tells Link that a bunch of bad guys have gathered up ahead. Turn around and leave the cave. Cross the bridge and dash through the tunnel. Climb the overturned tower to cross the lava and then walk toward the temple. A scene will show where Link needs to go. Turn around and head back to the tower/bridge and turn right. Follow the pathway to the end and jump onto a floating stone. Take it down to a patch of bomb flowers on the right. Just as another floating stone arrives, pick a bomb flower and jump on the stone. Quickly toss the bomb at the guard tower to knock it over. Jump onto the area of the tower and open the large treasure chest to find Link’s Slingshot. Equip the Clawshots and use the Peahats to get back up the lava flow to the pathway. Go up to the barrier near the first Bokoblin guard and equip the Slingshot. Shoot him and he will be stunned long enough to get by. Do the same with the next guard. Target the guard in the tower with the Slingshot and stun him. His light will be out for a few seconds. Use this time to run up to a burrow hole and dig down to the tunnel maze. Emerge near a large treasure chest that contains Link’s Bomb Bag. Next to the chest is asoft soil spot. Dig it up to open a geyser. Ride the geyser up to a ledge. Equip a bomb and toss it at the guard tower. Over it goes. Toss another bomb at the lava rocks to the right. Now clear the guards in front of the temple. Link doesn’t have a sword or a Bow. So, shoot the guard with the slingshot then quickly toss a bomb at him. Before the guard wakes up and sees the bomb, quickly equip the Slingshot and shoot him again. Boom he’s gone. Do the same to the next guard and any Chuchus. Go back to the pathway next to the lava flow and use a floating stepping stone to get across to the other side to an entry to a tunnel. Look for Blue Butterflies and strum the Goddess Harp. A Gossip Stone will appear to say, “The word going around is that a dragon wrapped in flames lives atop this volcano. The thing is, it isn’t so easy to visit. He’s made his lair somewhere so hot that normal folks can’t bother him.” Get on the rising rock and toss a bomb on the lava rock to clear the path. Now leave this room and go back to the cave just past the Mogma Plats. Toss a bomb on the lava rock pile on the right and those blocking the path. Take the path into the tunnel ahead. Link emerges at the Volcano Summit and his sword is on a ledge in front of him. As Link withdraws the sword from the ground Fi appears to thank him and to say that she detects a strong source of power to the far right of this area. At the bottom of the ledge is a small treasure chest that contains a Blue Rupee. Turn right and walk toward the Bird Statue. A scene shows a large treasure chest, three Red Bokoblins and Flaming Keese, all on the other side of a fence. Turn around and go into the cavern on the left. Take out the two Cursed Spume closest to Link, then walk to the end of the pathway on the right. Jump onto a floating stone and raise Link’s sword skyward to strike the Goddess Cube sending its power into the clouds. Continue on to the broken steps ahead. Look to the left to see a pathway. Jump onto the pathway and follow it a short distance to a short tunnel on the right leading to a small cave with water pods. Jump down and stab a water pod. Turn and follow the tunnel to a lava flow. Toss the water onto the lava to harden it. Use this to jump to the other side. Link is standing on a ledge above the Red Bokoblins and the large treasure chest. Jump down and defeat them. Break the jars for a few Rupees and open the chest to get back Link’s Adventure Pouch. Turn around and follow the fence to three ledges. At the top is a pile of lava rock. Use a bomb to clear the path and slide down to the main room where Link found the sword. Turn left and go back into the cavern that had the Goddess Cube. Ride the floating stepping stone to the broken steps and enter the next area. Link is in a large room surrounded by a lava flow. Ahead is a drawbridge. To Link’s right is a cogwheel held by rope. Use the sword to cut the rope and the drawbridge will fall part way. On each side of the drawbridge near the top is a cogwheel held by rope. Equip the Hook Beetle to cut the rope. The drawbridge will lower to the ground. Cross the bridge and enter the next room. A scene shows a platform in the middle of a lava pool and the tail of a dragon moving at the surface. The Fire Dragon rises out of the lava and says to Link, “Oh! A man of flesh and blood has walked his way to the heart of my burning hall! Now this is something.” He sees the symbol on Links hand and knows that Link is the one to hear the melody he has guarded for many years. The Fire Dragon tells Link to listen well as he recites his part of the Song of the Hero. The Fire Dragon finishes and bids Link well. Link is now outside the temple entrance. Fi appears to say that the sky is clear. Before leaving let’s take care of two Goddess Cubes. Cross the tower/bridge into the tunnel and go back to Volcano Summit. Go past the Bird Statue and cross the stepping stones to go outside. Turn to the right and walk to the edge of the balcony. Look straight ahead and slightly to the left. There is a column with a Goddess Cube behind the column Link is looking at. Dive off the balcony to land there. Raise the sword to the sky and strike the Goddess Cube to send its power to the clouds. Equip the Clawshots to reach vine-covered areas on each of the columns to get back to a ledge next to the waterfall. Look for Blue Butterflies and strum. A Gossip Stone will appear to say, “Rumor has it that drawing an arrow shape on certain walls will cause an object of similar shape to appear.” Go back into the cavern and out the entrance. Link is in the cave where he blew up lava rock piles to get in. The tunnel to the left takes Link down the long slides going all the way down to the lower part of the volcano. Go in the tunnel and slide down to the geyser on the left to rise to a plateau. Behind and below this plateau is a Goddess Cube. Jump down and strike it with the charged sword to send its energy to the clouds. Now head for Skyloft to replenish and do some side quests or head for Lanayru desert. ))))))))))))))))))))))) EVEN MORE SIDE QUESTS (((((((((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After replenishing Link’s potions and upgrading things like the Bug Net and the Shield, go outside and ring Beedle’s chimes. Inside the Airshop go to bed until night. Link will be at Beedle’s Island. Follow the steps on the Airshop to Beedle’s house and leap across. Open the treasure chest to receive the “Rupee Medal”. Rupees will appear more often. Drop down to the ground and walk over to Beedle to talk to him. He will tell Link that his Horned Colossus Beetle and cage are missing. Say – “I’ll find it!” Go back to Beedle’s Airshop and sleep until morning. Back in Skyloft go to the top of the Waterfall Island and look to the North/East to see a small island below. Dive onto the island and open the treasure chest to find a Gold (300) Rupee. Drop down onto the main Island and dive into the lake. Swim into the cave under Kukiel's house and come up in the well. Open the treasure chest here to find a Piece of Heart. Take to the sky and head for Thunderhead. Drop down on Island #2 and look for Blue Butterflies. Equip the Goddess Harp and strum. A Gossip Stone will appear and say, “You may get rare and difficult-to-catch bugs if you finish the Bug Wrangler challenge in Bug Heaven within two minutes.” From here land on the grassy area of Island #4 and go to the burrow hole. Dig down to the tunnel maze and emerge at the caged area that has a charged treasure chest to find an “Empty Bottle”. Go back to the grassy landing and head for Bug Island. Land at the top and walk to the balcony. Straight down is a treasure chest containing a Piece of Heart. Now go see Strich. He tells Link that he has found an insanely rare insect. Say – “Tell me!” Strich says, “Well…Let’s just say I managed to land a legendary Horned Colossus Beetle.” He says it was a miracle that he found it. Link tells him that it is Beedle’s pet bug and Strich is surprised to hear it. Say – “Give it back!” Strich won’t give it back. He says he found it so it’s his. But then he thinks it over and feels bad about keeping someone’s pet bug, but not so much as to just hand it over. Strich tells Link to do his bug catching like a Master would and he will give up the bug. Say – “You’re on!” Link is told to catch ”10” bugs, of Strich’s choosing, in less than “3” minutes. The Big Bug Net helps, but it is still a tough challenge. When Link finally collects all ten insects in just 2:19.09 seconds, Strich agrees to return the Horned Colossus Beetle. Strich asks Link to tell Beedle that he feels bad about causing him so much stress. Take to the sky and head for Skyloft. Now in the Plaza, ring Beedle’s chimes. Go aboard the Airshop and sleep until night. Walk down to the campfire and talk to Beedle. He is very happy that Link found his pet bug. Beedle tells Link that on his next visit to his Airshop, his purchase will be half price. Link receives five Gratitude Crystals. Go back to the Airshop and sleep until morning. Leave the Airshop and go see Batreaux. More Gratitude Crystals can be found in these locations; On the walkway at the back of the Light Tower. On the landing between the two boardwalks on the North end of Skyloft. On the lower landing on the West side of Skyloft. Behind the tree in the upper Skyloft pumpkin patch. Near the Bird Statue at the cave exit in Skyloft. In the small cave where Link’s Loftwing was imprisoned. In the rafters of the Sparring Hall. On a shelf in the balcony at the Lumpy pumpkin. In the storage shed of the Lumpy Pumpkin. At Beedle's Island on top of his Airshop. Inside Orielle & Parrow's house near the front corner. In a bush next to the doors inside the Academy upper entrance. Batreaux sees the Gratitude Crystals that Link has collected and gives him a Gold (300) Rupee. In fact Batreaux is so happy that he gives Link another Gold (300) Rupee. He says he needs just a few more to become human. Batreaux asks Link to bring 80 crystals on his next visit. Go to instructor Owlan’s room and talk to him. He will tell Link that his passion is collecting exotic plants but he fears that he has collected everything. He asks Link if that in Link’s travels that there might be somewhere that Link may discover something new for Owlan. Say, “I’ll try”. Owlan thanks Link and asks that it be something rare. Fi will appear and set Link’s dowsing ability for the plant. Go to the Faron Woods and find the Kikwi “Oolo” in the secluded meadow only reachable by tightrope. He has been hiding for so long that his shoulders hurt. Link may ask him “What shoulders?”