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Star Fox Adventures/Gameplay

Arwing
This part of the game plays much like Star Fox 64. Collect power-ups, silver rings, use bombs, and fire lasers repeatedly.

Using the Staff
Krystal's staff has many uses, some of which include acting as a switch to open doors, a lever to lift heavy rocks (with rapid pressures of the A button) and a means of breaking open crates.

Staff Powers
Hidden throughout Dinosaur Planet are numerous Magic Caves: the Staff will rumble and glow to let you know when one is nearby. Find a way in, and you can collect an upgrade, adding a new icon to the Staff section of the C Stick inventory. highlight the icon and press the A button to use it (to just assign it to the Y button).

There are many different Staff Powers to find and collect, but using them reduces the Staff Energy meter. You can refill this meter by collecting gems from the Magic Plants scattered throughout Dinosaur Planet.

Combat
To fight a bad guy, press the A button to bring out the Staff - this activates the Auto Lock-On mode, forcing Fox to face the enemy and modifying Control Stick movement so that you circle each other (you can break out of the Lock-On by pressing the B button). Pressing the A button launches a standard attack, but defeating an enemy in this manner could take a long time...

Combos
To earn a victory quickly and with style, you'll need to activate a combo. To do this, just press the A button until a combo is activated. You can perform different combos by launching a few initial the A button attacks then pulling the Control Stick Left, Down, or Right while continuing to press the A button.

Some Staff Upgrades can also be used as part of your attack strategy during combat - to access these in the heat of battle, you must assign them to the Y button.

Attack and Defend
As you attack, a SharpClaw may defend before trying to launch an attack of its own. This is where your the X button (Avoid) and the Y button (Defend) actions come into play. You can avoid an attack by dodging to the side or use Defend to hold your ground until it's safe to attack again.

Bad Guys
Dinosaur planet is practically bristling with predatory creatures and plants set on making life difficult. Worse still, some of these foes are resistant to your Auto Lock-On, forcing you to seek out different tactics.

Sidekick Commands
These are commands that young Prince Tricky can perform on your behalf. As you progress through the adventure, you will be able to gain and use further Sidekick Commands. There are many to collect and plenty of fun to be had in experimenting with them.

Use Tricky's Skills
You can activate a Sidekick Command when a question mark appears over Tricky's head. Highlight the icon within Tricky's section of the C Stick Inventory, and press the A button (these commands can also be assigned to the Y button).

If Tricky has enough energy, he'll be able to do as you've asked. If necessary, you can cancel his Commands and call him back to you by using his Heel Command. This command can also be used to call Tricky back to you at any time.

Tricky's Warnings
Tricky can also inform you of nearby enemies and other characters before they enter your line of sight by displaying an exclamation mark above his head.

Feeding Tricky
Tricky does, however, require feeding him with Blue GrubTubs. Each Command uses up some of his energy. If he's low on energy and can't execute a Command, Tricky will display a GrubTub symbol above his head. It's up to you to find, catch and feed him GrubTubs. When you are close enough to one, hit it with the staff to stun it, then walk up to it to store it in your inventory.

The GrubTubs are stored within the C Stick Item Inventory. To feed Tricky, highlight the icon, and, when the c Stick Icon is displayed above Tricky, press the A button to feed him all of the GrubTubs in your possession until he's full.

Items
In addition to collecting Staff Powers and Sidekick Commands, Fox can also pick up various items, some of which can be used at any time, while others become applicable only within certain areas.

After collecting an item, an icon is displayed within the C Stick Inventory. Highlight the icon and press the A button to use it. (Don't forget that you can assign items to the Y button.)

As previously mentioned, some items can only be used within specific areas. If you leave the relevant area with such an item still in your possession, its icon on the C Stick Menu will fade to show that it can no longer be used.

ThornTail Store
Within Thorntail Hollow, you'll find this store and its sole inhabitant, a strange, floating dinosaur knownn as the StoreKeeper. He spends his life roaming Dinosaur Planet in search of interesting items for his tore. He also has a great liking for Scarabs. Be sure to pay many visits to the Store as there will be lots of items on hand that you'll find invaluable...

Communicator
Press the Start/Pause button to pause the game and bring up the communicator, which allows you to communicate with the Star Fox team.
 * General Pepper - Displays your current overall status
 * Peppy Hare - Displays the Dinosaur Planet map. This shows your current location (indicated by a Fox head) together with where you should be heading next (a flashing symbol).
 * Slippy Toad - Displays clues and advice. If you get stuck on a puzzle or task, you can always turn to your friend Slippy.
 * Memory Card - Select the Memory Card to save the current game.
 * Quit - Select the Quit icon to exit the current game.

title: Star Fox Adventures/Gameplay


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Star Fox Adventures/Controls

Arwing
These should be familiar if you've played Star Fox 64 (Lylat Wars if you live in other countries than the US).

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Star Fox Adventures/Controls


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Star Fox Adventures/Dinosaur Planet

These are the multitude of areas you will journey to throughout the course of the game:
 * Krazoa Palace
 * ThornTail Hollow

 * Ice Mountain

 * SnowHorn Wastes

 * Moon Mountain Pass

 * Cape Claw

 * LightFoot Village

The following four areas have been separated from the main planet:
 * Dark Ice Mines
 * CloudRunner Fortress

 * Walled City
 * Dragon Rock

These are the two force point temples in the game:
 * Volcano Force Point Temple

 * Ocean Force Point Temple

title: Star Fox Adventures/Dinosaur Planet


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Star Fox Adventures/Items

Fire Blaster
Lets Fox shoot fire balls from his staff.

Miscellaneous
C-stick items.

title: Star Fox Adventures/Items


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Star Fox Adventures/Walkthrough

This walkthrough will take you through many things in your journey to bring the planet back together again by doing many things you might not expect to do. Here's a few things to get you started:
 * There's no jump button. Instead, your characters automatically performs a jump.
 * Going through items is easy thanks to the C-Stick.
 * Useful upgrades for your staff.
 * What to do to get the amount of gold rings to open up a portal to the mission you are after.

Also consider the important things you need on your quest:
 * Buy all maps so your heads up display will tell you where you are.
 * Certain items in the store to help you go through barriers.
 * Fuel cells so you can fly through space to another location.
 * Keep Tricky fully active with blue GrubTubs.
 * Certain ways to beat both normal and Krazoa challenges.

title: Star Fox Adventures/Walkthrough


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Star Fox Adventures/Walkthrough/Krystal

This is the only time you can play as Krystal in this first part of the game. It's a tutorial on how the controls work. Talk to triceratops for more details.

The Flying Ship
The game begins with a blue, anthropomorphic fox named Krystal coming to Dinosaur Planet, a desolate world on the edge of the Lylat System, in response to a distress call. With the assistance of a CloudRunner (a flying dinosaur) she rides through the skies on a stormy night. After conversing with the CloudRunner, a fire ball from a nearby flying ship knocks her staff to the planet below. (At this point, all audible conversations will be presented in the planet's native tongue but subtitle translations will be available.)

Fighting the Ship

 * Press the A button to fire and use the Control Stick to move.

You will notice two monstrous statues shooting fireballs at you. Attack them until they catch fire. Your position will then be lowered so that you may destroy the ship's rudder - the sharp, spinning object near the bottom of the ship. Destroy all four ends and you will be brought up to fight the statues once more. Simply do what you did last time. The ship will then turn around. Destroy the large head at the front while avoiding a massive fireball it will shoot at you.

Exploring the Ship
Krystal will dismount the CloudRunner while in the galleon of the ship and the CloudRunner will leave. A small tutorial will appear and then you will be instructed to listen to and find the source of a nearby voice. It is a caged bird at the opposite end of the ship. After talking with the bird using the A button, the entrance to the ship's interior will be open. A key from the Krazoa Palace is inside. Retrieve it.

General Scales
Return to the caged bird. A tall, green dinosaur will emerge and introduce himself as the dictator of this world. Krystal explain her reason for being here (the distress call), but Scales argues that the planet is always in distress. Scales reveals that he rules the planet with fear to prevent an uprising. He then grabs Krystal by the throat and throws her overboard. Thankfully, she is caught by the CloudRunner and they leave to find the source of the distress signal.

Krazoa Palace
Krystal believes that the Krazoa Palace is the area where the distress signal is coming from. The CloudRunner reveals that this is the dinosaurs' most sacred place. He then leaves. (At this point, you are finally able to save.)

Outside the Palace
Avoiding the airborne jellyfish, head to the gate on the right. (It is behind the pillars.) Stand in front of the lock, and a "C" in a yellow circle should be displayed over it. Move the C-Stick in any direction and the inventory will automatically go to the correct slot. (In this case, it is the red one.) Press the A button to use the key. Grab the fuel barrel inside and head to the blockade of crates (It is near the right of where you first set foot on the palace.) Press the A button to throw the fuel barrel onto the small group of crates to destroy them.

When the barrel is gone, another one will be emerge from a gray circle on the ground (It is in front of where you entered the palace from.) That circle is a Fuel Barrel Generator that was left there by Scales and used to power his SharpClaw army. You will come across many of these on your adventure. You may want to use this endless supply of barrels to destroy the jellyfish wandering around or to break some crates for extra health if you need it. (The jellyfish will come back to life after a short time, so be careful.) Go down to the lower level of the palace and head towards the wall. You should see a crack in it. Grab a fuel barrel and throw it at the crack. You are now free to enter the palace.

Before entering the palace, head to the right edge of the palace (It is around the area where the wall crack you just destroyed was.) Look carefully, and you will notice the tip of a ladder. Climb down the later and cross the gaps to the other side. At the end, you should find a Bafomdad. It is a magical creature that will restore you to perfect health if you die. (It looks like a red, hopping bunny.)

Inside the Palace
Head down the hall, to the left, and enter the first room on the right. (A dinosaur is lying there.) Pick up the fuel barrel behind him. You may use it to destroy the blockade of crates next to the dinosaur or the nearby jellyfish. (You can use nearby containers to destroy those monsters as well.) Once the barrel is gone, leave the room where the dinosaur lays and head right. At the end of the hall, you will find a second fuel barrel generator.

Once the group of crates next to that dinosaur is gone, grab another fuel barrel and return to that spot. You will need to dodge flamethrowers to reach the end of this hall. Simply wait until the flamethrower stops spitting fire and then keep going. Don't take too long to cross though, as the fire will not be gone for long. Once you reach the end of that hall, throw the barrel at the cracked wall to destroy it. In the next room grab the fuel barrel and step on the switch to the right to open the door. Set the barrel on the switch by pressing the A button. (The door will close if you get off of the switch and the barrel is not on it.)

