The Legend of Zelda: Twilight Princess/Arbiter's Grounds


 * This section refers to the Wii version of the game. To view the GameCube version, click here.

Three Trials
You cannot stand in the dungeon's sandy floor for very long without being consumed by it. Fire your clawshot at the wall's round grate to get to a safe platform. Then jump across platforms and run over short stretches of sand to get to the chamber's north corner. While standing on solid ground, grapple the chain with your clawshot, pick it up, and pull it back to make the gate open.

In the next room, fill up your lantern (and an empty bottle if you feel like it) in the pot of lantern oil to the of the locked door. Head to the other side of the room and break open the wooden barrier, then collect the key. Small insects procced to swarm you, so swat them away with spin attacks as you head to the door. Open it and head through.

This dark room has two unlit torches on the far side. Avoid the holes of sinking sand and defeat the hordes of stalkin as you light the torches. After the torches are lit, you are able to go into the next room.

Ghost Hunting
In the central chamber, four poes appear before you, then three of them leave. Transform into a wolf and take on the remaining poe. Jump onto it with and continually press  to maul it. Eventually, the poe will become free of your grasp and turn transparent. Wait for it to become solid again before attacking it. The second round should finish it off, allowing you to take its soul with (it revives itself if you don't).

Inspect the remains of the defeated ghost to learn the poe scent, and follow it to a patch of dirt. Digging there reveals a chain that you can pull to make a set of stairs to the basement to appear. Before you head down, open the room's two treasure chests. The one in the holds the dungeon map, and the one in the  contains a piece of heart. Use the clawshot to return to solid ground after collecting the treasures, then head down to the basement.

Another one Bites the Dust
A flat appendage sticks out of the pillar in the round room downstairs. Push it to make the pillar turn and a door open, revealing an alcove containing a key and a ReDead Knight. Attack the knight from afar with bomb arrows or a jump attack in wolf form, then take the key. If you get too close to the ReDead Knight, it freezes you.

Stand at the north end of the round room, engage your clawshot, and look up. Aim at the round grate through the hole in the ceiling, and grapple up to it. Head north into the next room and defeat the poe there the same way you defeated the last one.

The Third Poe
Head back the way you came (turning the pillar to give you access to the stairs), and engage your senses in the main room to reveal two paths. Follow the path past the pillar and through the locked door (you can open it using your key while remaining in wolf form).

In the next room, go across the north end to get to the side, moving across the sand from one platform to the next. Spikes occasionally pop up from the sand, so either move slowly or use your wolf senses to see where they are. Once across, pull the cage then north to fit it between the raised platforms. Walk up the stairs and hop over the wall to the. Pull the chain back to make the chandelier rise. Let go of the chain when it is all the way back, then run under the chandelier before it falls.

Head up the stairs and past the pillar to collect the compass, then return to the pillar and push the part that sticks out from it to reveal openings to the east and west. Head, cut through a wood barrier, and defeat another ReDead Knight to get to a small key. Use the key on the locked door to the, transform into a wolf, and take on the groups of Stalkin and two ReDead Knights. Then follow the scent to a chain under a patch of dirt, and pull it to reveal the dungeons third poe. Defeat it like the others, then head north.

The Final Poe
In the circular room, grab the key from the chest in the south side, then engage your wolf senses. Use Midna's dark energy or a spin attack to defeat the phantom rats, then travel through the locked door. Engage your senses to see a scent trail that floats over the room. Follow it, going over a chandelier, and into the next room.

Walk down the stairs, push the cage until it sets in place, and pull a chain to make the chandelier rise. Walk under the chandelier and let it drop around you (stand on the indented portion of the path). Climb from the center to the, then continue through the door. The next room contains a Stalfos. Defeat it like you would any other enemy, then plant a bomb by its bone pile to destroy it for good. If you take too long with the bomb, the Stalfos will regenerate itself. Bomb arrows work too. Head south after it is dead.