. This will upset him. He tells Link that he won’t give up hiding “But sometimes I wonder, keep-eep…Isn’t there somewhere peaceful I can live without fear, without having to hide?” Say, “There is!” Oolo says, “Oh! That’s fantastic news, Koo-karoo! I want you to take me there as soon as you can!” Fi appears to tell Link that this “person” is a plant. Fi asks Link if he wants her to call Scrapper. Say, “Please.” Scrapper arrives and asks if Fi wants him to carry “this”. Take to the sky and lead Scrapper back to Skyloft. Head for instructor Owlan’s room and Scrapper will hand over the Kikwi to Owlan saying, “I have come bearing the unusual Kikwi, Fzzzzk!” Scrapper then leaves. Owlan is stunned and says, “It’s precisely what I wanted!” Owlan is so thankful that he gives Link five Gratitude Crystals. When Link has 80 Gratitude Crystals go see Batreaux. He will tell Link, “Oh, my! You’ve gathered 80 Gratitude Crystals! If I’m not mistaken, that’s all the Gratitude crystals in the whole wonderful world! Thank you! Thank you ever so much! Please accept this final gift with all my gratitude.” Link receives the “Tycoon Wallet”. It holds 9,000 rupees. Batreaux says, “This is an embarrassingly small token of my gratitude, but I hope it will be useful to you. Oh, dear…with this, I now have all the Gratitude Crystals I require to become human! I wonder if I’ll really be able to make the transformation…My heart is aflutter!” Batreaux feels a change taking place and pooof he is transformed. A rather odd looking human, but a human. He asks Link, “…Well? How do I look, my dear friend, Link?…Oh, you needn’t say it. I can tell from the look of sheer astonishment on your face my appearance has changed so dramatically you’ve been struck speechless, haven’t you? Allow me to tell you this…There’s simply no word in your language to describe how grateful I am for your help. I am deeply touched! From now on, I plan to live happily with everyone else. Not as a monster…But as any other person.” ))))))))))))))))))))))) THE MOONLIGHT MERCHANT (((((((((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Now that Batreaux is Human, Skylofts nights will return to normal. Go to Kukiel’s house and sleep until night. Take Kukiel’s mother Wryna and she will say, “Oh hello, Link. You haven’t seen my husband around, have you? I know he’s curious why the night turned silent so suddenly, but it’s no reason to dash out there. What if he bumps into a monster?” Go to the stone bridge where Link will find Batreaux who says, “Good evening, Link! I thought I’d take a refreshing stroll around town, and to my surprise there’s not a monster to be seen. You don’t suppose their disappearance has something to do with me becoming human, do you?” Say, “Could be!” Batreaux says, “Goodness, I suppose you are right…There’s no denying that when I was a demon, I must have radiated a fiendish power into my surroundings. Now that I’m human, it seems that most unpleasant aura has completely faded from this place, like an odious aroma in the wind. And goodness me, I couldn’t be more elated! Now everyone can finally live in peace, and it’s all thanks to you.” Go to the Plaza and talk to Wryna’s husband Jakamar. He will say, “Hey, Link! Have you taken a look here recently? There’s not a Keese to be seen. No other angry monsters either…Been a while since I could take a quiet walk out in the dark…” At the North end of Skyloft is instructor Horwell. He says to Link, “Look, Link! Though night has come, Mia exhibits none of the nocturnal aggressiveness we’ve come to expect in Remlits! It’s amazing!” On the West side of Skyloft Link finds Parrow out walking. He says to Link, “Hey, Link! Nice night for a stroll outside, eh? I forgot how nice it feels to be out here at night with no monsters to bother you.” Go to the Academy and talk to Strich. He says to Link, “Link,…Want to hear something neat? OK, so…earlier in the night, I went back into the caves behind the waterfall. I saw Blessed Butterflies in this empty area. I wonder why they were swarming around that spot…Weird, right? If you want to see them for yourself, you should go into the caves at night.” Go to the cave and about half way in Link will see Blue Butterflies. Equip the Goddess harp and strum. A Gossip Stone will appear. It says, “Hey there, friend! What luck you have! You’ve just stumbled upon me, the infamous “Moonlight Merchant”! Don’t ask how I get my wares, ‘cause I’m not telling! If there’s a rare bauble or two you’re dying to get your hands on, I might know a stone who knows a stone who can get them for you…for a price! But…But! Before you go whipping out your Rupees, you should know my wares carry a hefty price tag. People who come to me usually don’t like collecting treasure on their own, or simply can’t manage to collect what they need. You sure this is for you?” Say, “Sure!” The Moonlight Merchant asks, “Excellent! So, tell me, what kind of treasure are you in the market for?” Links choices are; “Other”, “Goddess Plume”, “Blue Bird Feather” and “Golden Skull”. Say, “Other”. The Merchant then asks, “Something else, huh? Well do any of these pique your interest?” Links choices are; “Other”, “Monster Claw”, Dusk Relic” and “Evil Crystal”. Say, “Other”, and the Merchant will say, “Sorry, friend, that’s all I’ve got to sell right now. If none of those did the trick for you, you’ll just have to find what you’re after on your own!” <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>> #47 Song of the Hero – Thunder Dragon’s Part <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>> Go to the Lanayru Desert light point and drop into the Lanayru Mine entrance. Golo, the Goron, will call to Link. He has something he wants to show Link. Use the Clawshots to reach the Claw Shield. He will ask if Link has found the Sacred Flame. Link tells Golo that he did. He tells Link that he believes there is a hidden area in the desert. Golo says that he found a narrow passageway but he couldn’t fit through. He thinks the Thunder Dragon lives there. Go down the pathway a short distance stop and turn right. Equip the Clawshots and target the Claw Shield across the way to get on the other pathway. Go to the end of this pathway and open a large treasure chest that contains an Evil Crystal. Go back to Golo’s location and to the end of the path. Equip the Clawshots and use the Claw Shields to maneuver through the canyon. Link will end up at the entrance to the Lanayru Caves. Go inside the tunnel and Link emerges at the cave intersections. There are three crawl spaces that have rocks blocking them. Roll a bomb into each one. Collect the Rupees in the crawl space to the left and right. Go into the center crawl space and emerge in a cavern. To the left are Blue Butterflies. Equip the Goddess Harp and strum. A Gossip Stone appears and says, “Oddly enough, it seems that drawing a circle on certain strange walls will produce something round.” The soft soil spot and two piles of rocks contain Rupees. Head for the light at the end of the cavern. Link emerges in “Lanayru Gorge”. Fi appears to confirm Link’s location and to tell him of an old mining operation for Timeshift Stones. Link is on a large plateau. To the right is a Bird Statue and behind it across the void is a locked door. To the left are the remnants of an old rail system crossing a void to a tunnel. At the end of the plateau is a large skeleton, like that of a dragon. The skull shows the sign of a soul. Directly below the edge of the plateau is a column that has a “Small Key”. Equip the Hook beetle to retrieve it. Turn around and walk toward the Bird Statue. Equip the Hook Beetle and pick a bomb flower from the top of the cactus. Drop the bomb flower on the pile of rocks blocking the way to the locked door. Leap to the column and then to the ledge. A Stone Marker to the right of the door reads; “Entry to the area ahead is allowed only by permission of the Thunder Dragon Lanayru.” Open the door and follow the pathway to the right. Equip the Clawshots and use the Peahats to reach a tunnel across the void. At the end of the tunnel is an old mining cart with a Timeshift Stone. Strike it with the sword to