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Cave of Ordeals Minimalist Challenge Walkthrough Written by Palmer Mebane, alias HappyPuppet ----------------------------------------------------------------------- Version 1.5: Feb. 4 2007 - Completed second run information - Made a few revisions - Added a helpful tip on the Ball and Chain Version 1.1: Jan. 25 2007 - Updated rules section - Partial updates for second run - First run completion record Version 1.0: Jan. 21 2007 - First release - Rules, basic strategies, other misc. sections written - Completed summary/walkthrough for a first Cave of Ordeals run - Second run may come in a future release ----------------------------------------------------------------------- INTRODUCTION AND RULES This challenge will test both your patience, your fighting ability, your endurance, and in some cases your cleverness. In order to attempt this challenge, start a new game. Proceed through the game with the following restrictions. - Do not obtain any heart containers or heart pieces. - Do not obtain any quiver upgrades. - Do not obtain the bomb bag upgrade or any additional bomb bags. - Do not earn any sword skills except for the Ending Blow. - Do not purchase the Hawkeye, Hero Shield, or Magic Armor. - Have your Ordon Shield burnt, and do not buy another. Once you have obtained your second Clawshot, you can begin. If you have difficulties proceeding through the game to do this, please reconsider attempting the challenge. Before entering the Cave, note these restrictions apply once you are inside. - You must go to the equip menu and put the Ordon Sword on. - You must have your bottles empty at all times. - You may never dig for recovery hearts in the cave. - Just for the sake of closing loopholes, you cannot of course use the secret to open doors without killing enemies. Another restriction I kind of consider optional is that you must wear the Zora Armor. I am skeptical to include this because it seems to stop being a Minimalist Challenge, doing everything with the lowest amount of available items, instead becoming a challenge where you do everything you can to make it difficult. And if you went for that, you would also include a restriction that you can't use the Ball and Chain, and then you'd go farther and say no Boomerang or Slingshot and... it wouldn't end and there would be varying opinions on whether to exclude bombs or the Ball and Chain (at least one is needed for Stalfos). I feel challenges will lose respect when the rules can be disputed. If you do wear the Zora Armor, beware, because even Bulblin Archers will take 2 and a half hearts off, pretty much an instant end to a run. The basic idea is that you have 3 hearts and the absolute minimum of items. You cannot ever recover or reduce damage. So how far can you make it in this state? ----------------------------------------------------------------------- BASIC STRATEGIES AND TERMINOLOGY These are written with Wii controls in mind. I have no idea what the GCN controls are, so GCN players will have to substitute differing controls appropriately on their own. - - Wolf Form - - The wolf takes double damage. For this reason alone, it should be used ONLY against Ghoulrats and Poes, and never anywhere else. - - Standard Hits and Power Hits - - Hitting enemies with a standard hit (horiz or vert slice, stab) simply deals damage and temporary stuns them. Most enemies, when hit by a power hit (jump attack, spin attack), will take additional damage and be knocked out for a time, after which you can do an Ending Blow. Because the Cave of Ordeals contains high numbers of enemies, doing an Ending Blow leaves you open to other attacks. Only use it when you have the attention of no other enemies. When should you use each? Jump attacks leave you vulnerable and give almost no advantage; with the sole exception of unarmored Darknuts, don't use them. Spin attacks should be used when a large number of enemies surround you. Knock them all out. Also use spin attacks against severed Baba Serpents, Tektites, Helmasaurs, and some others for one hit kills. Standard hits suffice against weaker enemies like Rats and Keese. They are also good for taking out a small number of weaker enemies like Bokoblins, Bulblins, or Bubbles. If you're facing a large number, stick to spin attacks. - - The Initial Ledge - - Each room contains a ledge from where you can see the enemies and plan a strategy. You will be sniping on average a third of the enemies in the Cave of Ordeals from this initial ledge. However, do beware. There are some enemies that are capable of damaging you on the ledge. These are Bulblin Archers and Bubbles. - - Moving while Aiming - - While you have the bow out, the clawshot out, or you're swinging the Ball and Chain, hold Z to change the control