Talk to the dinosaur in the next room. He reveals that the dinosaurs in the palace were sent by King EarthWalker to stop General Scales and his SharpClaw army. Scales aimed to capture the source of the planet's life, the Krazoa Spirits. Thankfully, the dinosaurs were able to hide them throughout the planet. This dinosaur was the one who sent the distress signal. He asks you to enter the nearby Krazoa Shrine and take the test to retrieve the Krazoa Spirit. When he is finished talking, head over to the yellow, sparkling warp pad. The game will tell you how to enter.

Krazoa Shrine
Enter the room straight ahead and climb the ladder on the right to reach the upper floor. Be careful of flames shooting from the floor. Avoiding the jellyfish, make your way to the fuel barrel and use it to destroy the monster. The gate will now be open. (You cannot pass through a gate with a red barrier. If you come across one, you must destroy the enemies in that area to proceed.) Grab another barrel and head to the next room. Step on the switch to open the gate and place the barrel on the switch to keep it open. Dodge the flamethrowers and enter the final room. The bright, hovering object in the middle is the Krazoa Spirit. Talk to it with the A button.

The Test of Observation
The spirit will explain the test. The spirit will hide in one of six urns. The spirit will hover over the urn it is in at the start of the trial and then the urns will move around the room for a short time. When they stop moving, you will need to tell which urn the spirit is hiding in. Do this three times to obtain the spirit. Upon successfully completing the test the spirit will launch itself into Krystal's body and will remain in her until you return the spirit to the Krazoa Palace.

Returning to the Palace
The dinosaur will speak to you again upon your re-entering the palace. Once it is finished, notice an orange platform behind him. Ride it, and head down the hall. Make a right when the hall divides. Position yourself in front of the shinning platform and press the A button to release the spirit.

The spirit will leave Krystal's body, enter the head on the wall, and be shot into the main palace by a ray of light. Krystal regains her senses but is then caught in the light ray. She is then trapped in a crystal and placed at the top of the palace.

title: Star Fox Adventures/Walkthrough/Krystal


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Star Fox Adventures/Walkthrough/Starting with Fox

Opening Cutscene
The Star Fox crew (Fox McCloud, Slippy Toad, Peppy Hare, and ROB the Robot) are patrolling a lost corner of the Lylat System. Slippy is fixing ROB and Peppy is complaining about loud music distracting him from work on his maps. Fox orders Slippy to turn it down. Slippy, out of laziness, throws a wrench at the jukebox, and it breaks.

All of a sudden, General Pepper's hologram appears, with a new mission for Fox and co. They are told about Dinosaur Planet and how chunks of the world are being torn from it. Pepper says that if Dinosaur Planet explodes, then it could effect the entire Lylat System. Pepper concludes his transmission with a reward offering. Fox immediately boards the Arwing and heads for the planet.

Arwing
You will notice a red arrow above the Great Fox. When you are at the screen where you are viewing these bodies orbiting the planet, the red arrow will show you where you need to go next. Select the Great Fox. General Pepper reveals that your first destination on the planet is ThornTail Hollow, where you must locate the queen of the EarthWalker dinosaur tribe.

You must fly through at least one gold ring to lower the force field to Dinosaur Planet. Miss any gold rings mean that you have to start over again.

Finding the Queen
Upon landing in ThornTail Hollow, you will be contacted by General Pepper. He will explain the functions of your communicator. (It comes up when you press start.) Slippy is preparing a translator device, but he will translate for you until it is finished. Try talking to the local dinosaurs to help you find Queen EarthWalker.

Locating the Staff
Fox was not allowed to bring a blaster (his traditional, gun-based weapon) on this mission, on account that this particular assignment is about saving the planet instead of blowing it up. Recall that Krystal's staff was knocked out of her hands when she was searching for the source of a distress signal. It landed in ThornTail Hollow. To find the staff, look at the area surrounded by palm trees where it was landed. (You should be facing that direction.) It is sticking out of the ground and is surrounded by flowers. You will find upon lifting it from the ground, that Krystal implanted some kind of message in the staff. She explains that she is danger but mainly talks about the functions of the staff (i.e. combat, exploration, etc.)

When she is done talking, keep going straight, to a door surrounded by two torches. A gang of four SharpClaws will emerge from the entrance and Krystal will tell you that the time for using the staff in combat has come.

Fire Blaster
A red square appears above the door and a melody plays. Krystal explains that this song will only play when the staff feels that you are ready to become its master. The game will zoom in on a rock in the backs parts of ThornTail Hollow. (It was originally behind a circular stone door.) Head to that rock (be careful of the poisonous mushroom near the entrance), lift up the rock with your staff, and enter the hole.

You will find yourself in an underground chamber. Head down to the tunnel to the water-filled bottom. Jump to the pad in the center and press the A button. You will be given the first staff upgrade of the game, the Fire Blaster. To get out, use the fire blaster on the red square to the right of the gate. The square will turn green and the gate will rise. Go back up the tunnel and exit the chamber.

Queen EarthWalker
Head back to where you fought the SharpClaw. Use the fire blaster on the red square high above the door. The square will turn green and you will be able enter. You will find the queen of the EarthWalker dinosaur tribe lying on the floor. Talking to her, you will find that she can only speak the planet's native language. Slippy will translate for you. You will need Togo to Ice Mountain to rescue her son, the Prince Tricky. To reach Ice Mountain, you will need the assistance of the Warp Stone.

Accessing the Warp Stone
The queen will let out a roar, signaling a certain dinosaur to move. Go to where that dinosaur is. You will find a cracked wall and a Bomb Spore Planting Patch in front of it. First, you will need to locate a Bomb Spore Plant. There is one right beside the river. (It looks like big bulb surrounded by a few leaves and blowing pink smoke.) Use the fire blaster on it and it will explode and three Bomb Spores will fly out. Collect them and go to the bomb spore planting patch. Use the C-Stick to access a spore. Plant it and blow it up to get rid of the cracked wall.

Rock Candy
Talk to the Warp Stone. You will find him complaining that no one ever brings him gifts any more. To satisfy him, you will need to present him with a Rock Candy from the ThornTail Store. It costs money, so you will need some. The currency of this planet is Scarabs. You will find some in nearby containers and under rocks that are in a circle over by one of the dinosaur. Once you have ten (its all you can carry at this point anyways), enter the store. (The entrance is in the center of ThornTail Hollow.)

Once you enter the shop, you will be greeted by the ShopKeeper. He tells you about the functions of his shop (i.e. products games, etc.) There are entrances to three rooms at the front. Enter the middle one. You will find the rock candy first thing on your left. Select it, and you and the Shop Keeper will discuss a price. Its display price is ten scarabs, but you can lower it to eight.

Warp Stone Functions
Once you have the candy, go back to the Warp Stone and give it to him. It seems that he has trouble remembering things; however, he will instantly remember his responsibility and explain his functions to you.

Move the Control Stick in one of these directions to warp to one of these locations:
 * Left: Ice Mountain
 * Up: Game Well Maze
 * Right: Krazoa Palace (Only if you have a Krazoa Spirit)

Sidequests
Before warping to Ice Mountain, take some time to explore ThornTail Hollow.

Fuel Cells
Eventually, you will need to travel to the worlds orbiting the planet. To do this, Arwing will need energy (the source being Fuel Cells.) ROB had a little trouble getting them to the surface, and they've been scattered everywhere. Here are the ones you can obtain now. (They are also for sale at the ThornTail Store.)

 * (4) - Go to the bottom of the waterfall. You will notice a bomb spore planting patch at the foot of it. Plant a spore the and destroy the plant with the fire blaster. A hidden cavern is revealed. At the end of it, you will find four fuel cells (one is near the gate.)
 * (3) - Go to the area where you fought the SharpClaws and face towards the Arwing. Get on the ledge to the left. Keep going until you find a bomb spore planting patch. Plant a spore and blow up the plant with the fire blaster. A hidden cave is revealed. You will find three fuel cells here.
 * (2) - Keep going along the ledge until you see a lone platform with two fuel cells on it. Climb it and retrieve them.
 * (3) - Face directly in front the Warp Stone. Notice a small path on the right. Follow it. At the end, you will notice a Bomb Spore planting patch next to a wall. Plant a spore there and blow the plant up. You will find three fuel cells in the newly revealed cave.

Maps of Dinosaur Planet
You really want to purchase all maps before going on a near never ending quest to pull the planet back together. At the ThornTail Shop, look at the three entrances at the front. Enter the first one on the right. When you get to the map room, check out the prices of each map (including two extras in the middle room). The downside is working out the price to get the cheapest value. So in short, you can pay full price or spend major time working out a discount. Lastly, if you don't have any scarabs, you'll get scorned by the ShopKeeper (It's a reptile genie).


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Star Fox Adventures/Walkthrough/Rescuing Tricky

Ice Mountain
You will be transported to a cavern. Head out of it and you will notice two blue SharpClaws. A ship will hover over the them and Prince Tricky will be deported to the surface. The SharpClaws bully him for a moment and then take him into a cavern on the right, which slams shut once they enter.

Head forward a little bit until you see a small passage on the left. It leads to a platform that is host to a new kind of fuel barrel. (It has a red dot on it.) Grab the barrel and head to the group of boxes on the right a few ways up. (If you do not get rid of the barrel soon enough, it will explode.) There are two SharpClaws for you two battle. Defeat them and a red square will appear over the cave where Tricky is. Shoot it with the fire blaster. The square will turn green, and you will be free to enter.

You will see the SharpClaws attacking Tricky. Fox stops them and introduces himself. Tricky escapes during this time and the SharpClaws push Fox aside, board their riders and chase after him. Fox boards one of their spare riders and chases after them.

The Chase

 * A button: Accelerate
 * B button: Brake

There are some things you can do to help you pass the two SharpClaws. You can ram them in the back to destroy them. (It will take a few hits.) Be careful to avoid the bombs they leave behind. They will slow you down. Also, look for shortcuts throughout the race. You can speed over hills or travel on alternate paths to further your chances of passing the SharpClaws. Note: If you're too slow you have to start the chase again.

Tricky
When Fox reaches the end of the path, he slips on the ice and lands in a hot spring below. Tricky will say something to Fox but it will be in the dinosaur language and Fox won't understand. Fox then applies his translator and he is able to communicate with Tricky. He informs him that his father has been captured and that his mother sent him to rescue him.

Head straight and follow the path until you reach the pit of lava. There is now way to cross, so take the trail to the left. Tricky will spot two Blue GrubTub Fungi, an EarthWalker's favorite treat. Stun them with your staff and obtain them. Now, stand next to Tricky and use the C-Stick to feed him. (When a red mushroom is over Tricky's head, he is hungry. Pay attention to his energy monitor.)