activate a Timeshift Zone. Talk to the robot and it tells Link that there are lots of big Timeshift Stones here. The robot asks Link if he has permission to be there. It then tells Link that they were about to transport Timeshift Stones to the Master Thunder dragon. Just then the mining cart begins to move away along with the Timeshift Zone. Follow the mining cart to the door. To the left is a switch plate. Step on the switch plate to allow the cart through. In the next area Technoblins and Deku Babas come to life. Avoid them if possible. The cart will stop at another door. Step on the switch plate to the right to let the cart through. The cart will follow a rail and the Timeshift Zone will create a walkway for Link, along with some Technoblins. At the next door is a platform with a switch plate mounted high above the ground. Jump onto the vine-covered wall and climb to the platform. Step on the switch plate, then quickly drop down to follow the cart. In the next area the cart travels the rail while a walkway appears along its path. Quickly follow the walkway forward and then to the left. Turn left and climb the vine-covered wall to the new walkway. Follow it to a ledge with a Deku Baba. Take him out and wait for the cart to stop. Equip the Clawshots and target the vines next to another new walkway. Step on the switch plate and quickly jump onto the vine-covered wall. Move across the vines leaping from one to another while avoiding steam-jets. Drop down onto a new walkway and soon the cart will stop. Equip the Clawshots and target the Claw Shields to get to the new walkway above Link. Ahead are a number of Claw Shields mounted on columns and about seven Cursed Keese. Equip the Hooked Beetle and with some superb flying, take out the Cursed Keese. Step on the switch plate and quickly equip the Clawshots to maneuver to the Claw Shields. In the next tunnel are Green Chuchus and hanging Deku Babas. Defeat them as the cart stops at an Iron Barred gate. On the other side of the gate is a lever mounted on the wall. Equip the Whip to strike it and give it a yank down. The gate will rise and the cart continues forward. More Green Chuchus and a Technoblin. The cart will turn right and cross two voids. There are hooks mounted on the wall above each void. Equip the Whip to swing across the voids. Ahead are more of the spike heads moving across the floor. Gee didn’t I mention them before! The cart soon stops at the door. On the right is a pathway of Sinksand leading to a lever. Dash to the lever and pull it down. The door opens and the cart moves into a large room with Technoblins, Sentrobes and tall Beamos. They are beating the snot out of Link, so use the cart as protection. Defeat the Beamos on each side of the door. Then equip the Whip and pull down the lever on the left side of the door. Follow the cart now because the door closes quickly. The cart and Link emerge outside. A pile of rocks on the rail stops the cart. Hidden in the grass on top of a column to the right of the cart is a bomb flower. Equip the Hook Beetle and pick a bomb flower to clear the rocks from the rail. Link runs into several Deku Babas and a Quadro Baba before making it to the other side. When the cart arrives at its destination the Timeshift Zone shrinks to nothing, then expands across the plateau. The dragon is now alive. Talk to the robot on the right and it tells Link the Thunder dragon is very ill and may cease to function. On the left side of the plateau, near the rail is another robot. It tells Link that they can’t do anything with the Timeshift Stone without the Thunder Dragon’s Permission. Turn around and walk toward the dragon. The Thunder Dragon is surrounded by clouds of smoke and a haze. Link tries to talk to the dragon and it coughs. The dragon then says, “Oh, hello…I haven’t had a visitor like you here in …quite a while. You’re a human, aren’t you? You must have some reason for coming this far. What is it?” Link tells him his name and the dragon doesn’t think much of it. The dragon then suggests adding a model number to his name. LD-LINK-16. The dragon then asks what can he do for Link. Link tells the Thunder Dragon that he needs the third part of the Song of the Hero. The Thunder Dragon then realizes that Link is the chosen hero. He then says, “I must apologize. You see I can’t really help you.” The Thunder Dragon explains to Link that he is quite ill and doesn’t have enough strength to sing. He tells Link that his robots planted a seedling tree that bears a fruit that is able to cure all illnesses. But, the tree just will not grow. The Thunder Dragon thinks that this is the end for him. Turn around and talk to the robot. The robot will tell Link that they planted the Tree of Life on the other side of the bridge. Turn right and cross the plateau to a short bridge leading to a pathway. Follow the pathway to the Sinksand waterfall and dash to the island ahead. Dash forward to the small plateau with the tree. Equip the Gust Bellows and blow away the pile of sand to reveal a Blue Stone. Strike the Blue Stone with the sword to activate the Timeshift Zone. Drop off the plateau to find a Goddess Cube near a stone wall. Raise the charged sword and strike the cube to send its energy to the clouds. Climb back onto the plateau and talk to the robot. The robot tells Link that the soil here is not suitable for growing trees. Turn toward the seedling and dig it up. This upsets the robot who tells Link the Master Thunder Dragon needs the fruit from the Tree of Life to recover. He asks Link if he means to help their master. Say – “Of course”. The robot thanks Link and asks him to plant it somewhere where it will thrive. Drop down from the plateau and onto the pathway and follow it to its end. Equip the Tough Beetle and strike the Blue Stone in the mining cart to activate the Timeshift Zone so that Link can cross the void on the new bridge. Go to the Bird Statue and choose “Go to the Sky”. Head for the Faron Woods light point and drop down to the Sealed Grounds. Enter the Sealed Temple and turn to the left. Plant the seedling in the soft soil near Groose. Groose will tell Link that it will take a very long time for the seedling to grow. Turn to leave and Fi will appear. She will tell Link that this is an ideal location for the seedling to grow, but it will take far too long in “this time”. Turn around, dig up the seedling and go into the Gate of Time. Link will emerge in the Sealed Temple past. Talk to Impa and she will ask why he is here. Say – “What’s up?” Impa will look to a patch of earth and she thinks it will be a nice place to plant a tree and how much it would please Zelda to see a great tree when she awakens. Impa tells Link that it is a rare tree that would grow strong for thousands of years on end. Walk over to the soft soil spot and plant the seedling. Turn and enter the Gate of Time. Link emerges in the Sealed Temple present day to see a large mature Tree of Life with one piece of fruit. Equip the Tough Beetle to knock the “Life Tree Fruit” from the branch. Pick up the fruit, head for a Bird Statue and take to the sky. Head for the Lanayru Desert light point and drop into the Lanayru Gorge. Run up to the Thunder Dragon and present the Fruit of Life. The Thunder Dragon is overwhelmed at Link’s gift. The scene shows Link tossing the fruit into the air and the Thunder Dragon snapping it up. There is a bright light and the Thunder Dragon gives a “ZINGA-DINGDING!” The Thunder Dragon then takes to flight and does several loop-to-loops and figure-eights. The Thunder Dragon tells Link that he has done it and he feels like a proper dragon again. The Thunder Dragon then recites his part of the Song of the Hero. The Thunder Dragon is very pleased with Link’s help and feels the need to repay him. He tells Link to give him some time to prepare and when Link next visits he will be mightily pleased. Fi appears to confirm the receipt of this part of the song and suggests that Link take to the sky and meet with the great sky spirit Levias to complete the song. Walk up to the Thunder Dragon to talk to him. He will tell Link that he told him to wait a while longer before seeing him. But, since he is here, he says, “Let’s put this show on the road”. The Thunder Dragon says “How about we make this bit of fun more meaningful”. He wants to put Link through some of the challenges he had faced previously. It’s a game or more like a challenge! The Thunder Dragon gives Link a choice of “Battle!”, “Silent Realm!” or “Neither”. For the time being, choose “Neither”. The Thunder Dragon tells Link to come back anytime. He’ll be waiting. Find a Bird Statue and take to the sky. <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>> #48 Song of the Hero – Levias the Final Part <<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>> Follow the light beam to Thunderhead to see Levias. But, before doing that let’s go to Island #4 and drop down onto the grassy landing. Walk up to the burrow hole and dig down to the tunnel maze. Follow the tunnel avoiding the centipede to emerge in the caged area with the unopened treasure chest. Open the chest to find a “Small Quiver”. This will allow Link to carry five extra arrows. Burrow back down to the tunnel maze and exit to the grassy landing. Take to the sky to find Levias. Drop down onto the mantle on his head and walk forward. Levias will sense that Link has learned three parts of the song from the dragons and tells Link that he has done well. The scene shows