stick from aiming to moving. - - Ammo - - There is no chance to recover arrows between rooms 25 and 45, and bombs can never be recovered. Conserve ammo. One miss can have deadly results. To recover arrows, use the Bulblin Archers in towers. Stand in the previous room (24 and 44) after it is cleared, and get in range of the archers. Sidestep the arrows they fire. If the one they fire goes very far (way into the room you're in), quickly go and grab it for a refill of one arrow. Repeat this process until you have sufficient arrows. - - The Ball and Chain - - This immensely important item has several uses. First, it deals heavy damage. It also can hit twice, once on the way out, once as you reel it back in. Use this to your full advantage. It also can act as a repellent to enemies who have to get close to attack you. I do not recommend this strategy, because there is a very substantial chance an enemy will be lucky enough to attack just outside the range, and the resulting damage is not acceptable. The best use is to substitute for the shield you don't have. When holding it in your hand, you may not be able to look around with C, and you may move slow as hell, but it will block attacks like a Hero Shield would. This technique is so useful in later rooms that I will devote some explanation on how to use this to the fullest. If the Ball and Chain is on your B button and put away, you have no quick way of taking it out in front of you; pressing B swings it, which does not achieve the shield effect, and it takes too long to reel it in. Instead, what you must do is switch the Ball and Chain to any control pad direction, and then press that control pad direction during play to activate the Ball and Chain for the B button. At the same time you do this, Link will bring the Ball and Chain out and hold it in front of him. This is the one immediate way. You MUST master this trick. ! UPDATE ! pheoemph{at}gmail{dot}com has written in to show that this is not necessary. Simply by holding A when you press B, Link will pull the Ball and Chain out in front of them without swinging it. Much simpler. Many thanks for the tip! A final use is screwing with Dynalfos AI. Hilarity will ensue when you clear Room 44 using the Ball and Chain. - - Running in Circles - - Sometimes this is the best strategy you can have to minimize damage without wasting ammo. It's used on the rooms with a large number of Bulblins, Bokoblins, or other similar enemies. Here's what to do. Jump down and immediately start running in a circle around the room. When you have a lot of attention, stop briefly, wait for a split second, and spin attack. Then resume running until the spin attack is charged. When only a few are left, you can be more aggressive. ----------------------------------------------------------------------- ROOM SUMMARY Difficulty is listed next to the room number with asterisks. This is for a first Cave of Ordeals run. Updates for the second run are partial but not complete, so some rooms may have changes not included here. Room 1 (*) - Blue Bokoblin 2nd Run (*) - Red Bokoblin Room 2 (*) - Keese - Rats Room 3 (*) - 3 Ceiling Baba Serpents - Ground Baba Serpent Room 4 (*) - 3 Skulltulas Room 5 (**) - 3 Bulblin Archers Room 6 (*) - Ceiling Torch Slugs - Ground Torch Slugs Room 7 (**) - 2 Dodongos - Fire Keese Room 8 (**) - 4 Red Tektites - 2 Blue Tektites Room 9 (*) - 2 Lizalfos - 2 Bulblin Archers 2nd Run (***) - 3 Lizalfos - 4 Bulblin Archers Room 10 - Great Fairy Room 11 (***) - 3 Helmasaurs - Swarm of Rats Room 12 (*) - Huge ChuChu 2nd Run (*) - Huge ChuChu x2 Room 13 (*) - Chu Worms Room 14 (**) - Bubbles Room 15 (**) - Bulblin Soldiers Room 16 (*) - Keese - Rats Room 17 (**) - Stalhounds - Poe (one time only) Room 18 (*) - Leevers Room 19 (**) - Ceiling ChuChus Room 20 - Great Fairy Room 21 (**) - Ice Keese - Blue Bokoblins Room 22 (*) - Keese - Rats - Ghoulrats Room 23 (**) - Stalkin Swarm Room 24 (**) - 5 Redead Knights Room 25 (**) - Bulblin Archer on tower - 2 Bulblin Archers on ground - Bulblin Soldiers Room 26 (**) - 3 Stalfos 2nd Run (**) - 5 Stalfos Room 27 (**) - Skulltulas on ceiling - Bubbles Room 28 (****) - 2 Skull Lizalfos - 6 Red Bokoblins Room 29 (***) - Stalkin Swarm - 2 Stalfos - Bubbles - Fire Bubbles Room 30 - Great Fairy Room 31 (*) - Keese - 5 Beamos Room 32 (**) - Ceiling Torch Slugs - Fire Keese - Fire Bubbles - 2 Dodongos Room 33 (**) - 4 Redead Knights - Poe (one time only) Room 34 (**) - Ghoulrats - Ceiling ChuChus Room 35 (**) - Ice Keese - Freezard Room 36 (*****) - 4 Chilfos 2nd Run (******) - 7 Chilfos Room 37 (**) - Bubbles - Ice Bubbles - Leevers Room 38 (******) - Ice Bubbles - Ice Keese - 4 Chilfos - 2 Freezards Room 39 (******) - 2 Darknuts 2nd Run (*******) - 3 Darknuts Room 40 - Great Fairy Room 41 (***) - 9 Armos Room 