Tricky feels strong enough to work now. He tells you about his Find Secret command. When a question mark is displayed over his head, there is a secret nearby. When there is a crack in the ground, Tricky can dig in that spot. Notice a crack in the ground near the fire. Have Tricky dig it up. It is a switch. Now, position Tricky so that he is sitting on the switch. Open the C-Inventory. Look for a hand - that is his Stay command. There is a switch in the cave that the gate was blocking. Use your staff to activate it. A platform will rise out of the lava, providing a method of getting across.

Cross the lava pit. (Don't worry, Tricky will find a way of getting across.) Keep along the path (get the Blue GrubTub) and you will see a crack in the wall at the end. Another function of Tricky's Find Secret command is digging through walls like these (with cracks in them.) Once through the wall, keep along the path and you will enter SnowHorn Wastes.

SnowHorn Wastes
Upon entering SnowHorn Wastes, you will be ambushed by two SharpClaws. Tricky, out of confusion, will run off. Take care of these monsters and continue on the path to reach the frozen lake.

The Frozen Lake
Upon entering this area, look for a group of three SharpClaws chasing Tricky. Defeat them and rescue Tricky once again. Tricky will then introduce you to his Heel command. Use it when you want Tricky to come to you. (In the C-Inventory, it is the whistle.)

Notice the mammoth-like creature in this northwest part of the area. It is a SnowHorn, a member of one of the many tribes on the planet. It is too hungry to talk to you, so you will need to find some food for it. In this area, search for cracks in the ground (that Tricky can dig up) with leaves sticking out of the them. They contain Alpine Roots, a tasty source of food for the SnowHorns. (They can't dig them out themselves.) Once you obtain them, go to the SnowHorn and use the C-Stick to feed him. When he eats the first root, he will give you a Small Scarab Bag. It can hold 50 scarabs. Feed him the second root, and he will silence a nearby geyser, giving you access to an ice block.

If you have the rumble on, open a portal to get the energy upgrade. Do it now so you won't forget later.

You will need to use the ice block to get out of this area. The game will explain how ot use it. Push it north so you can get on it, grab the ledge, and continue with traveling through SnowHorn Wastes.

Getting Back to ThornTail Hollow
You will soon come across the more populated area of SnowHorn Wastes. Make your way to the lower part of this area and look for a dinosaur in armor standing in front of a passage. He will demand 25 scarabs for you to pass. Pay him and simply follow the passage. (It's basically one-way. Look out for fire bats.) When you come to the water, take the turn on the left, swim through the water, and follow the passage from there to reach ThornTail Hollow. To open the gate, use your staff to activate a switch on the right.


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Star Fox Adventures/Walkthrough/The Queen's Peril

The Queen's Peril
Upon entering ThornTail Hollow from the passage from SnowHorn Wastes, you will hear a female softly crying. Tricky instantly recognizes the voice as his mother's and runs off to her. Go down the ladder on the left and head to the Queen EarthWalker's lair. (There are SharpClaws in this area now, so be careful.)

Fox is talking with Peppy when entering the Queen's lair and thinks that his mission is complete. Peppy does not think so, on account that the planet is still not together. Fox then sees the queen in pain, and ends the transmission. Fox wants to know to help her. Tricky tells him that they need to find White GrubTubs, and lots of them.

The Search
To search for White GrubTubs, you will need the Firefly Lantern. It is for sale at the ThornTail Store. Head to the shop, and go through the center entrance through the main room. It is the first item on the right and costs 20 scarabs. Unfortunately, you cannot reduce the price, so you will need to pay in full.

Look for a large, circular, stone structure near the entrance to the SnowHorn Wastes passage. You will need Tricky's Find Secret ability to dig a tunnel through the dirt wall. Once in the structure, Fox will tell Tricky to stay behind.

Rocket Boost
Go down the ladder to the lower level. Head into the next room directly in front of you. Look at the small clearing in the middle of the water. It is a Bomb Spore planting patch. Plant a spore there and blow the plant up. (If you need spores, the is a Bomb Spore Plant at the opposite end of the room.) The water on this floor will be drained and an entrance to an underground chamber is revealed. Enter it.

Head down to the lower level of the chamber, jump to the platform in the middle, and receive the second staff upgrade: the Rocket Boost. Exit the chamber.

Navigating to the depths
Head back to the first room on the lower level you entered. Face the ladder. Now, look for a small, gray pad in the northwest part of the room. That is a Rocket Booster Pad. You will use this, along with the Rocket Boost, to reach higher ground. Once at the upper ledge, follow the path to the next room.

Look at the "bridge" between the two upper ledges. In the middle, the is a Bomb Spore planting patch. Plant a spore there and blow up the plant. A block will drop from that bridge. Head back down to the lower level and push the block to the black switch near the gate.

Once the gate is open, talk to the lone ThornTail in the center. Once he moves, you will find that he was sitting on a Bomb Spore planting patch. Plant a spore there and blow the plant up. Climb down the ladder to the level below.

The depths of ThornTail Hollow
Upon entering this room, you will find the first White GrubTub to the left, beside a mushroom. Stun it and collect it. Head down the trail to a four-way intersection of paths. Keep going straight, collect some Fireflies, and take the dark path to the left. (Use fireflies with the C-Stick.) Collect the second White GrubTub. Look for a Bomb Spore planting patch next to the stone column in the center of the room. Plant a spore there and blow the plant up. The column will be lowered. Head out of the room, back to the intersection and take the path on your right (the non-dark one.) Use the rocket boost to get up the ledge and collect the third White Grub-Tub. Take the path on the left, cross the dark gap, and collect two more White Grub-Tubs. Destroy the Bomb Spore Plant, go back to the intersection, and take the path on the left (the dark one.) Look for a Bomb Spore planting patch on the right (beside a wall.) Plant a spore there and blow the plant up. In the next room, you will find the last White GrubTub. Once you collect it, you are free to exit the ThornTail Hollow Underground.

The Queen's Story
Return to the Queen's lair. After feeding the White GrubTubs to her, she will thank you for saving her, and her son as well. Fox then asks for an explanation as to what's going on.

All this turmoil the planet is facing is the work of General Scales and the SharpClaw army, a gang of dinosaur pirates who wish to rule the planet. There are items that hold the planet together known as Spellstones, and their resting places where the "Force Point Temples." Scales removed them from the temples, and as a result, the planet was torn apart.

Fox understands the situation at hand. To his surprise, the Queen wishes for Tricky to remain with him, on account of his knowledge of the planet and his sidekick skills. Fox warns Tricky about the task at hand. Tricky eagarly accepts the offer anyways.

Scales was last seen in DarkIce Mines. She knows the gatekeeper and requests that you see him. She also gives you a key the Sharpclaw left behind when they attacked her.

Sidequests
Before heading back to SnowHorn Wastes, consider tackling these sidequests.

Staff Energy Upgrade
Throughout the course of the game, you can search for underground chambers that contain upgrades to extend your Staff Energy Meter. There is one hidden in ThornTail Hollow. Face the entrance to the shop. Carefully examine the right wall, and you should find a Rocket Boost Pad at the foot of it. Use it to get onto the roof of the store. You should immediately notice a Bomb Spore Planting Patch directly in front of you. Plant a spore there and blow up the plant. Once inside the newly revealed room, look around the room. You should notice four red squares. Shoot them all with the Fire Blaster, and a green light will shoot from the ground. Enter it. Head down the hamber to the lower level. Get on the pad in the center and press the A button to receive an energy extension.

ThornTail Store
Now that your Scarab Bag can hold more money, consider buying these items from the shop in ThornTail Hollow. They are all in the room that you can enter by going through the central entrance in the main room.

 * BafomDad Holder: In the center of the room, you will see a bag with a depiction of creature on it. That is the BafomDad Holder. BafomDads are creatures whose powers can restore life. If you die and you have a bafomdad with you, you will brought back to full health. Until now, you could only carry one, but with this bag, you can carry ten. The price is 20 scarabs, and you cannot reduce it.
 * Hi-Def Display Device: This is the second item on the left. Slippy had trouble airing these goggles down to the surface, and the shopkeeper found them first. These googles are used whenever you use the Z button. You can zoom in and out with these. They cost 20 scarabs, but you can work out a deal with the shopkeeper.
 * Tricky's Ball: This is the third item on the left (next to the Hi-Def goggles.) Whenever you want to play with Tricky, you can use this ball to play fetch with him. If you do it many times, he will change colors. It is 15 scarabs but again, you can work out a price.

Cheat Tokens
Recall the Warp Stone telling you about a maze. In the center of it is a well that you can throw Cheat Tokens into. Contrary to their name, these tokens do not offer actual game cheats, but can unlock new functions in the main menu. Throughout Dinosaur Planet, there are wells that will ask you to give them 20 scarabs, and they will give you a cheat token. There are two you can find now.

 * ThornTail Store: The well is located in the main room.
 * Ice Mountain: Head out of the cavern you entered the area from. Head to the opposite end of the path. There is a Bomb Spore planting patch next to a wall. Plant a spore there and blow the plant up. You will find a well in the revealed cave.

Fuel Cells

 * (2, ThornTail Hollow) - Face the entrance to the shop. Carefully examine the right wall, and you should find a Rocket Boost Pad at the foot of it. Use it to get onto the roof of the store. Take the trail to the left. You will find two fuel cells at the end.
 * (2, Ice Mountain) - Head out of the cavern you entered the area from. Then head towards the opposite end of the path. There is a Bomb Spore planting patch next to a wall. Plant a spore there and blow the plant up. You will find two fuel cells in the revealed cave.
 * (2, Ice Mountain) - Recall the cave the SharpClaw took Tricky into to torture him. There are two fuel cells in that cave.


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Star Fox Adventures/Walkthrough/The First Gate

Head to the passage that leads to Snowhorn Wastes from Thorntail Hollow.

Water Passage
Continue along this path until you reach the water. If you try to swim right, you will not be able to due to an opposing current. Notice a black switch nearby. Position Tricky on it and tell him to stay. Climb up the nearby ledge and head down the barred passage. There is a switch you can activate with your staff at the end. Once you have done so, the direction of the water's flow will change, and you will be able to swim through. Once out of the water, continue along the trail to Snowhorn Wastes.

The Imprisoned Snowhorn
Upon entering the Wastes, you should notice a gate ahead. Look for a keyhole nearby. The key the queen gave you will unlock this gate.