Levias rising and reciting the final part of the song. As he finishes, Link smiles and raises his Goddess Harp skyward. He then slides down Levias’s mantle. Suddenly, the Goddess Harp is knocked from Link’s grasp. The next scene shows Link rising in the air with the Goddess Harp far above. Fi will appear to tell him that the Song of the Hero is now complete. Levias will say to Link, “Now that you know the song, I trust you know what to do with it. That old song opens a door to a great trial.” Levias tells Link that by conquering this challenge the path to the Triforce will be revealed. Fi appears to tell Link that she has determined that there is a Trial Gate among one of the floating islands in Thunderhead that can be opened by the Song of the Hero. She then gives Link the ability to dowse for the gate. <<<<<<<<<<<<<<>>>>>>>>>>>>>> #49 Gate to the Final Trial <<<<<<<<<<<<<<>>>>>>>>>>>>>> In Skyloft use the dowsing ability to locate the point where Link needs to play the Goddess harp. Now equip the Goddess Harp and strum. Fi will appear. She is above a medallion that has a pulsing ring. Strum to the beat of the ring. A nice cut scene takes place. Fi tells Link to thrust his sword into the center of the mark. Do so and the area transforms. Fi calls to Link and tells him that she can not follow, as he is only here as a spirit. She tells Link, “You have entered the last of the trials, the Goddess’s Silent Realm”. As before, Link receives a spirit vessel. He must collect 15. Fi tells Link that when the vessel is filled “he will be recognized as the true hero of legend.” Only then will Link be shown the door that leads to the Triforce. The task is not all that difficult. Link must be aware of several types of guardians and alarms. The “Flying Sky Watchers” hover overhead casting a bright light. If Link is caught in the light, all the guardians will be alerted. The “Earth Watchers” are stationary, but if Link gets too close they too will set off the alarm. There is a liquid called “Waking Water”. If Link touches the water the guardians will be alerted. One of the spirits is above the Academy roof and another in front of the Academy doors. Link needs to move a crate to get to it. There is a spirit on top of the light tower and another in the upper pumpkin patch. It is surrounded by Sky Watchers. The rest are out in the open. Once all the spirits are collected, Link receives the “Stone of Trials”. It will lead Link to the hidden location of the Triforce. Fi appears to congratulate Link on passing all the trials. She tells him that the Stone of Trials is one of a pair. She says that the other stone like this one is somewhere in Skyloft. Link needs to go to the North edge of Skyloft, the area near the cave entrance. While Link is here he may as well go up to the Waterfall Island and open the treasure chest to receive a Piece of Heart. Drop down and walk up to the old one-eyed bird statue. The one that has only one red stone in its right eye. The Stone of Trials will activate the statue and it will spin around to line up with the Island of the Goddess. The statue head will then open to expose a cannon that fires a ball at the island. A few moments later the lower portion of the island begins to break away, eventually exposing a large lower temple. The cannon then fires out a number of satellites with Claw Shields. Fi appears to tell Link that the structure does likely hold the Triforce. She also tells him that the moment for Zelda to fulfill her destiny is close at hand. <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>> #50 Sky Keep – Guardian of the Triforce <<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>> Equip the Clawshots and use the Claw Shields to reach the temple entrance. The door slams shut as Link enters. Link is in “Sky Keep”. Before link is a large chamber. On his left is a Bird Statue and ahead is an archway leading to a large treasure chest surrounded by torches. Open the chest to find the Dungeon Map. To the right and past the archway, an Iron Barred gate opens. Fi appears to confirm the presence of the Triforce and has marked three sources on Link's map. In the next room is a door blocked by an Iron Grate. To the left is a console with nine positions and eight tiles leaving one open. These match the rooms shown on Link’s map. The map also shows the locations of the Triforce pieces and the red “X” shows where the other consoles are. It is like the old key-chain puzzles of years ago where the user would move the tiles around to form an image with one space always open. This one works in a similar manner except that the room Link is in is locked in position and will not move while he remains there. As Link clears other rooms that have consoles he will be able to move the previous room he was in. For ease of understanding and sequence of play, each of the tiles should be numbered one through eight and the spaces numbered one through nine. It might help to draw the tiles on paper and cut them out. This way the tiles will always be in the position of play. To keep track of the movements a simple numeric system can be used. Make a note of the tile being moved and to where. An example would be: Moving tile two to space five when tile two is on space four (2-4-5). The number two is for the tile, the number four is for its current location and the number five is showing where it is being moved to. Example: [1] [4] [3] tile 2 ----->[2]-> X [8] space 4-------^ ^--------space 5 [7] [5] [6] To enter the first room go to the console and move tile six from space six to position nine (6-6-9). As Link completes the movement of the tile the building will rumble and Fi will appear to tell Link that the building has restructured itself. The Iron Grate lifts and Link now has access. (room #6) In this cavern there are many mushrooms. To the left is an Iron Barred Gate. To the right are several Deku Babas and a Quadro Baba. Clear them from the area and walk to the edge of the cliff. In front of and to the right of Link is a hook mounted on the wall. Further down the narrow chasm is a branch with a rope tied to it and anchored to a plant on the ledge at the end of the chasm. Equip the Tough Beetle to cut the rope from the plant. Now equip the Whip and target the hook to swing to the rope and then to the plateau ahead. Dispose of the Skulltula and turn left. Before Link is a long twisted chasm with two vine-covered cylinders rotating slowly. Between the cylinders is a Furnix and past the second cylinder are three Pyrups in the wall. Equip the Tough Beetle and pick a bomb flower from the base of the second cylinder to take out the Pyrups. Do the same with the Furnix. Out of sight to the left of the second cylinder is a Claw Shield above a ledge. Equip the Clawshots to reach each cylinder and then to the Claw Shield. Drop down and look to the left to see a rope. Use the rope to swing to a wooden swing platform. Equip the Gust Bellows and use the air to make the platform swing to the next wooden platform. Turn left and do the same to reach the hallway ahead. At the end of the hall are Blue Butterflies. Equip the Goddess harp and strum. The Goddess Symbol will appear on the wall. To the left is an Iron Barred Gate. To the left of the gate is a wall mounted lever. Dash up the wall and pull it down. The Iron Bars will open. Go back to the console in room #8 and move the tile #5 to space 6 (5-5-6). The building rumbles and restructures. (room #5) Go back through room #6 and open the door to room #5. Link enters a long narrow hall running left and right. To the left is a Timeshift Orb. To the right is a doorway blocked by barbed wire. Turn left and pick up the Orb. Turn around to see an Iron Barred gate to Link’s left. As Link moves forward several Technoblins will be activated. Defeat them and go through the doorway ahead carrying the Orb. Walk down two flights of steps and set the Orb down in front of an Iron Barred Gate. A Sentrobe will be activated. Use the sword to throw its fire balls back at it. Go up the ladder, turn left and dash up the wall to pull down a lever. The Iron Bars will open. Drop down and pick up the Orb. Walk into the small room and step on the switch plate on the floor to open a panel. Toss the Orb onto the conveyer belt and leave. Go back up the ladder and to the end of this area. Turn left and step on the switch plate on the floor. A panel will open and the Orb will drop out. To the left of this area is a doorway blocked by barbed wire. Pick up the Orb and approach the doorway. The barbed wire will disappear. In this next area is a walkway to the left with a switch plate on the floor and an Iron Barred gate leading to a wall mounted lever. To the right is another Iron Barred Gate blocking an Iron Grated door. To its left, and ahead, is another Iron Barred Gate leading to a room with a console. To the left center are steps going down to a basement area. Overhead is a rail with a platform blocked by yet another Iron Barred Gate. Set the Orb down on the platform and equip the Gust Bellows to spin the paddles to move the platform forward to the gate. Jump down and dash up the steps to the hallway and step on the switch plate, the gate will lift. Avoid any Technoblins that might get in the way. Equip the Gust Bellows and spin the paddles again to make the platform continue on, but short of the walkway. Now equip the Iron Bow and target the button switch mounted on the wall on the other side of the moving platform. The Iron