42 (***) - 6 Baba Serpents - 6 Red Bokoblins Room 43 (*****) - 3 Skull Lizalfos - 6 Bulblin Archers Room 44 (***) - 4 Dynalfos - Poe (one time only) Room 45 (**) - 2 Bulblin Archers on towers - 5 Redead Knights - ChuChus on ceiling 2nd Run (**) - 3 Bulblin Archers on towers - 5 Redead Knights Room 46 (*****) - Ghoulrats - 3 Chilfos - 2 Freezards Room 47 (*****) - Blue Bokoblin - Stalkin Swarm - Rat Swarm Room 48 (********) - 2 Aeralfos - Darknut Room 49 (*******) - 3 Darknuts 2nd Run (*******) - 4 Darknuts Room 50 - Great Fairy ----------------------------------------------------------------------- WALKTHROUGH Please remember that these strategies use extreme care to assure as much as possible that no damage will be suffered in a room. One quarter of a heart means a hell of a lot in this challenge. This is why many methods here seem overly tedious and/or detailed. Note that there are three poes for first runners. They are in rooms 17, 33, and 44. The one in room 17 is a pain; you should try to kill him in a try separate from one in which you are aiming to win. The one in room 33 can be dealt with well enough, but will require some care. The one in room 44 is no problem. Regardless, if you ever kill a poe in a run, save. It's not worth it to kill it again. Don't forget to equip the Ordon Sword and empty your bottles. Now enter the Cave of Ordeals. ROOM 1: Two hits with Ordon Sword, or a power hit and an ending blow, to take out this one Blue Bokoblin. 2nd Run: Instead of two hits with the Ordon Sword, it's eleven. Go with the power hit and ending blow to save time. ROOM 2: If you're overly patient, Boomerang the Keese and use your Slingshot to take out the rats. Honestly, I'd rather just jump down, kill, and restart if I screw up and take damage. We're not far enough yet to be quite that careful. ROOM 3: Boomerang the three Baba Serpents on the ceiling, preferably the one in the back first. Let them bunch up, then jump down and spin attack to take out each one. Move back while it recharges. Once those three are dead, get close enough to the ground Baba Serpent to make it attack. Stab it, run in and cut it, then spin attack to end its life. ROOM 4: Take out the Ball and Chain. Jump down to an area where the Skulltulas aren't bunched up. These guys have nice vision and are aggressive, so let them come to you. When they do, Ball and Chain them; the double hit kills them. Do not rush into the next room. ROOM 5: This room has Bulblin Archers; stand back on the ledge. Take out the bow and use the moving while aiming trick to get a good look at one of the side Bulblin Archers. Don't go towards the front of the ledge; you want only one archer to see you at a time. When the Bulblin Archer you're looking at starts aiming an arrow, that means you can shoot him too. Be quick about it. When he goes down, the others are distracted. Shoot them down quickly. ROOM 6: Clawshot all of the Torch Slugs on the ceiling, then jump down and stab the rest. ROOM 7: Overly cautious players can Boomerang the keese in this room. Jump down to a place far from the Dodongos, and kill them from afar with one hit of the Ball and Chain. ROOM 8: Make sure you jump down to a place where the Tektites are sparse. Spin attack them as they get close. Be careful and keep moving, because the jump range on these things is greater than the spin attack range. ROOM 9: The way we will complete this room will remind you of a bad spy movie. Go to either side of the ledge, stand on the edge, and DROP (not throw) a bomb so it goes to the ground. Immediately after it explodes, pull out another and drop it in the same place. Laugh at the idiocy of this room's enemies. Use no more than two bombs in this room. 2nd Run: This room becomes far tougher the second time around. Start by taking out the two archers on the side with arrows. However, their dying will cause the remaining two to move around, so the bombs won't do the trick. Instead, go out on to the end of the ledge. The Lizalfos will eventually notice you. As soon as they do, drop a bomb to the ground. Timed correctly, it will kill the Lizalfos. Drop another bomb to the ground. Most of the enemies will die. If there is one Bulblin Archer left, drop down and either dodge his arrows or use the Ball and Chain shield to reach him. ROOM 10: Rest your fingers, make sure your Wiimote's batteries aren't low so "Communications are broken" doesn't happen during a tough fight. Then go on. If you have taken any damage, definitely consider restarting. ROOM 11: You will need double clawshots to complete this room with the least risk. Clawshot one of the points not above the ledge. This will bring out a swarm of rats that will run under you. Clawshot back to the ledge and step onto any edge. Like in room 9, drop a bomb from the ledge, and then