In this new section, head up a small hill to the left and you will see a trunk sticking out of a thick sheet of ice. There is a Snowhorn inside. He claims that the Sharpclaw have imprisoned him there. If you bring him frostweeds, he will be strong enough to get himself out. After he is done speaking, a gang of Sharpclaw will advance on you.

Frost Weeds
Look for a blue tree nearby. Bring Tricky to the tree. Hit the tree to knock Frostweeds out. Activate Tricky's Find Secret command and he will bring the Frostweeds to the Snowhorn. Your job is to distract the Sharpclaw so they don't interfere with Tricky's mission. The Snowhorn's meter is displayed at the bottom of the screen during this time. The meter fills up when he eats frostweeds.

Garunda Te
When the Snowhorn is strong enough, he will break the sheet of ice with his skull and the Sharpclaw will run off. The Snowhorn will recognize Tricky, the prince, and asks who his accomplice is. Tricky will then introduce Fox and the Snowhorn will reveal his identity. He is Garunda Te, the spellstone gatekeeper of Dark Ice Mines. It is his duty to guard the land from which a spellstone is forged. General Scales confronted Garunda Te with an ultimatum. Garunda Te would either open the gate (giving access to the stone) or Scales would destroy the tribe. Garunda Te refused, but his daughter did not think this way. She opened the gate herself. Scales did not destroy them, but he enslaved them instead.

Your duty now is to retrieve the stone from the mines and return it to the Volcano Force Point Temple. Garunda Te will opens the gate for you.

Preparing for departure
Return to Thorntail Hollow. Head to the Arwing. You will need five fuel cells to access Dark Ice Mines. (It is one of the worlds orbiting the planet.) Some of the previous sections of the walkthrough include the locations of various fuel cells. You can find much more than five in Thorntail Hollow. If you already have them, press the A button while next to the Arwing and you and Tricky will leave the planet.

Sidequests
Consider taking time to complete these sidequests before leaving the planet.

Cheat Token
Head back to the area where you met Garunda Te. Search for a nearby river. (From the spot where Garunda Te's prison used to be, head south and make a left.) At the foot of the waterfall (to the left) you will see ice platforms being formed. Get on one of them and ride it to the end of the river. There is a well at the end. Pay it 20 scarbs to receive a cheat token. Take it to the Warp Stone maze.

Fuel Cells

 * (2, Snowhorn Wastes) - Recall the frozen lake you traveled across around the time you met Tricky. Return to that area. Notice a high ledge in the southern part. You can see two fuel cells displayed on it. Use the ice block to access them.
 * (3, Snowhorn Wastes) - Upon entering the main section of Snowhorn Wastes from the frozen lake area, look to the left. You should notice a couple of ice platforms in water. Look for a trail just to the right (It runs along the border of that watered area.) There is a switch at the end you can activate with your staff. Once it is activated, a gate near one of the ice platforms will open. Cross the platforms to access the fuel cells.
 * (2, Snowhorn Wastes) - Head back to the area where you met Garunda Te. Search for a nearby river. (From the spot where the ice sheet used to be, head south and make a left.) Look at the tree to the left. Look for a dark circle in the tree and shoot it with the Fire Blaster. (If you wait long enough, you can see a pair of green eyes pop out for a second.) The tree will fall over, giving you access to the other side. Once across, climb the ledge to reach two fuel cells.
 * (2, Snowhorn Wastes) - Head back to the area where you met Garunda Te. Search for a nearby river. (From the spot where the ice sheet used to be, head south and make a left.) At the foot of the waterfall (to the left) you will see ice platforms being formed. Get on one of them and ride it to the end of the river. Stand next to the well. Press the Z button and look around. You should notice two cells nearby.
 * (1, Snowhorn Wastes) - Head back to the area where you met Garunda Te. Search for a nearby river. (From the spot where the ice sheet used to be, head south and make a left.) At the foot of the waterfall (to the left) you will see ice platforms being formed. Get on one of them and ride it to the end of the river. Now head to the opposite end of the river. You should come across a fuel cell on the way.
 * (2, Thorntail Hollow/Snowhorn Wastes Pass) - Halfway through the water portion of the passage, you should notice an underwater platfrom with a rocket boost pad on it. Boost yourself to the upper ledge and turn around. Look for a red square and shoot it with the fire blaster. It will turn green and the gate behind you will open, giving you access to two fuel cells.


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Star Fox Adventures/Walkthrough/DarkIce Mines

Piloting to the Mines
You will need to pass through three gold rings to open the force field to DarkIce Mines. Fail to do so would require you to do it again.

The lava pit
The Arwing will land at the bottom of a lava pit. There are two paths out of the pit: one in front of the Arwing and one behind it. It doesn't matter which one you choose because they will soon converge, and the path will narrow dramatically. At that point, you might want to walk instead of run. Be careful of fireballs shooting from the lava and the numerous gaps (including a hidden one where the bridge will collapse on contact) that are scattered across the trail.

The gap in the path
Have Tricky dig a tunnel through the pile of snow that is blocking the entrance to shed on the left side of the trail. Destroy the two SharpClaws inside to get rid of the red barrier, and press the A button while in front of the newly-revealed container to open it. There is a Shackle Key inside. Use it to free the shackled SnowHorn outside of the shed. She will ask that you help Belina Te, Garunda Te's daughter, and she will give you a Bridge Cog, an item that she discovered during her captivity.

Continue along the path, and you'll come across a small gorge with a river flowing at its bottom. Climb down the stones on the far left, and cross the wooden dock at the bottom to the machine behind the waterfall. Place the bridge cog where indicated by a C-Stick, raise the lever on the left with the A button, and a bridge will appear across the gorge.


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Zelda franchise strategy guide/Enemies/ReDead

ReDeads are zombie-like undead beings that proliferate Hyrule in the Legend of Zelda series. They were introduced in Ocarina of Time. ReDeads were notable for being one of the more horrific elements featured in games such as Legend of Zelda, adding an unexpectedly dark element to the game.

Attacking
In Ocarina of Time, Majora's Mask, and The Wind Waker, ReDeads will let out a paralyzing shriek at any enemies that they face toward. If a ReDead hears prey near to itself, it will jump at it, wrapping its limbs around it, and drain its life force through its mouth. If the player is caught in their deathly embrace, they can only escape by wildly moving the control stick around to throw the ReDead off.

ReDeads can be defeated by most weapons, though they usually display an extreme weakness to light. To be specific, they will be paralyzed if caught in a shaft of light, either by reflecting light at them or summoning it with the "Sun's Song", while shooting a magical Light Arrow at them will destroy them in one hit. In all incarnations, they will crumple and fall to the ground when defeated, taking time to dissipate, unlike most enemies which immediately evaporate in a puff of smoke.

Appearance
In Ocarina of Time and Majora's Mask, ReDeads appeared as depicted in the above image. They also could only sense the player through sound, so if the player moved quietly, he could maneuver around the ReDead without calling attention to himself. A similar enemy known as the Gibdo appeared, which differed from ReDead only in appearance, having the visage of an Egyptian mummy. Both enemies made low moaning sounds if the player entered a room they were in, even if they weren't attacking.

In The Wind Waker, ReDeads were more skeletal than their previous incarnations, and appeared as depicted to the right. Their scream was somewhat higher, and they could operate on sight. In general, however, they behaved much as their counterparts in Ocarina of Time and Majora's Mask.

ReDead Knights appear in Twilight Princess, and are very similar to the earlier ReDeads. Unlike ReDeads, though, they are fleshier, are partially wrapped in bandages, much larger, and carry a large broadsword. They also attack differently - like ReDeads, they will shriek to paralyze an opponent, but instead of the usual deadly embrace, they will slowly swing their huge sword at Link for a fair amount of damage. They can also cross quicksand easily in order to attack the player. Like ReDeads, they can be damaged with most weapons, though as light was not manipulatable in Twilight Princess, it is unknown if they share that traditional weakness.

Gibdos
Gibdos, undead creatures bearing the appearance of Egyptian mummies, also serve as enemies in the series.

Gibdos behave the same as ReDeads in Ocarina of Time and Majora's Mask. In A Link to the Past and The Minish Cap, Gibdos will attempt to grab Link but will not shriek at him, while in The Legend of Zelda, Link's Awakening, Oracle of Ages, and Oracle of Seasons], they can only attack by running into him. Gibdos are also known for taking many hits to kill, as well as not being thrown back by Link's attacks, like most enemies are.

In all of its appearances besides The Legend of Zelda and Ocarina of Time, the Gibdos bandages can be burned away with some kind of fiery attack, revealing a different enemy underneath. In Majora's Mask, this enemy is the ReDead, while in all other incarnations, it is the Stalfos. In Majora's Mask, it is revealed that the Gibdos are sentient, as the player must don disguise and trade with them to pass through a small dungeon they are guarding.

Masks
In Ocarina of Time, the Spooky Mask resembles the wooden mask of the ReDead. According to the scientist at the Lakeside Laboratory, it was made of wood from a coffin.

In Majora's Mask the Gibdo Mask resembles the face of a Gibdo, and is obtained by healing a scientist that is becoming a Gibdo due to being bitten by one. Majora's Mask also includes the Captain's Hat and the Garo's Mask, modeled after other undead enemies. Wearing any of these three masks will render ReDeads and Gibdos harmless, even if they are attacked. These masks also allow Link to talk to Gibdos, and coax ReDeads to dance. A Gossip Stone in the Ikana Canyon reveals that the ReDeads dance because they were once members of the King of Ikana's dancing troupe.

Cameos
In the game Super Smash Bros. Melee, ReDeads from Ocarina of Time or Majora's Mask are found as one of the minor enemies in crates or in Adventure Mode. They are slightly faster and do not make a shrieking sound, instead rushing towards and biting any player character they see.

Trivia
A comic strip from the popular webcomic VGCats once humorously commented on the method that ReDeads use to damage the player.


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Zelda franchise strategy guide/Enemies/Floormaster

Floormasters are enemies in some Legend of Zelda games

Ocarina of Time
Floormasters are enemies in the game The Legend of Zelda: Ocarina of Time. They take the form of dead hands with clawlike fingernails.

Floormasters are rather difficult to defeat at first. When a Floormaster is attacked it will separate into three mini-Floormasters. They need to be destroyed before they unite. If a smaller monster manages to grab the player after two are destroyed, it turns into a new Floormaster. The spin attack or Din's Fire is especially useful as mini-Floormasters tend to blindly run into Link after retreating. If a Floormaster turns green, it is invincible. Link will need to stay away from it until it goes back to its normal color, or defend himself with his shield. Some Floormasters are invisible, so Link needs the Lens of Truth to see them, disabling the use of the spin attack or Din's Fire.