Bars will open. Go past the platform leaving the Orb behind. On the left of the next area is the Iron Barred Gate leading to the first hallway Link entered. On the right of the doorway is a wall mounted lever. Dash up the wall to pull it down. The gate will open. Turn around to see another conveyer belt mechanism. Go pick up the Orb, step on the switch plate and toss the Orb onto the conveyer belt. Dash to the other end and wait. As the Orb moves along two tall Beamos are activated. Dispose of them quickly. High above the conveyer belt mechanism, mounted on the wall, are five button switches that are covered with barbed wire. Next to the conveyer belt mechanism is a lever. Equip the Whip to pull the lever making the conveyer belt reverse direction. Quickly equip the Iron Bow and shoot each button switch as it is exposed. The Iron Bars at the console and the adjacent room will open. At the console, move tile #2 to space 5, then tile #1 to space 2, then tile #4 to space 1, then tile #7 to space 4, then tile #8 to space 7, then tile #2 to space 8 and then tile #7 to space 5. (2-2-5, 1-1-2, 4-4-1, 7-7-4, 8-8-7, 2-5-8 and 7-4-5) (room #2) Leave the console in room #5 and go to the new room #2. In this area the pathway leads to an Iron Barred Gate on the right. To the left is an archway in the shape of a dragon. Beyond the archway is a wooden gate leading to a cavern with a Lizalfos. On the left wall just past the archway is a crawl space. Enter the crawl space and follow it to the left. In this small cave is a bomb flower. Roll a bomb into the crawl space to blow up the rocks blocking it. Follow the crawl space to another small cave. Take out the giant Red Chuchu and look to the right to find a burrow hole. Dig down to the tunnel maze and hit the red plunger switch to make the wooden gate open. Leave the tunnel maze and go back through the crawl space to visit the Lizalfos. Just past the wooden gate is another archway. To its left is an Iron Barred Gate. To the right of the gate is a Stone Marker that reads: “Seek the gemstones that sleep behind each statue. If you strike them in order from lowest to highest, the door will open.” Just beyond the Stone Marker is the Lizalfos and a slab statue with a receptacle on the left. Defeat the Lizalfos and toss a bomb into the receptacle. The slab will fall revealing a gemstone. Turn around and step onto a round stone. In front of Link and below is another slab statue. The contour of the left wall is a curved slope. Roll a bomb along the slope so that it rolls onto another wall and into the slab receptacle. The slab falls revealing another gemstone. Now slide down the slope to the fallen slab and go inside the alcove that has the gemstone. Turn right and climb the vines on the wall to a large ledge. Walk out to the overhang and use the horizontal charged sword slice to cut down the trees at the left and at the right of Link. Equip the Tough Beetle and pick a bomb flower from across the way. Drop it into the slab statue receptacle to bring it down. With the Tough Beetle still equipped, strike the second gemstone revealed, then the first and then the last. The Iron Bars will open. Go out on the extended pathway and leap down. Go into the small cave and look to the left to see a burrow hole. Dig down to the tunnel maze. Look for a pile of rocks blocking the tunnel. Come up to the bomb flower from the right and hit it to make it roll. Now quickly crawl down and to the left, then up to the bomb to hit it again. The rocks will be cleared. Follow the tunnel up and around to strike the Blue plunger switch to close the wooden gate. Exit the tunnel maze and go back to the gate to find another cave. To the left is a burrow hole. Dig down to the tunnel maze. Defeat two centipedes to escape the maze. Link will emerge in the console room. Dash up to the wall mounted lever to release the Iron Bars. Now go into room #7. (room #7) Link is on an elevated walkway with the robot LD-003D “Dread Fuse” attacking. Use the forward thrust and diagonal slices to defeat him. Link’s first wave of attacks takes off his left arm. The second wave takes his right arm and he falls into the depths below. Equip the Tough Beetle to collect a few hearts from the ledges above. Now equip the Clawshots to reach the Claw Shield on the other side of the damaged walkway. To the right is a large treasure chest containing a “small key”. Go back into room #2 and to the console. Move tile #7 to space 4 and move tile #1 to space 5. (7-5-4 and 1-2-5) Now enter the new room. (room #1) Link enters a small cavern. Turn right and follow the walkway a short distance and then to the left. Fi will appear to tell Link to look at a design carved in the floor. It is the mark of Farore. She detects the sacred power of the Triforce. To the left is an Iron Barred Gate leading to the carved design. To the right is a walkway leading to a door blocked by an Iron Grate. In front of Link is a locked door. Go to the door and use the small key. Link enters a chasm with only a narrow walkway. The door behind him closes and an Iron Grate falls shut. Ahead are two Metal Shield Moblins. Defeat them and the Iron Grate on the door ahead opens. As Link enters the new area the door again closes behind him and an Iron Grate falls shut. Scattered around the room are about a dozen Blue Bokoblins and Green Bokoblin archers. An added feature are two Stalfos. Defeat the Stalfos with the sword and then the Bokoblins with arrows. The Iron Grate lifts from the exit door. As Link enters the next room the door closes behind him and an Iron Grate falls shut. In the center of the room is a Stalmaster assembling itself. Joining the party are about five Cursed Bokoblins. Defeat the Cursed Bokoblins before attacking the Stalmaster. Once the Stalmaster is defeated the Iron Grate will lift from the exit door. In the next room is the symbol of Farore and an Iron Barred Gate. To the left of the gate is a wall mounted lever. Dash up the wall and pull it down to open the gate. Walk up to the symbol and thrust the sword downward. Link is transported and is now in a large chamber with a portion of the Triforce at its center. Walk up to it and receive the “Triforce of Courage”. Link is returned to the room with the symbol. Go back to room #2 and to the console. (Aligning the rooms) At this point Link can have some fun solving the puzzle, which is not required, or doing an easy tile alignment to finish this quest. To solve the puzzle, skip the following and go to the part “Puzzle”. To go the easy route, do the following sequence: From console #2, move the tiles in this sequence. 1-5-2, 7-4-5, 4-1-4, 1-2-1, 3-3-2, 5-6-3, 7-5-6 and 3-2-5. Now go to room #3. Link enters a long narrow room, running left and right. To the left is lava spewing from the wall into a lava flow that runs under a small iron grate platform. To the right and ahead is a vine-covered wall that leads to a balcony that has an Iron Barred Gate. Below the balcony is another Iron Barred Gate. Walk to the platform to the left and equip the Tough Beetle. Down this corridor are six or seven Flaming Keese. With the Tough Beetles added speed they go down quickly. Adjacent to this corridor is another corridor of lava with a dragon’s head on the wall of each end. Above each dragon head is a gemstone. The furthest dragon’s head is inactive. The closest to Link is spewing lava. Between the two corridors is an opening. Next to the opening, and above, is a water pod. Equip the Tough beetle and strike each gemstone to turn off one dragon’s head spewing lava and to open the other. Look up to see a water pod. Equip the Tough Beetle and strike it to create a floating lava stone. Jump on the stone and equip the Tough Beetle. Just as the stone that Link is riding on approaches the opening in the wall, send the Tough Beetle off to hit the water pod. As the two lava stones line up jump across and ride the new stone to an iron grate platform on the left. Down the next corridor are six Cursed Keese. Use the Tough Beetle to dispose of them. To the right is a dragon’s head spewing lava. On the opposite side of the wall is another dragon’s head that has a gemstone above its head and is inactive. Equip the Tough Beetle to strike the gemstone so as to deactivate the nearest dragon’s head and activate the furthest. Look up to see a water pod. Strike it with the Tough Beetle to create a lava stone and jump on. Near the end of the corridor is an opening and another water pod hanging above the other side. Do the same as before and jump on the new lava stone. At the end of the next corridor is a rising/falling lava stone and just beyond it, hanging above, is a water pod. Jump on the rising lava stone and equip the Tough Beetle to strike the gemstone once again. This will make the lava on the other side of the fence begin to flow. Equip the Iron Bow and strike the water pod to create a new lava stone. Quickly hop over the fence and onto the stone. Coming up on the left is an iron grate platform. Jump onto it and equip the Iron Bow to dispose of the two Cursed Spume. Now equip the Tough Beetle to strike the water pod again to make a new lava stone. Ride it to the end of this corridor. Equip the Clawshots to target a Claw Shield on the edge of the walkway to the left. Dash up to the wall mounted lever and pull down. The Iron Bars will open. Step over the symbol on the floor and use the downward thrust. Link is transported to a large chamber with a portion of the Triforce at its center. Walk up to it to receive the “Triforce of Power”. Link is returned to the medallion in room #3. Look to one side to see a vine-covered wall. At the top is a walkway leading to the Iron Barred Gate at the balcony where Link first entered. Dash up the wall and pull down on the lever to the left to open the gate. Drop from the balcony and go into room #7. From console #7, move the tiles in this sequence. 