position yourself RIGHT ABOVE the bomb; this will require hanging from the ledge. Be careful that you don't actually jump off. If this is performed correctly, all the rats will die. Note that going to the very edge of the ledge occasionally lures the rats out. This is not recommended; sometimes a few will not spawn, and your bomb will not have taken them all out. Double clawshot around the room and take off the helmets of the Helmasaurs here. Once you've done this, you may at last jump down. These guys have excellent vision, so expect a large number to charge at you. Move around carefully; sidestep a charging Helmasaur and spin attack as he passes to eliminate him. With care, you will successfully pass this room without damage. Use no more than one bomb in this room. ROOM 12: Stay at a distance, much farther than when the Z-Targeting arrow would appear. Then take out the Clawshot and eliminate the ChuChu one hit at a time. Always aim for the smallest size. 2nd Run: On rare occasions there will be two huge ChuChus here instead of one. I'm guessing this is not usually the case because they merge before you ever reach the room. If you come in and there's two separate ones, wait for them to merge as you did in room 19 in your first run. ROOM 13: Jump down to an area where none of the Chu Worms will notice you. Z-Targeting has a large range, so target one and clawshot it out. A 4 standard hit combo will suffice to kill one. Kill them one at a time. ROOM 14: These Bubbles require one stab and one spin attack to kill, or one hit with the Ball and Chain. Jump down against the edge of a wall. Only three should notice you. Spin attack them away. Now take out the Ball and Chain and "snipe" the rest of them; make sure to take care of the first three you hit first before they come back to haunt you! ROOM 15: Use the "Running in Circles" strategy on these silly Bulblins. ROOM 16: Since this area is much farther, and I still would prefer to have taken no damage at or after this point, I use the Gale Boomerang (keese) and Slingshot (rats) to clear this room from the ledge. There are too many rats and keese to be certain that one won't surprise you. This room is up to personal preference. ROOM 17: The poe in this room is a real pain. A run in which you are aiming to win should be started with the poe already dead, so I assume it is. Use the "Running in Circles" strategy on the Stalhounds. Have your sword drawn when you enter the next room. ROOM 18: Jump straight ahead, roll, and position yourself in the center of the emerging Leevers. Spin attack as they close in. ROOM 19: Take out the ChuChu on the ground with a Clawshot. Then run all over the back of the room to get the entire swarm to fall to the ground. Wait for them all to merge together to one big ChuChu. Take it out like you did in Room 12. ROOM 20: Rest your fingers; make sure your Wiimote's batteries aren't low so "Communications are broken" doesn't happen during a tough fight. Then go on. If you have taken more than a half a heart of damage, consider restarting. ROOM 21: Use the "Running in Circles" strategy. ROOM 22: The Ghoulrats can seriously screw you up here. I recommend using the Boomerang on the Keese and Slingshot on the visible Rats from the ledge. Jump down when only Ghoulrats remain. ROOM 23: With sword drawn, jump down and roll forward, then immediately run towards the area under the initial ledge. All of the Stalkin should be out chasing you now. Now use the "Running in Circles" strategy. ROOM 24: Slowly walk off the ledge on either side (not the middle) and drop down to the ground. The nearby Redead Knight will begin to come after you. Ball and Chain's double hit will take him out. Repeat this for the other four, but from a greater distance. The next room has a tower archer; stand away from the door as it opens. ROOM 25: Recover your arrows to 30 (see the "Ammo" header in basic strategies). Then kill the archer. There are two archers on the ground. Using the "Aiming while Moving" strategy similar to what you did in Room 5, make sure you kill BOTH of them. Then jump down and use "Running in Circles". Quite the formulaic room, eh? 2nd Run: Because of the additional Chilfos, you'll want to conserve more ammo here. How? Wait for the tower archer to fire an arrow deep into room 24 when you have full ammo, then kill him, then pick up that stray arrow quickly. You should end this room with 28 arrows instead of 27 in this way. ROOM 26: Stand on the edge of the ledge to alert the Stalfos. Wait for them to all get under you, then jump forward and run to the other side of the room. Immediately turn back. Throw out a Ball and Chain as they get close. If done correctly, they should be marching to you in a line, and the Ball and Chain easily takes all of them out. You should not