They are related to the Wallmaster, a giant hand that dwells on the ceiling.

Majora's Mask
Floormasters appear in this game too, in Ikana's castle. In this game the sunlight is their major weakness and will be harmed upon contact. They can be also beaten by reflecting light via the Mirror Shield onto them.

The Wind Waker
In The Legend of Zelda: The Wind Waker, they are black hands with a violet glow around them. They reside in small holes on the floors of the Earth and Wind Temples, but are also found in smaller, mini-dungeons throughout the Great Sea (such as on Needle Rock Isle). There is one in the Forsaken Fortress as well. However, these holes are different - they move, wiggle, and perpetually suck inward as would a black hole. Their personality according to their figurine is surprisingly lonely.

A Floormaster's attack in this game is very similar to the Wallmaster's attack in The Ocarina of Time. They will try to grab Link and take him to a previous room, this will also happen to a partner. However, you will be able to see the Floormaster's hole before you are attacked. They can also pick up nearby objects and throw them at Link, including bombs you drop.

The Minish Cap
In The Legend of Zelda: The Minish Cap, they are Large blue glowing hands. waiting long enough in a room that they are in may result in them coming after you. they don't have very many attacks, and there are also wallmasters.


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Zelda franchise strategy guide/Enemies/Wallmaster

Wallmasters are monsters that appear in the Legend of Zelda series.

Appearances
Wallmasters first appeared in The Legend of Zelda. They appeared as giant blue hands that came out of the wall. If one hit Link, it took him back to the entrance of the dungeon, no matter how deep into it he was. As an additional annoyance, if Link picked up a clock, Wallmasters that hadn't yet left the wall were unreachable until he left the room. Wallmasters were one of the most loathed monsters in the game, due to the apprehension accompanying any player unfortunate to become victim to it, punctured by its signature 'roar' before its killing strike. It would appear as an inescapable shadow over the player's position, then drop down after a certain interval of stalking the player. However, they had a fairly high rate of dropping rupees (especially in Ocarina of Time and Majora's Mask).

In The Legend of Zelda: A Link to the Past they are found in the dungeon in Skull Woods, and in Ganon's Tower. While they can be killed, a room can never be cleared of them. They are, however, fairly easy to avoid. Their fall from the ceiling is proceeded by a dropping sound, and their shadow appearing on the ground.

In the game The Legend of Zelda: Ocarina of Time they take the form of dead hands with clawlike fingernails. When a player enters a room that contains Wallmasters, Navi will warn the player to "watch for the shadows of monsters that hang from the ceiling." They can be found in the Forest Temple, the Shadow Temple, the Spirit Temple, the Bottom of the Well, the Gerudo Training Ground, and Ganon's Castle. In The Legend of Zelda: Majora's Mask, they could be found at the bottom of the Ikana Well, and acted exactly the same as they did in Ocarina of Time, although the player receives no warning of their presence.

In The Legend of Zelda: Twilight Princess a similar enemy, known as a Zant's Hand, is found in the Palace of Twilight. There are two of them, and each is found holding a 'Sol.' Link needs both in order to access a later part of the dungeon. However, unlike in earlier games, these followed Link only once he took the Sol. Once they catch him, they steal the Sol and return it to its starting place. They are also able to pass through doors of certain rooms.


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Zelda franchise strategy guide/Enemies/Lizalfos

A Lizalfos is a monster in The Legend of Zelda series of video games. They are humanoid lizards and appear as enemies to the protagonist, Link. Although their appearance and behavior change slightly from game to game, they keep fairly consistent traits throughout the series. Despite their somewhat primitive portrayal, they are intelligent enough to efficiently use armor and weaponry. They often band together into pairs or small groups.

Appearances
Lizalfos are some of the earliest enemies in the Zelda series.

The Adventure of Link
In their first appearance in The Adventure of Link, they appear as reptilian humanoids, about as tall as Link is. They all carry shields, and wear black armor over their torsos. As a whole Lizalfos are the strongest overworld enemy in the game and attack almost identically to Iron Knuckles. The weakest are orange Lizalfos, who carry one-handed spears that they attack high and low with. Red Lizalfos are the middle-class in difficulty, carrying maces that can pierce through Link's shield. Blue Lizalfos are the elite of their species, also carrying maces. Unlike the red Lizalfos, blue Lizalfos hurl their maces at Link, which are also unblockable.

Lizalfos are amongst Ganon's minions that are hunting for Link's blood in order to revive their master. Lizalfos also demonstrate some tactical mindset, as they build giant, wooden walls at choke points where Link is forced to pass. In addition to the Lizalfos, soldiers that attack Link directly, red Lizalfos stand up from behind the wooden wall and hurl rocks in groups of three.

Another reptilian species that appears in this game is called the Daira. They are axe-wielding, alligator-like humanoids with large mohawks. They wear no armor apart from a cloth tunic (orange Dairas wear red, while red Dairas wear black). Orange Dairas behave similarly to red Lizalfos, but they are faster and lack a protective shield. Red Dairas are much like blue Lizalfos, in that they have the ability to throw axes that Link cannot block without using Reflect magic.

Ocarina of Time

Lizalfos appear in Ocarina of Time, but are much more sparse than in earlier incarnations. They appear in pairs, three times throughout the game — twice in the Dodongo's Cavern and once in the Spirit Temple. They frequently shriek and jump around the room. Though they always come in pairs, only one attacks Link at a time. Although, they appear more frequently in the Master Quest version of the game, appearing in places such as Lord Jabu Jabu's Belly and The Fire temple.

In addition to Lizalfos, Ocarina of Time introduces the similar Dinolfos. They appear as a dinosaur variant of the Lizalfos, with more violent-looking features, such as spines, heavier armor, and larger swords, and can withstand twice the damage than Lizalfos can. Dinolfos also appear in Majora's Mask (as "Dinofols"), and can breathe fire.

Twilight Princess

Lizalfos return in Twilight Princess as a common enemy, and appear more gekko-like and bulky than their Ocarina of Time counterparts. In this game, there are three different varieties of Lizalfos: regular, shaman, and armored. They are equipped with axes and bucklers, and many have an axehead attached to their tails. They are frequent enemies, and appear in many places across the map. The larger and more powerful Dinolfos are adept at blocking Link's attacks and will quickly recover if stunned.

Another creature very similar to Lizalfos, called Aeralfos, appears in Twilight Princess. They are winged reptilian creatures that slightly resemble dragons. They are armed with swords and shields, and their battle cries sound similar to jaguar growls. Link can target its shield using the Clawshot to drag it to the ground. If he is not quick enough, the Aeralfos will dive-attack Link, but if successful, the Clawshot will pull an Aeralfos to the ground, leaving it open for attack. If the Gale Boomerang is thrown at an Aeralfos when it is airborne, it will cause the Aeralfos to raise its shield in self-defense, making it vulnerable to the Clawshot.

Darkhammer

Darkhammer is a massive, armored Lizalfos-like creature that appears in Twilight Princess as a mini-boss of the fifth dungeon, Snowpeak Ruins. Darkhammer wields the ball and chain, which it spins and hurls at Link. To defeat it, Link must damage its tail while it is resting. After defeating Darkhammer, Link claims its Ball and Chain weapon.


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Zelda franchise strategy guide/Enemies/Darknut

A Darknut (タートナック) is a armored knight enemy that appears in The Legend of Zelda series of video games. Typically, the thick armor and sturdy shield of a Darknut renders it nearly invulnerable from the front, forcing Link to circle around and strike it from behind.

Darknuts are very similar to another Zelda enemy, the Iron Knuckle. In the Japanese versions, Darknut is called "タートナック" (taatonakku) which is noticeably similar to the Japanese name of Iron Knuckle, "アイアンナック" (aiannakku). It is apparent these two enemies are related, especially in the first two Zelda games, in which they shared similar designs and purposes.

The Legend of Zelda
In the original The Legend of Zelda, the Darknut's seemingly random movement and high damage capability make them a significant obstacle. The challenge is only compounded by the fact that they frequently appear in groups. The original Darknuts are monsters that attack in the traditional manner of attempting to touch Link, but are much more difficult to fight than other enemies with this attack pattern since they can only be damaged from the side or the rear. Their armor also renders them invulnerable to projectile attacks. Blue Darknuts have double the offensive and defensive capabilities and can move faster than the red ones.

A Link to the Past
The Castle Knights can be considered this game's version of the Darknuts, only they are not exactly monsters, but the knights and guards controlled by the magic of the evil wizard Agahnim. In the beginning of the game there are gold version holding shields that are friendly to Link, with one of them pointing out that they are slowly being brainwashed. The colors of their armor vary from green, blue and red and their difficulty increases in that order. Green Soldiers are sometimes armed with daggers rather than swords and sometimes use bows whilst hiding in bushes, Blue Soldiers use swords or bows and Red Soldiers use spears. Stronger than the normal guards are Knights, which wear different helmets and are somewhat stronger. Red Knights can use bombs and throw spears. The strongest type of guards is the Ball & Chain Soldiers, which come in Silver and Gold varieties. At the end of the game they are seen normal and unmasked.

Link's Awakening
They next appear in Link's Awakening, as much weaker versions of their past selves. These are called Soldiers in the English version, but their Japanese names are still Darknuts. They attack with swords, shields, and arrows.

Oracle of Seasons and Oracle of Ages
Darknuts in Oracle of Seasons and Oracle of Ages appear the same as in Link's Awakening.

Four Swords and Four Swords Adventures
Darknuts appear in Four Swords and Four Swords Adventures as an occasional mini-boss.

The Wind Waker
In The Wind Waker, Darknuts are much slower and more intimidating, carry armor differing in design and color in order to denote rank. The weakest Darknuts wear silver armor and carry only a gigantic greatsword, while the highest-ranking Darknuts wear black or red armor with a cape, a stylized helmet, and a shield. Unlike being a mini-boss in most games, Darknuts in the Wind Waker appear as a semi-common enemy in the 2nd half of the game. Darknuts can be stripped of their armor through well-placed attacks, counter-attacks, and use of the Grappling Hook or Fire Arrows. Once its helmet is removed, the Darknut's face is shown to resemble that of a wolf or a jackal. The Darknut's greatsword can be taken by Link and used as a powerful (even if clumsy) weapon, which can even break certain stone pillars. Darknuts will attempt to pick up any available weapons if they are disarmed. If no weapons are available, they will continue to attack with their bare hands, and are apt to dodge attacks if their body armor has been removed. These Darknuts easily break out when frozen by the Ice Arrows, though Link can still shatter them with quick use of the Skull Hammer. They occasionally use a move similar to Link's jump attack, which will take off a whopping 3 hearts if it connects. They drop rare "Knight's Crests", proof that they are advanced enough to perform the "Hurricane Spin".