1-1-2, 4-4-1 and 8-7-4. Go to console #8 and move the tiles in this sequence. 2-8-7, 6-9-8, 7-6-9 and 3-5-6. Go to console #2 and move the tiles in this sequence. 8-4-5, 4-1-4, 1-2-1, 8-5-2, 4-4-5 and 1-1-4. Go to room #4 for the last part of the Triforce. In room #4 Fi appears to tell Link to look at a symbol on the floor. It is that of “Nayru”. This chamber is large and is mostly Sinksand. To the far right is a small plateau with a Timeshift Orb mounted on a pedestal. In the center is an island with the remnants of a Sentrobe. On the far wall is a small opening with a fan, and to the center right are two rooms above the floor. The room on the right has a Claw Shield and is blocked by an Iron Barred Gate. The room on the left has the symbol on its floor and it is blocked by an Iron Grate. On the lower left wall is an Iron Barred Gate and to its right and above is an opening covered in barbed wire. Equip the Iron Bow to dispose of the Electro Spume in front of and to Link’s right. Walk out a short distance and look to the far left to see a panel. Now turn around and dash across the Sinksand and up the pathway to retrieve the Timeshift Orb. Take the Orb to the far wall and set it down between the upper alcove and the lower doorway. The alcove that had the barbed wire is now open. Dash across the Sinksand to the plateau and equip the Iron Bow to shoot the button switch inside the alcove. The Iron Bars will open. Dash back across the Sinksand and pick-up the Orb. Go through the doorway and turn right. As Link moves through the tunnel two hanging Deku Babas, a ground Deku Baba and a rock column will be activated. After defeating the Deku Babas pick-up the Timeshift Orb and walk away from the rock column and stop just as it disappears. Set the Orb down and dash to the back of the tunnel. Step on the switch plate and equip the Iron Bow. A panel will open exposing a button switch. Shoot it with the bow and the Iron Bars at the room with the Claw Shield will open. Pick-up the Orb and go to an area between the two upper rooms so that the rock columns rise. Equip the Clawshots to reach the Claw Shield. The position of the Timeshift Orb should be such that the barbed wire covering the doorway to the next room is gone. Go to the symbol on the floor and use the downward thrust. Link is transported to a large chamber holding the last part of the Triforce. Walk up to it to receive the “Triforce of Wisdom”. The room glows bright and Link is transported to the open hands of the Goddess Statue. The three pieces of the Triforce are brought together to unite their power. Fi appears to say that the ultimate goal is within reach. She tells Link to focus and wish for the destruction of Demise. Skip the puzzle text. )))))))))))))))))) Puzzle ((((((((((((((((((( To solve the puzzle, do the following sequence: Link can arrange all the tiles from three consoles. Using the numeric system given earlier do the following. At console #2 move the tiles in this sequence. 1-5-2, 7-4-5, 4-1-4, 1-2-1, 3-3-2, 5-6-3 and 7-5-6. Now go to the console in room #7 and move the tiles in this sequence. 2-8-5, 8-7-8, 4-4-7, 1-1-4, 3-2-1, 2-5-2, 8-8-5. Now go to the console in room #8 and move the tiles in this sequences, 4-7-8, 1-4-7, 3-1-4, 2-2-1, 5-3-2, 7-6-3 and 6-9-6. Return to the console in room #7 and finish the sequence. 4-8-9, 1-7-8, 3-4-7, 8-5-4, 1-8-5, 3-7-8, 8-4-7, 1-5-4, 5-2-5, 2-1-2, 1-4-1, 8-7-4, 3-8-7, 5-5-8, 8-4-5, 3-7-4, 5-8-7, 4-9-8, 6-6-9, 8-5-6, 4-8-5, 5-7-8, 3-4-7, 1-1-4, 2-2-1, 4-5-2, 5-8-5, 3-7-8, 1-4-7, 5-5-4, 8-6-5, 6-9-6, 3-8-9, 1-7-8, 5-4-7, 8-5-4, 1-8-5, 5-7-8, 8-4-7, 1-5-4, 4-2-5, 2-1-2, 1-4-1, 8-7-4, 5-8-7, 4-5-8, 6-6-5, 3-9-6, 4-8-9, 5-7-8, 8-4-7, 6-5-4, 3-6-5, 4-9-6, 5-8-9, 3-5-8, 4-6-5, 5-9-6, 3-8-9, 4-5-8, 2-2-5, 1-1-2, 6-4-1, 2-5-4, 5-6-5, 3-9-6, 4-8-9, 5-5-8, 3-6-5, 4-9-6, 5-8-9, 8-7-8, 2-4-7, 3-5-4, 1-2-5, 6-1-2, 3-4-1, 1-5-4, 6-2-5, 3-1-2, 1-4-1, 2-7-4, 8-8-7, 6-5-8, 4-6-5, 5-9-6, 6-8-9 and 8-7-8. From console #7 go into room #3 and follow the text above for room #3. Then pass through rooms #1 and #2 to reach room #4. Follow the above text for room #4. )))))))))))))))))) End Puzzle ((((((((((((((((((( As the Triforce is united, the Great Goddess Statue Isle breaks away from Skyloft. It descends below the clouds in a slow turning motion with all the earthen material falling away revealing its spiral shape. The deep pit at the Sacred Grounds shows the Beast breaking free and climbing out. At that moment the Goddess Statue sets down in the deep pit destroying the Beast. Fi appears to confirm the arrival of the Goddess Statue at the Sealed Grounds and to say that she detected the successful eradication of Demise. Fi goes on to say that Zelda should be waking soon and that Link should go to the Sealed Temple. The scene shows that the Sealed Temple is now complete in all its glory, then Link entering through the temple doors. The Priestess and Groose are there to welcome him. As Link moves forward the Great Doors open to the encased Zelda. Its seal is broken and Zelda emerges. As she cautiously moves down the steps Link runs to catch Zelda as she collapses. The next scene shows Link and Zelda walking hand in hand. Groose greets them with tears in his eyes. Link and Zelda begin to laugh. Groose grabs Link by the shoulders and shakes him in a friendly way. Groose then runs up to the Priestess and wraps his arms her in thanks that it is all over. Suddenly they are knocked to the ground. From behind a pillar Ghirahim appears. He says, “This is all very touching, really, but I’m afraid I have to cut this emotional moment short”. Ghirahim transports to the area where Link and Zelda lay. Zelda is out cold and Link is getting to his knees when Ghirahim says, “It’s best for everyone if you forget about your friend. The little goddess is mine now”. He levitates Zelda and tells Link that he is taking her back in time where his master still lives. Zelda calls to Link and he readies for an attack. Ghirahim leaps to the platform in front of the Gate of Time and knocks Groose aside. He then opens the gate and tells Link that he intends to resurrect Demise using the devine soul of Zelda. He then enters the gate. The Priestess tells Link that he must do whatever it takes to prevent the resurrection of Demise in the past. Groose too tells Link that he must chase after the creep. Walk to the platform to open the Gate of Time. <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>> #51 Ghirahim Resurrects Demise in the Past <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>> As Link emerges in the Hylia Temple he sees Impa on the floor. She tells Link that Ghirahim surprised her and went through the great doors at the front of the temple. Turn and open the great doors. As Link exits the temple, Ghirahim creates a barrier surrounding the deep pit. Zelda is lying on the ground and Ghirahim is moving about chanting. He casts a spell on her body so that it levitates. He then says, “Hear me, my hordes! The spell is nearly complete! The Demon King returns! Until then, you WILL keep that little whelp from interfering with my ritual.” Ghirahim releases an army of Red Bokoblins on Link. Take down those around Link and dash down the pathway. More Red Bokoblins will appear. Clear a path and continue down the pathway. Ghirahim will throw up a barrier and will create more Bokoblins. Defeat them and the barrier will fall. Dash down the pathway and Ghirahim will send Bokoblins carrying bombs. Get past them and another barrier is formed. Ghirahim then creates two Wooden Shield Moblins to help out. Defeat them and the barrier will fall. Again dash down the pathway. Ghirahim will now send in Bokoblin Archers and Bomb Carriers along with the regulars. Take them down as Link moves forward. Another barrier goes up along with a Cursed Bokoblin. Defeat them to lower the barrier. Continue on and more Bokoblins attack. Soon another barrier, this time two Stalfos enter the game. Defeat them to drop the barrier. Down the pathway two more Wooden Shield Moblins come in to play, along with a mess of Red Bokoblin Archers. Dispose of them and Link is finally at the bottom of the pit. As Link enters the encircled pit the barrier closes behind him. Ghirahim then puts a barrier around Zelda and himself. He then creates a horde of Red Bokoblins. They are easily taken down. The scene shows Link running toward Ghirahim when Ghirahim says, “ You’re far too quick, boy!” Link raises his sword to Ghirahim and walks toward him. Ghirahim says to Link, “I realize a simple child like you knows nothing of magic, but spells like this take time and a steady hand! Can’t you wait quietly like a good boy? Hmm?” Ghirahim thrusts Zelda high into the air and tells Link that he was foolish enough to let Link walk away before, but he won’t make that mistake again. Ghirahim creates a platform under Link and raises it high above the ground. His body changes appearance and he tells Link that he has prepared a most humiliating death for Link. It is called the “Endless Plunge”. Ghirahim is in the middle of the platform