use any bombs for this room. The Ball and Chain does the job. ROOM 27: Using strategies similar to Room 14, take out the Bubbles in this room. Then lob the Ball and Chain at each hanging spider. You should get them to die lying on their backs. I bet you've never gotten them to do that before. ROOM 28: The Skull Lizalfos attack much faster than you'd expect, and meleeing the enemies in this room is a recipe for disaster. Instead, go out to the very edge of the initial ledge. The Skull Lizalfos will eventually notice you. Pull back a bit. Now they're confused, and they will begin wandering around the room. You might have to wait while, but you need them to move very close to each other. One Bomb Arrow kills both. Jump down and use the "Running in Circles" strategy for the remaining Bokoblins. Use no more than one bomb arrow in this room. ROOM 29: The room to prove your mastery of combat with the undead. Drop down the ledge. The Stalfos you don't want to alert yet. Some Stalkin will come out. Kill them with spin attacks. Once they're all gone, move forward enough to alert the Stalfos. When they get close enough and lined up enough, Ball and Chain them to eliminate them. It's elementary by now to eliminate the remaining Bubbles and Stalkin; you've done this before. ROOM 30: Rest your fingers; make sure your Wiimote's batteries aren't low so "Communications are broken" doesn't happen during a tough fight. Then go on. Consider restarting only if you have a half or quarter of one heart left, but I say to just go on and see how far you get. ROOM 31: Use 3 arrows to take out the middle and far Beamos. Jump down and roll to the far edge of the room. Spin attack the keese whose attention you may have gained. Either carefully lure the rest or shoot the last two Beamos. The latter could lead to Keese surprising you however. Do not miss with any arrows in this room, ESPECIALLY in the 2nd run! ROOM 32: The room to prove your mastery of combat with various fire enemies. BEFORE you Clawshot the Torch Slugs, stand on the edge of the ledge. Remain right there. Two, possibly three, Fire Bubbles will come after you. Swing the Ball and Chain around your head, so as they come up they will die immediately. This is the one time that strategy can be relied on. Once those Bubbles are dead, THEN Clawshot the Torch Slugs. You've come far enough that I would definitely Boomerang the Keese in this room; take no risks at all anymore. There are still some Bubbles remaining. Ball and Chain both them and the Dodongos from afar after you drop down from the ledge (don't go too far and lure a party to you though). ROOM 33: The poe in this room is yet again a pain. If you ever kill it, make sure you save. The room is elementary if it's not there. Drop down and Ball and Chain the enemies to death. With it there, drop down and IMMEDIATELY eliminate the Redead Knight closest to you with Ball and Chain. Switch to wolf form right away and engage the Poe while staying at the back of the room. Once it's dead, the rest of the room is simple. Ball and Chain. ROOM 34: Drop down in the back of the room and use the Wolf to eliminate what Ghoulrats you can without moving out and attracting ChuChus. When a substantial number are gone, repeat the strategy in Room 19. Be certain there aren't too many Ghoulrats. If you get slowed down while bringing down the ChuChus, the results could be disastrous. ROOM 35: It might take some experimentation to find the right place to stand so that you can Ball and Chain the Freezard (it's not right on the edge). But you can do it. After that, Boomerang the Keese, then jump down away from the Mini Freezards and Ball and Chain them from afar. ROOM 36: The dreaded Chilfos! Take out your Bomb Arrows. We have to conserve ammo, so pay close attention. The best way to do so is to wait for Chilfos to be lined up as follows: --- /3 \ | 2 | | 1 | | | \LLL/ -L- L is where you are standing, and the numbers are Chilfos. When you get something like this (two in a group is also ok), shoot the first (1) Chilfos with a bomb arrow. His spear is hit, but if you wait too long he regenerates it, so you must act fast now. He'll start running back; when he gets next to the second (2) Chilfos, shoot in the middle of them. #1 dies, #2 loses his spear. #2 runs back, shoot to kill #2 and have #3 lose his spear. Then quickly finish #3 with a fourth Bomb Arrow. If you screw up anywhere, quickly make the most of the situation. Ammo conservation is critical. If you have one Chilfos left, jump down. Using the "Ball and Chain as a Shield" strategy, have the Chilfos throw his spear at you, then quickly go on the offensive and eliminate him with the Ball and Chain. Avoid using more than six Bomb Arrows in this room. 2nd Run: Hopefully you've been conserving ammo better than in