The Minish Cap
Darknuts (rendered "Dark Nuts" on their figurine) occasionally appear as sub-bosses in The Minish Cap. They appear like their The Wind Waker counterparts, but removing their armor is neither possible nor necessary. All normal Darknuts wear white armor (with either green or red trim), carry shields, and can only be harmed while opening its guard or by being attacked from behind. They attack either by slashing, performing a dashing stab, or using a charged unblockable stab. The game also contains a slightly stronger red-armored Darknut named "Red Dark Nut" and a black-armored Darknut named "Black Knight", who is the strongest Darknut and is faced in the final dungeon. Black Knight first attacks by itself, and later along with two Red Dark Nuts.

Twilight Princess
A Darknut first appears as a mini-boss in the sixth dungeon, the Temple of Time, in Twilight Princess, and later as a high-level enemy. They are differentiated by the shade of their armor, coming in black, red, blue, copper, silver, and gold varieties. They are also found in the Cave of Ordeals, as well as Hyrule Castle. They are also very tall, being roughly twice the height of Link.

Like in The Wind Waker, Darknuts are well-armored, and lose their armor as Link lands hits on them. Bombs are also effective at removing their armor, particularly on groups of them (though the bombs are useless once the armor is completely gone). They are armed with either greatswords (though used with one hand) or giant maces, accompanied with a shield. This shield is very potent and can fend off any of Link's attacks and all of his weapons. Once its outer armor and shield has fallen off, the Darknut throws its weapon at Link and unsheathes a smallsword. Unarmored Darknuts are highly adept at blocking Link's attacks, although certain powerful techniques can beat down their guard. Later in the game, in Hyrule Castle, the player can choose to fight two of these foes at once, both wielding mace. Darknuts have arguably the best A.I. in the entire game, as they can block or dodge nearly every attack, even sidestepping Bomblings in their armorless state, while dealing swift counterblows. At the final floor of the 'Cave of Ordeals' (Found in Gerudo Mesa) Link must fight three of these enemies at once (or four when completing the Cave for a second time), which can only be accomplished by very experienced players.

Phantom Hourglass
In the Temple of the Ocean King, Bellum, the primary antagonist, uses some of his power to create Darknut-like creatures called Phantoms which are invulnerable to all weapons, save for the legendary Phantom Sword and Hero's Bow, but the bow will only stun it temporarily. At the game's climax, Bellum possesses Linebeck and turns him into a sword-wielding Phantom, whom Link is forced to fight. The possessed Linebeck behaves quite similarly to Darknuts in past games, slowly advancing toward Link and blocking most of his attacks. Its own moves are extremely powerful, but it shares the same weakness as its Phantom cousins, namely the eye on its back.

Link's Crossbow Training
A Darknut appears as one of two Bosses in Link's Crossbow Training. He is fought in the third part of the 8th level. It is fought in "Ranger" mode where Link can move freely using the control stick on the nunchuck, and must be destroyed within the time limit (Although he does not need to be destroyd to achieve a bronze medal, required to go onto the Final level) its appearance is identical to its Twilight Princess incarnation.


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Zelda franchise strategy guide/Enemies/Armos

An Armos is a fictional, animated statue in The Legend of Zelda series. An Armos typically poses as a statue or suit of armor, but attacks when approached. They have had appeared in several games, with many different appearances.

The Legend of Zelda
The original Armos in The Legend of Zelda resembles a suit of armor. They appear near Death Mountain, where they are orange, the Lost Woods, where they are green, and in the graveyard where they are white. Some Armos move fast, others move slow. Armos occasionally cover a hidden staircase that could be revealed by touching the Armos, causing it to move. One hides the power bracelet which can be used to move rocks to reveal a series of hidden staircases to move through the land quickly.

The Adventure of Link
The sequel, The Adventure of Link, does not feature Armos. It is the only main Zelda game to not do so, but the Iron Knuckle knights serve the same role at palace entrances (they also serve the Darknut role inside palaces). Some knight statues that can be brought to life by Link's sword, while others drop a red magic bottle to provide a full magic refill.

A Link to the Past
In A Link to the Past, Armos only appear in the Eastern Palace area, standing dormant until bumped into, which causes it to bounce towards Link. Unactivated Armos are grey, oval-shaped statues, but change to light brown when awakened. Certain skull-like rocks in the Dark World will animate if they are touched, which behave similarly to the Armos.

Armos Knights/Death Armos
Armos Knights are the boss of the Eastern Palace, bouncing around in formations. They are similar to other Armos, but are bigger and blue. They can each be defeated by three arrows or several sword strikes; the final Armos Knight will become a Death Armos, which is red in color. It will angrily stomp around the room, trying to crush Link. They also appear as a mini boss in Ganon's Tower, and can be defeated with a single silver arrow

Link's Awakening
In Link's Awakening, Armos and one single Armos Knight appear in the Face Shrine and in the shrine to the south. The Armos are similar to those from The Legend of Zelda, except these do not move as fast. They often hide among similar looking statues. Many statues resembling Armos form a maze near the shrine to the south of the Face Shrine, but one in a few are true Armos. Each wall has one Armos that must be found to reach the Shrine.

Armos Knights
Inside the Shrine, an Armos Knight guards the Face Key. His main attack is slamming the ground to paralyze his foes.

Ocarina of Time/Majora's Mask
In Ocarina of Time and Majora's Mask, Armos mostly appear in dungeons, and are giant, grey, aged statues, that look somewhat like chess pieces. Some look the same as regular inanimate statues, making them more dangerous. Actual statues can be pushed around, but Armos Knights attack when approached. A bomb or the Megaton Hammer will destroy one. When defeated, they will jump wildly around the place and explode. In Majora's Mask, Armos only appear in the Stone Tower Temple.

Death Armos
Also in Majora's Mask, the Death Armos appears again in Stone Tower Temple, albeit with a different look than in A Link to the Past. The Death Armos appears as a floating statue with a light sensitive panel on each of its four sides. When one of these panels is struck by a Light Arrow, the Armos turns upside down. Death Armos attack by attempting to crush Link, but a Death Armos that attacks while flipped smashes its own head and explodes.

Oracle of Seasons and Oracle of Ages
In Oracle of Seasons and Oracle of Ages, Armos Knights are exactly as those from Link's Awakening, as Flagship built upon data from that game. They are in no specific area, and as in Link's Awakening, they can be destroyed with a Boomerang, or a bomb. Swords are ineffective unless paralyzed by a boomerang.

Armos Warrior
There is a mini-boss in the fourth dungeon of Oracle of Ages named "Armos Warrior". He throws his sword, which locks onto Link before returning. The only way to damage him is to strike him from behind. Eventually his shield breaks and he begins charging at Link. Link must dodge the charge, letting the Armos Warrior hit the wall and become stunned, making him vulnerable to attack.

The Wind Waker
In The Wind Waker, Armos come in small and large forms. When Link enters a room, the small Armos activate and bounce quickly towards Link. They can be paralyzed by an arrow in the eye and striking the crystal on the back will cause them to spin around wildly and self-destruct (note: the arrow isn't a necessary weapon, it makes it easier to access the weak point).

Armos Knights
The Armos Knights are gigantic statues that will slowly bounce towards Link when he approaches. To defeat one, Link must throw a bomb into its mouth, which opens occasionally, or can be made to open by shooting its eye. After the bomb has been thrown, the Armos Knight spins around and self-destructs.

The Minish Cap
The Armos in The Minish Cap are slightly different from previous Armos. While reminiscent of Armos from Link's Awakening, they are powered by flames inside their heads, and only a Minish-sized being can turn the flame off. Their figurine mentions that the Armos where created by the Minish for the Wind Tribe. When Link approaches, the Armos usually activates and quickly runs towards him, occasionally pausing. Sometimes Link must activate an Armos to clear a path and other times he must deactivate one to prevent it from blocking a path.

Twilight Princess
Armos in Twilight Princess wield hammers and look very different from those in previous incarnations, probably most resembling Moai statues on Easter Island. When animated, their facial features are clearly outlined by a glowing blue color. As in The Wind Waker, they are defeated by striking the weak spot on its rear. A bomb arrow will instantly send an armos into self-destruct mode, as will a clout from the animated statue Link must guide through the Temple of Time.

Interestingly, one of the beta enemies was called an "Armos Titan," but never made it into the final version.

Phantom Hourglass
In Phantom Hourglass, there appears to be statue-like foes resembling Armos in both the single-player dungeons.

Soul Calibur II
It is significant that in Soul Calibur II for the GameCube, one of the weapons Link can purchase (for 900 gold) is called "Armos Series," and it resembles the ovular shield of stone and short sword of the Ocarina of Time Armos. When used, the weapons put Link's offense at 100% and his defense at 70%, making it the second worst weapon Link has (the first being the Bug-Catching Net with Hylian Shield). As a side effect, offense increases with soul charge, but soul charge effect slowly decreases. The shield has the worst defense of Link's weapons, which isn't surprising when one considers how easy it is for Link to hurt an Armos, sometimes with only his sword.


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Zelda franchise strategy guide/Enemies/Stalfos

Stalfos are enemies from The Legend of Zelda series of video games. They have appeared in every The Legend of Zelda game to date, and always take the form of undead skeletons. Depending on the game, they are sometimes referred to as "Stalfos Knights". Stalfos are dead warriors who still have a strong will to fight, and serve evil powers such as Ganon or Vaati.

The Legend of Zelda
Stalfos first appear in The Legend of Zelda as dungeon-dwelling enemies. They usually attack Link by trying to touch him. They were depicted as holding a pair of swords, but they did not seem to have any use. However in the Second Quest, they can shoot sword beams.

The Adventure of Link
Stalfos are found in the various palaces of the side-scrolling The Adventure of Link. Still a skeleton carrying a sword and shield, Stalfos gained a more proportionate appearance that fit the game's new perspective. There are four variations of Stalfos in this game. The first is red and carries a sword and shield. It swings its sword at the top level, but never defends its legs. Blue Stalfos uses the downward sword slice, but is otherwise exactly the same as the red ones. Both Stalfos variants may wear helmets once in a while, which protects them from Link's downward sword slices.

A Link to the Past
Stalfos return in A Link to the Past, again in red and blue colors. Blue Stalfos jump around to avoid Link whenever he swings his sword towards one, while the red ones throw bones at him from afar. Special yellow Stalfos also appear at times; these ones can detach their skulls from their bodies. Once detached, the floating skulls spin around and rush at Link.