moving slowly toward Link. Use the sword to push Ghirahim back and over the edge of the platform where he will fall to a lower platform. Again, push him toward the edge. Ghirahim will stop and conjure up daggers. At this point, use the horizontal slice to drive him over the edge. Ghirahim falls again to another platform. Drop down and use the fatal blow. This will cause some damage to Ghirahim. Repeat this attack several times falling to a new platform each time. Finally on the ground, Ghirahim lays motionless, but then rises to look at a hole in his chest. He then conjures up a long sword with a sickle shaped blade. Link needs to stay at arm’s length from the sword that Ghirahim is wielding. As he raises his sword to make an attack is when Link attacks with vertical and horizontal slices. After taking numerous hits Ghirahim will conjure up a broad blade sword. This sword too will cause much damage to Link. So again he stays at arm’s length. Ghirahim will use the broad blade sword as a shield. At this moment Link attacks directly with vertical slices. Ghirahim’s sword will then disintegrate exposing the injury to his chest. At that moment, Link uses a forward thrust to finish the job. Ghirahim will fall to his knees saying, “This…This is preposterous. Driven to my knees by a simple child of man. Laughable! No matter how many times we clash, I can’t prevail! You think I can’t defeat you? You think I can’t win?? Boy…what are you? Ah…But never mind that. Victory is still mine to savor. While we fought, the ritual I started continued…At last, it’s complete! The demon king shall devour the soul of the goddess and resurrect in his full glory!” The scene shows Zelda awake and suspended in air. The bottom of the pit opens and the Beast rises to devour Zelda. The Beast inhales a long ribbon of fire, followed by a bright aura. Ghirahim stands and says, “Don’t you see? It’s all over! You and your kind have lost! This world and everything in it belong to darkness! They belong to my master!” Demise is fully transformed into a human shape but with the body of an animal covered in scales. The tips of his fingers have long menacing claws. Streaming from his head are bright red and gold flames. Ghirahim says, “Welcome back to us, Master”. Demise throws a wall of energy at Ghirahim, knocking him to the ground. He then begins to glow and is raised above the ground. Demise uses his magic to draw Ghirahim’s energy from his chest in the form of a large broad sword. Demise says to Link, “So you are the chosen knight of the goddess”. With the flick of his wrist, Demise sends a surge of energy to throw Zelda high in the air. Suddenly, Groose appears and tells Link, “…not to worry…I’ve got this”. He then dashes down the pathway and saves Zelda from certain death. Demise is surprised that Link and Groose would come to the aid of the goddess. He thought he would never see a human attempt to stand against him in battle. Demise tells Link that he will prepare for battle in another place and to seek him there. Groose tells Link to “Listen up! Grannie had some info for you!” Groose tells Link that the Priestess said that it will take time for Demise to absorb the soul of the goddess and if he can take Demise down before this happens Link may still have a chance. Demise raises his sword as the darkness surrounding him reaches to the sky. Demise offers Link the choice of staying behind and dying with his friends or to raise his sword and come for him. Demise and the darkness surrounding him disappear into a dark pool in the center of the pit. The scene shows Groose holding Zelda in his arms saying to Link “It’s up to you now, Link”. Link needs to go back to the Gate of Time and return to Skyloft to replenish his hearts and potions before attempting any further battle. If Link feels that he needs the Hylian Shield then he must do the "Thunder Dragons" challenge now. For more information see the section listed as THUNDER DRAGONS CHALLENGE. The Hylian Shield is not necessary to do battle with Demise or to defeat him. <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>> #52 Link’s Ultimate Goal - Destroy Demise <<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>> Returning to the Sealed Grounds Link approaches the dark pool and Fi appears to tell him that he has a zero chance of returning unless he is able to vanquish Demise. Link is transported to a realm of water and fog. Demise seems to be happy that Link has chosen to do battle with him. Demise tells Link to take note of his surroundings for it will be his tomb for eternity as he intends to destroy Link and take the Triforce for his own. Link’s sword will not have the power of the skyward strike as he might expect. Somehow it is lost in this place. To defeat the Demon king Demise, direct attacks work best. Demise will protect himself by placing his sword in front of and across his chest. As Demise moves the sword and raises it up, target his head and strike with a vertical slice. When Link has done this at least six times, Demise will be knocked backward and onto his back. He will leap to his feet and raise his sword. Lightning is striking all around. Demise will charge his sword from the lightning and fire off bolts of energy at Link. If Link tries to attack in close quarters he will be electrified. Demise will also lurch forward to strike at Link. Raise Link’s sword to let it charge from the lightning and send it to Demise. When he is struck he will be stunned. Run up to him and slice away. When he falls, use the fatal blow to finish him off. With this done he stands hunched over, and with no energy left he thrusts his sword to the ground where it shatters. Demise tells Link that he never expected to be brought down by a lowly human and that this is not over. His energy leaves his body and he disintegrates. Link looks at the Master Sword as it is aglow. He then raises it to the sky as the dark fog left by Demise is drawn into it. Fi calls to Link to confirm the eradication of the Demon King. She also tells Link that his consciousness was absorbed into the Master Sword. The scene shows Link standing before Impa. She tells Link that he has done well. Link turns to see Zelda and Groose smiling at him. Zelda thanks Link and says, “I think it’s over…Finally…it’s all over”. She then begins to cry. Groose laughs as he walks away and says, “Nice going, you two. You guys were totally amazing in this little adventure I like to call the “legend of Groose… that’s a little joke”. Impa walks up to Groose and thanks him as well. He tells Impa that he is glad that he could help. Groose turns to Link and Zelda to ask if they are ready to return to their time. Fi appears and tells the Goddess Hylia, or Zelda, that she is glad that she is safe. Fi then tells Link that she must talk with him. Fi tells Link that he has successfully fulfilled his role as the Hero of Legend and that her purpose is complete. Fi asks Link to dissolve their arrangement. She tells Link to return the Master Sword to the pedestal where she will return to the sword to enter a sleep without end. Link is reluctant to do it and Fi asks him several more times to return the sword to the pedestal. She then transforms herself to energy and hits him at the back of the head. Link looks at Zelda before returning the sword to the pedestal. As Link turns to walk away Fi calls out, “Link.” To console Link she explains to him what her purpose was. She tells him that in the beginning she viewed her function as merely a servant. But now she feels that the time they have shared is the most precious data she has on record. Fi then appears, to tell Link that she is not fully capable of understanding the human spirit. But now she is experiencing a feeling that she does not understand. She thinks it may be happiness. Fi then says, “Thank you, Master Link. May we meet again in another life…” Fi is gone. Impa is asked to come with them to their time. She tells Zelda that she has memories of the goddess and it is not possible. Impa is a being of this time and must remain. Impa tells Zelda to move on and she will take care of the gate once they have gone through. Zelda pleads with Impa but Impa must stay to watch over the sword. Zelda gives Impa her goddess bracelet. Impa tells Zelda not to despair and that they will meet again someday. The scene is Zelda, Link and Groose arriving in the Sealed Temple and the Gate of Time disappearing. Link and Groose run to the Priestess who is wearing the Goddess bracelet. Zelda smiles and walks to her. The Priestess says, “…See? I told you we’d meet again”. Zelda nods her head with understanding. The Priestess then transforms into a glittering golden cloud and then is gone. Impa's spirit thanks Fi for everything and then a bright light shines at the great doors. The great doors then open to the outside. -The Credits Run- The scene is now at the Goddess Statue grounds. Zelda’s father, Cawlin and others rejoin Zelda, Link and Groose at the base of the Goddess Statue. Several Loftwings land to greet them as well. The scene shifts to Groose riding his Loftwing and waving to Zelda and Link who are standing in the hands of the Goddess Statue. Zelda turns to Link to tell him that she had always dreamed of the world below the clouds and of being on the surface. Zelda tells Link that she wants to live here to look at the clouds above her and to watch over the Triforce. She asks Link what he will do now. Link smiles for a moment and then looks to the