your first run. There are nearly double the Chilfos in this room. Use the same strategies to clear them out. ROOM 37: The Ice Bubbles in this room are capable of doing more damage than other Bubbles. Be especially careful in this room. Ball and Chain as many bubbles as you can from afar. Do not run into the middle of the room until they are all dead. Once they are, run towards the back. Leevers will start to come out. Stand in the center, wait, and spin attack. ROOM 38: As in room 32, stand on the edge of the ledge to attract Bubbles. There are three Ice Bubbles. You need to kill all three before proceeding; use the Ball and Chain swinging around you trick. Repeat the strategy for Chilfos as in Room 36; however, do not jump down if one remains because the Freezards will annihilate you as you try to kill him. After the Chilfos are gone, Boomerang all the keese and kill them. Only two Freezards should remain. Jump and roll to the back of the room to lure their breath out. When it stops, run to one of them and Ball and Chain it twice quickly. Do the same to the Mini Freezards. Then lure the breath of the other one, stay back, and repeat the process. ROOM 39: If you think these guys are your worst problems in the run (along with the three in room 49), you have yet to try room 48 yet. With proper strategy, Darknuts can be dealt with, no damage. Before engaging these guys, put the Ball and Chain on a control pad direction. Begin by moving along the wall on either side. You should attract the attention of only one. Get close enough for it to attack, then quickly backflip. If you still get hurt (1 full heart, so don't mess up), you are moving in too close. After it's attacked, jump attack, and use a 4 standard hit combo. Repeat this once more (be careful that you stay AWAY from the second one) and his shield will come off on the last hit. Stab him once more to fully unarmor him. Use the "Ball and Chain as a Shield" trick to dodge the mace he throws. Now he's unarmored. He'll do only half the damage, but he's far more difficult to fight. Keep the Ball and Chain out as a shield - beware, the throwing of his mace will have made you put it away, so take it back out - and wait for him to get close. Keep a large distance from the other Darknut. After an attack, whip out your sword and stab him. He blocks. Jump attack him. He blocks again. Stab him. He does not block and gets hurt. Continue stabbing until he blocks again. Jump attack, and repeat the process. Do this exactly; forgetting the first stab before you first jump attack may make him sidestep the jump attack and hit you. He should go down eventually. With much more space to fight him, eliminate the second Darknut in a similar way. 2nd Run: See Room 49 Strategy. ROOM 40: Rest your fingers; make sure your Wiimote's batteries aren't low so "Communications are broken" doesn't happen during a tough fight. Then go on, regardless of your life. May as well finish the whole thing now, right? However, to complete the run you will need a substantial amount of life remaining, perhaps more than two hearts. If you're on track to win, best of luck. ROOM 41: Use double Clawshots to get to the back right corner of the room. Have the Ball and Chain on a control pad direction. Drop down. The Armos nearby will start to awaken. QUICKLY, Ball and Chain the jewel on his back, but ONLY AFTER he starts shaking and grunts. Keep the Ball and Chain out as a shield against his frenzy. If you don't do this in time, clawshot back up to the wall as quickly as possible. Go back to the ledge and wait for the Armos to go back to sleep. You can do this at any time if you find you suddenly screwed up at some point in the room. The others are more easily taken out, because they are alerted to you only when you are ready. Ball and Chain them to alert them, and hit the jewel only when they start shaking. Stand in place with the Ball and Chain out to defend. Success will be yours. If you have Bomb Arrows to spare, you can eliminate the Armos in the back right corner by shooting right in the center of what appears to be his mouth. It takes only one hit. ROOM 42: "Running in Circles" to eliminate the Red Bokoblins, then Boomerang Baba Serpents from afar and spin attack them when they get close to you. Don't mess up now, you're so close... ROOM 43: This room is a true pain in the butt and I have yet to really make a strategy to guarantee no damage. Your best bet is to carefully aim at and kill the three Bulblin Archers in the back of the room. Two from your side of the room will be alerted and come farther out. Kill them too. Be very careful about their arrows. There is one final archer in this room, below your ledge. He might have been alerted and come a little bit out, but the bow probably won't be able to kill him. So drop