Stalfos Warrior
A larger form of Stalfos known as the Stalfos Warrior appear in the Ice Palace dungeon. These skeletons are much larger and tougher than Stalfos, and carried large swords. Link had to attack them repeatedly, and then, when they had crumbled to bones, destroy their skull with a bomb before the warrior could regenerate.

Link's Awakening
In Link's Awakening Stalfos are practically unchanged from their A Link to the Past counterparts, with the exception of a hooded Stalfos that wields a sword. This Stalfos appear in certain locations, and attacks Link in a manner similar to a Moblin.

Master Stalfos
The Master Stalfos is a large Stalfos that appeared as a mini-boss in the "Catfish's Maw" dungeon that must be defeated to get the hookshot. It is reminiscent of the Stalfos Warrior of A Link to the Past, but also carries a shield.

Ocarina of Time
In Ocarina of Time, the Stalfos are said to be people who have gotten lost in the maze-like Lost Woods. They mainly appear in mini-boss form. These Stalfos carry swords and shields and can parry many of Link's attacks. They often fight in pairs, and occasionally, Link has to kill the other Stalfos quickly before the first one regenerates. A total of 16 Stalfos appear in the game: five in the Forest Temple, four in the Shadow Temple, two in the Gerudo Training Ground, one in the Spirit Temple, and four in Ganon's Castle.

Stalchild
There is also a smaller form of Stalfos called Stalchildren that appear in large groups at night in Hyrule Field. These Stalchildren were unarmed and attacked only with their claws. If decapitated they would continue to fight without trouble. They would harass Link until the sun rose, then they would disappear. If Link keeps killing Stalchildren, after a while even bigger versions will attack, and will leave behind bigger Rupee rewards when defeated, up to 50 if one is fast enough. Using a cheating device to extend the night, eventually the Stalchildren can grow to sizes rivaling Hyrule Castle. Unlike Stalfos, Stalchildren were never flesh and bone.

In the original Japanese, these smaller Stalfos are called "Stalbabies", while the seemingly unrelated Skull Kid is called the Stalchild.

Majora's Mask
Stalfos are rare in Majora's Mask, and the ones that fight like the ones in Ocarina of Time are the King of Ikana (called Igos du Ikana) and his guards.

Igos du Ikana
When Link travels to Ikana, he eventually travels into the depths of Ikana Castle, where the skeletal ghost of the Ikana's king, Igos du Ikana, sits. He first sends his two guards after Link, who fight like normal Stalfos except that they will continually regenerate after being struck to the ground. To truly vanquish them, Link must burn away the curtains with Fire Arrows to allow light to enter the room again and reflect it on to the fallen corpses with the Mirror Shield. An interesting feature of the guards is that they will dance after Link when he plays the ocarina through the "Bremen Mask". After the two guards are defeated, the king himself attacks. The king is larger and more powerful than the other Stalfos, and he can breathe poison breath onto Link and even detach his head (in which case it will fly around the room and try to bite Link) and make his body invulnerable to attack. Defeating him will free his soul and he teaches Link the Elegy of Emptiness.

Skull Keeta
Skull Keeta was the captain of the Ikana army. He lays asleep in the Ikana Graveyard until Link plays the Sonata of Awakening. After awakening, Skull Keeta walks away from Link who must catch up to him and engage in a battle. After being defeated, Skull Keeta reveals some of his past, and gives Link the Captain's Hat which allows him to talk with Stalchildren. He wished for Link to use it to tell his soldiers that the war ended before falling to pieces.

Stalchild
Stalchildren appear in the Ikana Graveyard at night. In this incarnation, they are the fallen soldiers of the kingdom of Ikana, who still guard their gravestones. Their captain, Skull Keeta, can be awakened, in which case he will run up the trail of the graveyard to test Link. When Link attacks him, he starts to attack Link himself with either his claws or by jumping high in the air and attempting to land on Link. When Link defeats him, Skull Keeta asks him to bring peaceful rest to his undead soldiers, and Link obtains the Captain's Hat, which make the Stalchildren harmless and will speak to Link when prompted to.

Stalchildren also appear in the second Golden Skulltula house, in the Great Bay. They are harmless here, do not attack Link, and give useful information on puzzles if spoken to with the Captain's Hat.

Oracle of Seasons and Oracle of Ages
In both Oracle of Seasons and Oracle of Ages, Stalfos come in two variants: cloaked Stalfos that shoot arrows or wield swords, and more regular Stalfos, some of which jump and throw bones. In Oracle of Seasons, Link meets a pirate captain who is a friendly Stalfos. It is later revealed in the linked game that the he was once the King of Labrynna, the husband to Queen Ambi, and was somehow transformed into a Stalfos while lost at sea.

Blue Stalfos
Blue Stalfos is the sub-boss of the Ancient Tomb in Oracle of Ages. He closely resembles the Grim Reaper, in that he wears a cloak and wields a scythe. He will shoot project tiles at Link, which if come in contact, will turn Link into a baby, making him vulnerable.

The Wind Waker
Stalfos are rare in The Wind Waker, and their attacks are much different from previous forms. These Stalfos are much larger than previous incarnations, and they hobble around on short stubby legs while swinging around spiked maces. They wield the maces inexpertly and will spin across the room while using them. When Link slashes them or uses bombs, their bodies will shatter and their heads will bounce away from him. Link must destroy the heads or else they will reassemble. Link can also cut them in half in which case their torso and legs will separate and walk around. Taking the Stalfos' mace when it's shattered and waiting until they reassemble will cause the Stalfos to pull off its arm and use it as a weapon. Dropping the mace, however, cancels this.

Four Swords Adventures
In Four Swords Adventures, Stalfos appear as minions of the four Big Dark Stalfos. Their appearance is the same as in The Wind Waker minus the clubs. Gibdos in this game are revealed to be Stalfos wrapped in mummy-like bandaging and once a Gibdo is defeated, it's inner self, the Stalfos appears in the Dark World where the player must journey into the Dark World in order to finish the job.

Big Dark Stalfos
The Big Dark Stalfos are four large powerful Stalfos that guard the green, red, blue, and purple Royal Jewels as bosses. They are in fact the cursed and corrupted forms of the Knights of the Royal Jewels and must be defeated in order for the curse to be lifted.

The Minish Cap
There are two types of Stalfos in The Minish Cap, blue Stalfos and red Stalfos. The blue ones will dash towards Link and try to jump on him. The red ones however, can throw bones. Sometimes a Stalfos may disguise itself as one of the breakable skulls, during which Link can actually suck in the Stalfos in skull form with the "Gust Jar" item and destroy it. When using the Gust Jar on Stalfos that are walking around in full body, it removes the head, and the body will wander around slowly. A decapitated Stalfos can not notice Link or attack, but hurts him if touched.

Freshly-Picked Tingle's Rosy Rupeeland
In Freshly-Picked Tingle's Rosy Rupeeland, the Stalfos pirate captain from Oracle of Seasons returns.

Twilight Princess
In Twilight Princess there are several different types of Stalfos. Stalfos like those in Ocarina of Time have returned, but with the characteristics of Skeleton Warriors from Link to the Past, as Link must drop a bomb (or use a bomb arrow or the Ball and Chain item) to totally crush their bones and defeat them. If any other weapon is used against then the Stalfos will break into pieces, but the bones will then soon pull themselves together and recreate the Stalfos. The Stalfos in this game carry swords and have glowing green "eyes" similar to those of Igos du Ikana's henchmen. Stalfos first appear in the Arbiter's Grounds, and make a few appearances afterwards.

Stalkin
Stalkin are miniature skeletons armed with equally small tridents. They are extremely weak, but emerge from underground in large swarms.

Staltroops
Staltroops are armored undead summoned by Stallord, during the first phase of the boss battle with it. They are used by Stallord to block Link's "Spinner" item, and do not attack him directly, despite being armed with swords and shields.

Stalhounds
Skeletal dogs, called Stalhounds, also appear in Hyrule Field at night, similar to the Stalchildren of Ocarina of Time. They circle Link and jump at him to attack. The player is eventually forced to fight a whole pack of Stalhounds located near the South Gate of Hyrule Castle Town in order to recover an item stolen from Link's friend Ilia.

Phantom Hourglass
Stalfos frequently appear in the Northeastern quadrant, which is reached late in the game. They are quite common on the Isle of the Dead and the Isle of Ruins, as well as in the 7th dungeon, Mutoh's Temple. Two different varieties appear; the more common ones are found in the overworld, and almost identical to The Minish Cap's Stalfos. Their main means of attack is to jump away from Link's sword  while throwing bones at him. The second type, which only appear in Mutoh's Temple, wield swords (in a rather clumsy and awkward fashion), and wear helmets similar to those of the Stalfos from The Wind Waker. Both can be defeated by removing their skulls (with either the sword or the Grappling Hook) and destroying them, or by smashing them to bits with the Hammer. They frequently disguise themselves as ordinary skeletons, rising up to attack only when Link comes too close.


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Zelda franchise strategy guide/Enemies/Peahat

A Peahat is an enemy in The Legend of Zelda series of video games. They are plant-like in appearance and always have their signature propeller-type leaves or petals, allowing them to fly around the overworld (Hyrule Field) and attack from great heights.

The Peahats are a race of helicopter/plant-like enemies. They are pineapple-like in appearance and the "helicopter blades" are probably some sort of hardened leaves which the Peahat developed as a protection to deflect weapons as well as a mechanism for flight. They are only active in the daytime, but can produce larvae at night if disturbed. They can be killed in some games only when resting on the ground, and in other games, the roots must be struck underneath the blades.

Appearances
Peahats have appeared in half of the Zelda games to date in one form or another.

The Legend of Zelda
The Peahats in this game appear to look similar to small, orange flower-like enemies with white helicopter leaves, found mostly in the northern half of the overworld. They are out of reach while they are moving (as it is assumed that they are flying too high for Link to hit), but can be attacked when they stop (although it is usually better and easier just to avoid them altogether).

Link's Awakening
Peahats in Link's Awakening are nearly identical in appearance and behavior to their Legend of Zelda counterparts.

Ocarina of Time
The Peahats in this game are much larger than their counterparts from earlier games. When Link is a child, they litter Hyrule Field, and attack whenever a traveler comes near. When Link becomes an adult, they no longer exist. Their appearance has also changed from earlier games, having large blade-like propellers as opposed to the flower propellers they had had. There are two varieties, one that flies low and chases Link, attempting to cut him up with its spinning blades, and one that flies very high and remains stationary, attacking instead by sending out Peahat Larvae that Link must either flee from or deflect with his shield (or duck as necessary to avoid them). The former could be defeated by getting underneath it and cutting at its vulnerable roots, while the latter must be shot down with a projectile weapon or else avoided (it releases Peahat Larvae, which will slowly descend until they hit the ground—they die once they reach the ground). The larvae of the second variety are endless, and the Peahat will continue producing them until night when it sleeps. A Peahat attacked while sleeping will spew Peahat Larvae.