sky to see two Loftwings rising to the clouds. -THE END- At this point you, the player, will be asked if you want to save the game in the “Hero Mode”. If you choose to do so all the saved data you have will be lost. This means that Link will not be able to go back and play the "Thunder Dragon's" challenge or play any of the mini-games. Link will be able to start the game over in the "Hero Mode" or start a completely new adventure. If you choose not to, then you will be able to play from the last save point accessing the mini-games and challenge. )))))))))))))))))))))) THUNDER DRAGONS CHALLENGE ((((((((((((((((((((((((((( ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ As mentioned before, Link will be given three options, Battle, Silent Realm or Neither. If Battle is chosen the Thunder Dragon will feel that Link has moxie. For that reason he will only choose the toughest opponents Link has ever faced. Link is given three choices of where his battle will take place, the Beginning of his travels, the Middle or Later On. Link can also say Never Mind and quit. Choose the Beginning and Link is given the choice of, The Imprisoned, Moldarach, Ghirahim or Scaldera. If the Middle is chosen Link will be given the choice of, The Imprisoned, Ghirahim, Koloktos or Tentalus. If Later On is chosin Link is given the choice of Ghirahim, The Imprisioned or Horde Battle. When a choice is made, the Thunder Dragon will tell Link that he is limited to only the weapons Link carried during the original battle with the items in the Adventure Pouch being prohibited. That means no Potions or Fairies. Then the Thunder Dragon feels that he is being a bit to harsh so he allows Link to use the shield he is currently carrying. He will also give Link a chance to leave and come back with a different shield. The battles are timed. If Silent Realm is chosen the Thunder Dragon feels that Link has guts. Link is told that the trial will be held here at this point but just finishing won't be enough. The trial will be timed and if Link is fast enough he will receive a reward. However, if Link is hit even once by a Guardian the trial will end and Link will lose all but one of his hearts. Link is then given four options, Lanayru Desert, Faron Woods, Eldin Volcano or Other. If Other is chosen Link is then given the option of Skyloft, Previous or Neither. Which ever is chosen Link must finish within a target time to receive the greatest reward, otherwise he receives only five Rupees, except when completing the trial for the first time for which Link then receives an extra fifty Rupees. The target times are; Faron Woods: 3:00 Lanayru desert: 4:15 Eldin Volcano: 6:00 Skyloft: 4:00 Believe me it is very difficult especially because Link is under the additional stress of being timed. My times on the first try were; 5:31, 9:47, 10:20 and 7:01 respectively. ============================================================================ ============================== HERO MODE =================================== ============================================================================ The introduction is the same but the player is given the option to "SKIP" to the next scene if they wish. This also applies to many other scenes later in the game. Link will find that he has all the Insects and Treasures he had at the end of the original game but nothing else, not even a sword. Link will also find that there aren't any Heart Flowers to be found. Hearts usually found in vases or in soft soil spots can no longer be had. To replenish Hearts Link will have to rest at a bench or on a stool. The other way is to carry a Fairy in a bottle or to carry Heart potions. Link's first sword is the Academy training sword and the second sword is the Goddess sword just as in the original setting. Link must be careful not to take any damage because he takes twice the damage each time. When the Sheikah Stone appears, it will know that Link is playing in the Hero Mode and will open all the hints so that Link can use them for reference. Some dialog in the Hero Mode will be slightly different but nothing will be changed in regard to what Link must do. The play itself remains the same. After completing the Lanayru Mining Facility and striking all the Goddess Cubes encountered, Link will find, in one of the silver treasure chests on island #7, the Heart Medal. While carried in his pouch Link will find that Heart Flowers will pop-up around him and that Keese may yield a heart when destroyed. Hearts may also be found when cutting grass. Later in the game Link may also find a heart or two in a soft soil spot or in a barrel. Interestingly enough Link will receive another Heart Medal when he opens the silver treasure chest at island #2. The side quests and mini-games remain the same and the rewards are also the same. For all intents and purposes, the Hero Mode is the same game in a higher difficulty, at least in the first third of the game. Once Link has the Heart Medal and is able to replenish his hearts easily the game seems to be less difficult and much closer to the normal difficulty. All in all it is a challenge. Have fun. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>>>>>>>>>>>>>>>>>>>>>>>>-- Credits --<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Credit to Ninna W for her help in transcribing my notes, grammar check and proof reading. ============================================================================ ============================= Copy Rights ================================== ============================================================================ Under the copy right laws of the United States and most other countries, the foregoing text, in the manner it is written, is solely owned by the writer whose name or user name is noted in the beginning of this guide/walkthrough. Except for the personal use of an individual player, none of the guide or walkthrough, in part or in whole, may be copied for any purpose. All of the text herein may be posted on the Internet, by the owner, for the personal use of individual players on one or more hosting sites with their permission. ============================================================================ =========================== Questions and Answers ========================== ============================================================================ Q: Where are the locations of the pieces of heart? A: A list of locations of the pieces of heart is not provided. The locations are given in the walkthrough. Q: Where are the locations of the Goddess Cubes? A: A list of locations of the Goddess Cubes is not provided. The locations are given in the walkthrough. Q: Where are the locations of the treasure chests? A: A list of locations of the treasure chests is not provided. The locations are given in the walkthrough. Q: Where are the locations of the medals? A: A list of locations of the medals is not provided. The locations are given in the walkthrough. Q: Where are the side quests? A: The side quests are described throughout the walkthrough. Q: What does Link get from collecting Gratitude crystals? A: I could answer that, but then it would spoil the game. Q: Why do the side quests? A: For the fun of it! Also because some of the items Link might need are found in the side quests. Q: Why waste time with a side quest that just opens up a game? A: Again, for the fun of it! Isn’t that the point of playing a video game? Q: Where is the Moonlight Merchant? A: Link must find 80 Gratitude Crystals for Batreaux so that he can become human. Once this happens Skyloft will be clear of monsters during the night and the Moonlight Merchant can then be found in the cave near the waterfall. Q: In Skyview Temple I can't reach the vines on the wall from the log? A: The water level in this temple must be raised twice to be able to reach the vines. Q: In Skyview Temple I can't jump onto the steps from the log? A: The water level must be raised twice and Link will have to find a small key to open the door before leaving this area. Q: In Skyview Temple I can't get past the door with the eyeball above it. A: Equip the sword, point it toward the eyeball and move it in a circular motion. The eyeball will get dizzy and drop to the ground giving Link access. Q: I can't get to one Tadtone hidden in the poisonous part of a lilly pad? A: Link must use the Clawshots to reach a Peahat and the ledge above. Then jump down on the lilly pad to flip it over. ++++++++++++++++++++++++++++ ~~~~~~~~ Epilogue ~~~~~~~~~~ ============================ Now that I have played the Skyward Sword to its completion I must say that it eclipses the Ocarina of Time by far. That is not to say that the Ocarina of Time was an average game because it was far beyond average. It too was packed with dungeons and puzzles, as well as bad guys. It is to say that the Skyward Sword is at the top of the gaming world. I have been playing the Zelda series from the beginning and enjoying each progression. Although all the Zelda games, and I am only talking about the standard platform not the hand held device, are very good, it seems that they reached their pinnacle with the Ocarina of Time. The Twilight Princess was to take the Zelda series to a new plateau but seemed to fall short of its goal. The team that brought us this fantastic game, the Skyward Sword, gave it their all. My only hope is that any future Zelda adventures will be, at the very least, equal to the Skyward Sword and playable on the Wii console.