a bomb down. All that's left are Skull Lizalfos. With luck, your bomb killed some. If not, it's probably not worth it to waste another bomb. Jump down and, with great care, use "Running in Circles". Beware; they attack very quickly. ROOM 44: Stay in the back of the room, switch to wolf, and VERY CAREFULLY lure out the Poe. Battle and kill it, being extra careful due to the wolf's taking double damage. If you kill the Poe, save after the run is over so you don't have to do it again. Now these Dynalfos are usually nicely killed by Shield Bashing, which we don't have. Instead, we will take advantage of a hilarious AI oddity. Lure as many as you want to you, and start swinging the Ball and Chain before they attack. They stop. If you're patient enough, you can use "Moving while Aiming" to slowly go around to their back. They won't change directions, and will dumbly look ahead. Unfortunately there is no advantage to hitting their back as opposed to their front, so only do for humor value (after coming so far, it's good to lighten up). Anyways, hitting them with the Ball and Chain very briefly stuns them, but also makes the others start coming after you. Right away, throw the Ball and Chain at the one you stunned. For odd reasons, you are probably going to end up hitting far more than just the one you stunned. On occasion, one of the Dynalfos will NOT stop when you start swinging. This happens because he is on your side or behind you. Instead, he'll run up close, and get hit by your Ball and Chain. Stay in place, and these enemies, who I'm sure you used to think were really quite smart, will get hit over and over again in the same way until they die. After they're all dead and you're done laughing, move on with care. Tower archers are in the next room. ROOM 45: Shoot down one of the archers, and use the other to replenish arrows. Get about 5 more than you have bombs remaining. When you're through gathering arrows, shoot the last Archer. Carefully drop down the edge of the ledge and Ball and Chain the Redead Warrior closest to you. Do them same for the two in the front of the room. While on the left and right edges, kill the two in the back. Don't go into the middle of the room to do this; ChuChus will hit you. When the Redead Warriors are gone, run around to bring down the ChuChus and kill the huge one that results when all come together, as in room 12. 2nd Run: There is now a Bulblin Archer in the middle, so be careful even in the previous room. He can hit you from more places than the ones on the sides. ROOM 46: Using room 36's strategy, take out the Chilfos. Jump down as a wolf and run either to the door, or to the point directly across, where you're safe from the Freezard breath. Take out as many Ghoulrats as possible; run across the room periodically to lure more. Once they're all gone, Ball and Chain the Freezards as in room 38. ROOM 47: This is the last room you will need ammo in. Feel free to use all of your remaining bombs and arrows. The swarm of rats in here can be very troublesome. Take out the Blue Bokoblin either with arrows, a bomb arrow, or 8 slingshot pellets. When you jump down, Stalkin and Rats will come after you. Your best bet is to try to eliminate them with a spin attack, but it's difficult to eliminate them all. As soon as the spin attack ends, start moving around the room until you can use it again. Persevere until all the enemies fall. If you're really good at timing, this trick can help you deal with the rats. When you're ready to jump down, wait; drop a bomb down. When it's a couple seconds away from exploding, jump down and roll forward. If timed right, many of the rats will die from the bomb, though probably not all. It should be easier to deal with the room now. If you ever take a break, now is the time. The hardest room is right ahead. Once again, check your Wiimote's batteries. ROOM 48: Put the Clawshot on your B button and the Ball and Chain on the down direction on the control pad for the greatest accessibility. If you have not learned the "Ball and Chain as a Shield" trick and how to pull it out quickly, learn it now (see Basic Strategies above). If you are returning to this FAQ, note that a reader sent in a better way of doing this trick that you should make yourself familiar with. There is nothing to do on the ledge. Drop down. Don't concern yourself about luring the Darknut; you'll have to eventually, and you'll just have to keep moving to avoid him. Ignore him until the Aeralfos die. Watch both Aeralfos closely; make sure both are in your view. If one pulls his shield out, Clawshot him down. If the Clawshot turns out to be not in range, pull out the Ball and Chain instead. Trying to dodge the dive attack does not work often, so always block it. If you bring down one of the Aeralfos with the