Majora's Mask
There is only one Peahat to be found in the entire game, guarding a Piece of Heart in a small, underground cave hidden in Termina Field. This Peahat is identical to the low-flying variety of Peahat in Ocarina of Time.

The Wind Waker
Peahats are small and fly into Link to attack him with their blades. These can only be killed with projectiles, since the spinning blades act as a shield against a sword. Another way for the player to temporarily disable their shield is to knock them to the ground with the Deku Leaf or Boomerang and then destroy them with the sword. When struck, they make a high-pitched cry, mildly reminiscent of the English voice of the Pokémon Jigglypuff.

Seahat
Seahats are in the same genus as Peahats. So far, they have been found only in the The Wind Waker, where they only live in the Great Sea. Seahats, a relatively large flying shark-like fish creature who rushes at Link. The sound it produces when moving through the water is similar to that of a motorboat. It can be killed with projectile weapons, and if struck by the Boomerang, the leaves on its head will be destroyed, rendering the Seahat immobile.

The Minish Cap
In this game, Peahats appear more like Octoroks with flowers on their head. They are invincible while flying, and never come to rest. Instead, Link can defeat them with the Gust Jar, either by stunning them with a puff of wind, or by sucking them into the jar and then launching them out.

Twilight Princess
Peahats appear in the located in the Gerudo Desert and City in the Sky dungeon, serving as Clawshot targets. Their appearance has once again changed: only the rotating "leaves" appear plant-like, the bulk of the Peahat's body is the large root that Link can hang from. Unlike previous installments, they do not attack, and are actually useful as aerial transportation in several areas throughout the two regions listed above, and also are needed for use in the boss battle of the City in the Sky.

Also, there are two trees that appear to have Peahats growing off of them in the desert.


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Zelda franchise strategy guide/Enemies/Poe

A Poe is a ghost enemy in The Legend of Zelda series of video games, one of concentrated hatred toward the world that freely roams graveyards and other haunted locales in Hyrule, as well as the overworld and dark places. They always carry their signature lanterns.

Ocarina of Time and Majora's Mask
In Ocarina of Time and Majora's Mask, they fly around until they spot Link, at which time they will charge at him, spinning their lanterns. Targeting Poes in these games will cause them to become temporarily invisible, although they will become visible every once in a while. Their lanterns remain visible when they vanish, allowing Link to at least dodge, block, and keep track of the invulnerable enemy until it reappears. Attacking a Poe while targeting it will cause them to run away, often going through walls in the process. When a Poe is defeated in these games, its physical body turns to ash, and the lantern it was holding drops and breaks, revealing its spirit. The Poe Spirit appears as either a purple flame with a sad face, or a green flame with a happy face, and disappears after a while. Before it disappears, Link can put the Spirit in a bottle, which is primarily used to sell for Rupees but can also be consumed, which can have strange (and usually negative, though not always) effects. As an adult, Link will encounter Big Poes, which can also be sold for monetary rewards or earn him a bottle from the collector. Poes are less common in Majora's Mask, but are worth more when sold.

Sharp and Flat
In Ocarina of Time, the ghosts of the royal composer brothers named Sharp and Flat tell Link about the Sun's Song and other music-related things after he defeats them in Kakariko Graveyard (Flat and Sharp fight like regular Poes). They explain their origins as composers of the Royal Family who were each researching a song, one that controls the sun, and one that controls the moon. They combined and composed their findings to create the "Sun's Song" as a way of controlling both. Once Link learns the song, he can use it to turn day into night and night into day. The brothers were going to reveal their findings to the king when they learned of Ganondorf's treachery. Unfortunately, the two took that secret and their song to their graves...literally. They are among the few characters in the game that still recognize Link after his seven-year hiatus in the Sacred Realm. In Majora's Mask, the Composer Brothers have a more direct role in the plot. Sharp had "sold his soul to the devil" and had imprisoned Flat in Ikana's Graveyard. When Link frees Flat, he tells Link about his brother's curse and reveals to him the Song of Storms, which has the power to lift curses and is used to defeat Sharp later on. Sharp had been haunting the spring that is the head of the river in Ikana Canyon. The Music Box House used the spring to keep the undead-repelling song playing, but the river has stopped flowing. Sharp attempts to kill Link with an unholy song (which is actually the Song of Healing played backwards), but when Link plays the Song of Storms, Sharp is purified and the river flows once more. Sharp then realizes the error of his ways and reveals that he knows how to get into the Stone Tower Temple, but he is only willing to convey this information to Link if Link will first fulfill his final request: Link must go see the king in the ruins to lay his soul to rest.

The Poe Sisters
There are four Poes known as the Poe Sisters: Joelle, Beth, Amy, and Meg. In Ocarina of Time, these Poes are the sub-bosses of the Forest Temple. As Link enters the temple proper, they steal the four torch flames necessary to activate the elevator which is used to enter the sub-basement where the boss's lair is located and use them to light their signature lanterns; as Link makes his way through the temple, he battles each of them one-on-one in order to relight the torches. They are also fought in a mini-game in The Legend of Zelda: Majora's Mask.

In the Explorer's Crypt of Oracle of Seasons, Link must defeat two unnamed Poe Sisters individually to progress, and then the other two as the mini-boss. One carries a lantern, leaving a trail of fire as it flies around, while the other carries a sword that it charges at Link with. Each of them first appears in a room that gradually darkens, eventually hurtling Link back to the dungeon entrance if he is too slow to flee the room. Link then encounters each of them in a room adjacent to the darkening room they had cursed, where he fights one of them. After these encounters, the sisters will fight Link together, forcing him to not only attack them, but also relight the lamps they extinguish, lest he be expelled back to the dungeon entrance as before.

The Poe Sisters in Ocarina of Time are named for the four main characters of 's .

Big Poe
Big Poes in Ocarina of Time are similar in appearance to regular Poes, although they wear orange robes instead of purple. There are ten Big Poes that adult Link can find in certain locations throughout Hyrule Field. While on foot, the Big Poes circle Link, keeping a safe distance from him, and shoot fire out of their lanterns. They do not turn invisible, but if Link fails to defeat them they eventually disappear completely, refusing to reappear until Link leaves and returns to the field. When defeated on foot, the Poe spirit is treated like that of an ordinary Poe. If Link encounters them on horseback, they behave differently. Rather than attack, they quickly fly away and disappear when they hit a wall. Link has to attack quickly using his horseback archery skills in order to defeat it. A Big Poe defeated on horseback is treated as a true Big Poe when bottled, and as a side quest, Link can catch and sell each Big Poe to the Ghost Shop at the gates of the fallen Hyrule Castle for Rupees. Once Link has turned in all ten Big Poes, he is rewarded with a Bottle.

The Big Poes that appear in Majora's Mask look nearly identical to regular Poes (including wearing purple clothing), but they are noticeably larger. A Big Poe appears as a sub-boss in the Beneath the Well dungeon and in the third night's open grave in Ikana Graveyard. It is summoned when three blue flames appear and merge together. Defeating this Big Poe earns Link a bottle. This Big Poe attacks much like a normal Poe, but after each attack it teleports to charge Link from another direction, usually from behind. It will also hover higher than most regular Poes, almost requiring arrows to defeat it. The bottled Big Poe can be sold for 200 Rupees at the Curiosity Shop; however, one is also needed to trade with one of the Gibdos beneath the well.

The Wind Waker
In The Wind Waker, Poes harass Link by attempting to burn him with their lamps, and can jump into his body to possess him, reversing the player's movement controls. These Poes are invulnerable unless exposed to light, which causes their ethereal bodies to become temporarily solid (evidently causing them great distress, as the sudden change to their environment causes them to run around frantically). Poes are also shown to be ruled by Jalhalla in this game.

Twilight Princess
In Twilight Princess, a character named Jovani sold his own soul to the Poes. The Poes require the pieces of his soul to live, and can only be defeated by ripping out their souls. Because of this, there are a finite number of Poes in the game, and once one is defeated, it is gone for good (similar to the Golden Skulltulas of Ocarina of Time). Technically, you can beat the game having collected only five Poes, though it is very useful to collect every Poe Soul. After returning twenty Poes to Jovani, he rewards Link with a bottle full of fairy tears. After collecting all sixty Poes, his cat, Gengle, grants you unlimited silver Rupees (200 every time you speak with him).

Imp Poes
In Twilight Princess, the majority of the Poes that Jovani sold his soul to were Poe Imps. Poe Imps are smaller versions of Poes, and can only be seen as floating blue lanterns while Link is human. To see their bodies, Link must transform into his wolf form and use his sense ability. When seen in this wolf form, Poes are bright bluish-white, with faces similar to those of the Skull Kid of the same game, and carry their lanterns with their feet, wielding large scythes for attack. Poes like the dark, so they are found only at night or in dark places like caves and dungeons. There are sixty Poe Souls scattered throughout Hyrule to collect, many of them difficult to find.

Poes
In an event similar to that in the Forest Temple in Ocarina of Time, four Poes (the only regular Poes in the game) steal the flames that open a door in the Arbiter's Grounds dungeon. These Poes are larger than Imp Poes, and wear cloaks. After being killed, the cloak remains on the floor (despite being ghosts, they have a scent that Wolf Link can track). One of the Poes that Link fights has the ability to make three clones of himself — an ability no other Poe has (except the Poe sister Meg from Ocarina of Time, another parallel to the Poe sisters). The clones circle Link, and one of them will eventually start to shine more brightly than the others, giving itself away.

Jalhalla
Jalhalla is the king of Poes (and apparently Ghinis as well), and so is very large, similar to most of the series' rulers. Jalhalla resembles a gigantic version of the Poes from The Wind Waker, but has a differently shaped mask and a horribly bloated stomach. The name Jalhalla is likely based on Valhalla, the Norse heaven for heroes and home of Odin. Jalhalla himself was possibly based on Boolossus from Luigi's Mansion, as both are massive ghosts that result when several ghosts merged together. The battle music when fighting Jalhalla is reminiscent of a French accordion.

Jalhalla appears in The Wind Waker as the boss of the Earth Temple and a sub-boss in Ganon's Tower, and twice in Four Swords Adventures as a boss. The first boss is Jalhalla's haunted mask and the second boss is a Big Poe containing the escaped spirit from the destroyed mask.