Clawshot, and the other is about to attack, forget attacking the one you brought down and block the other's attack. You must have great patience as you fight these things. Expect a long, grueling fight, and to throw away many opportunities for attack which you must instead use to defend. Don't forget to keep moving so that the Darknut doesn't swipe a full heart off of you. Also, stay away from grounded Aeralfos; they have a tendency to swipe with remarkable speed, landing a quick half heart of damage. That's about it for strategy. Expect to have to switch between Clawshot and Ball and Chain several dozen times in the fight. When one Aeralfos goes down, things will go ten times smoother. The Darknut is taken out as in room 39. Don't screw up on him after working so hard to beat both Aeralfos. Best of luck. ROOM 49: Let's face it; to take damage against Darknuts you have to make a mistake. It's a different story against room 48's Aeralfos, so this room, as long as you don't suck, should prove much easier than the one you just completed. Even so, in this tense moment, it's easy to slip. The hardest Darknut by far is the first one. Against the first one, he's actually harder armored. By waiting for an attack and backflipping, you might get pushed back too far and lure another to you. Then it's game over. What you must do instead is, when pushed to the edge of where you can go, block his attack with the Ball and Chain, then roll to the other side of him, giving you more space. Repeat this process as much as necessary. Be very careful against him unarmored. Once he's gone, take a breather, then carefully eliminate the final two as you did in Room 39. 2nd Run: Use the same techniques. It's just an even longer endurance test. ROOM 50: Congratulations on completing this challenge. Now celebrate by throwing your Wiimote into the air. Just make sure it doesn't go through the TV, ok? Good luck on your second run, if you attempt it. 2nd Run: Congratulations again. After doing it once, this probably wasn't that much harder, right? ----------------------------------------------------------------------- VICTORY RUNS These list damage records and brief annotations of successful runs. The units are quarters of heart, so 12 points of damage in this list means death. HappyPuppet's first completion of first run: --Room 11: -1 (11 quarters of heart left) Missed a charging Helmasaur. I don't know why I chose not to restart, but I think I'm glad I didn't. 30 rooms followed in which I took no damage afterwards. --Room 41: -0 While taking out the far right Armos, I somehow alerted the one to his right. While trying to avoid him, I also dragged the other one in the back row. I managed to clawshot out of the way just in time, but it sure was close. --Room 42: -1 (10 QOH left) Grazed by a Baba Serpent. --Room 47: -1 (9 QOH left) I can never eliminate the damn rats without taking any hits. --Room 48: -6 (3 QOH left) Only one hit from Aeralfos. Then after killing both of them and taking the armor off of the Darknut, I put on a literally heart-breaking performance, getting damaged twice against an enemy I should have taken no damage against. --Room 49: -2 (1 QOH left) I took the damage early. I was so tense for the rest of the room, but I managed to succeed. There were several points where unarmored Darknuts may have stabbed to kill me, but they chose not to at those moments. Just enough luck to pull through, apparently. If you want yours posted up here, write it up and e-mail it to me. Please make sure you use proper spelling, grammar, and capitalization or I will not bother. And do not expect me to post it unconditionally. ----------------------------------------------------------------------- DISCLAIMER + ACKNOWLEDGEMENTS Copyright 2007 Palmer Mebane This FAQ was written solely by myself with only minor assistance. You may not publish it without my consent, or take it as your own in any circumstance. It may never be used for profit. If you wish to contact me to suggest something or ask if you want to host the guide or anything else, e-mail happypuppet{at}comcast{dot}net Credits for this FAQ: - A few people that contributed some of the rules, such as equipping the Ordon Sword or suggesting using the Zora Armor - Several strategy contributors from a number of forums, whose names I cannot comprehensively list - GameFAQs for providing an enormous collection of game guides, such as this one - Nintendo for creating this fantastic game and programming the Dynalfos AI as they did; I'd like to believe the enemy designers used their sense of humor there - pheoemph{dot}gmail{at}com for a great Ball and Chain tip ----------------------------------------------------------------------- Fin | Zelda walkthrough search:
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