The next room contains a bunch of torches, two of which must be lit to proceed onward. Light the one that is not in the row, and the one farthest. If you light any torches other than those, you will be attacked by a multitude of skeletons. After lighting the correct two, head past the section of wall that was previously there.

You finally found the final poe, but defeating it won't be as easy as the other three. The poe splits into four ghosts that revolve around you. The real one shines just a tad brighter than the fakes, so attack that one. After two rounds, the poe goes down and allows you to take its soul. When you return to the main room (head north into the next room, then ), the gate at the north end will open. Travel north from there.

The Torture Chamber
Find the shaft in the north section of the first floor. Drop to the platform near the bottom and push the center pillar's appendage for two full rotations to make the platform rise to a path that holds a small key. Then push the lever to have the platform sink to the bottom of the shaft. Open the locked door.

The next chamber houses phantom rats, hidden spikes, and sinking sand. Use your senses to see the rats and glowing outlines of the spikes. Defeat the rats and head to the south end of the chamber. Clear the area of the phantom rats and a ReDead Knight, then pull the chain to slide the wall out of the way. Run around the spikes and through the opening.

Move north through the middle section of floor B2 in human form. Slice through the swarms of bugs, then defeat the Stalfos. Ooccoo awaits you in a pot nearby. Head north into the round chamber. A closed gate on the side features a spinning spiked pole. Run around it through the opening to the north to take on three Stalfos. Attack the two that are out in the open, then cross the sand to get to the third. Once the gate is open, return to the round room and head through it. Follow the path until you reach the door to the north, then head in.

The Spinner
Cut one of the ropes that holds the sword in the middle of the room to make the sword float in the air as if nothing is supporting it. Transform into a wolf and engage your senses to see the swordsman wielding it. Attack him in canine form until he becomes visible and flys around the room. Return to human form, dodge his gaseous projectiles, then fire arrows at him. He drops to the ground after a single hit, allowing you to strike him with your sword. After he is defeated, you'll get the spinner.

Tracks of a Heart and a Key
In the basement's north corner, float over the sand with the spinner to reach the first of two treasure chests shown on your map, then ride a track on the wall to reach a chest that holds a piece of heart. Fight or avoid the nearby Stalfos, then take the track on the north wall to get past the spinning spiked stick. Hop from track to track with the button to get to the northern half of the room. Stop spinning for a moment when you find yourself going in circles, then head back the other way along the track.

Four small spinning spiked mechanisms ride the tracks between the chamber's northeast and northwest corners. Hop from track to track to avoid them. When you reach the other side, you'll have access to the room that houses the big key.

Gear it Up
Head to go to another round room, then use your spinner in the gear-shaped hole. Press repeatedly to activate the mechanism under the floor that turns the wall, giving you access to the northern shaft.

Go to the room in the north and ride the track up as far as it goes to reach a fairy, then go back down to the place that overlooks the part of the center pedestal that juts out. Jump to it with a roll-jump (roll off the ledge), you'll likely catch it with one hand. Climb up and use the spinner on the center indentation.

Part 1 Strategy
Run to the giant skull in the center of the room to prompt Zant to animate it. In the first part of the battle, Stallord is stuck in the middle of the room. Hit its spine with the spinner to damage it. Ride along the track on the area's perimeter (hopping off when a spikey thing approaches), and drop to the skeleton when the way is clear. Press to attack its spine. After you hit Stallord a few times, the number of his minions surrounding him will increase. Eventually Stallord will fall.

Part 2 Strategy
Use your spinner to raise the pillar in the center of the arena. The skull will come to life and knock you off. Start spinning up the inside tracks to pursue the skull, then jump between tracks to avoid Stallord's fireballs. When you are close to the skull, jump to hit it with the spinner. The creature drops to the floor, so follow suit and hit it with your sword. After every round, spikes will be added to the tracks, jump between tracks to avoid them. You'll defeat the creature after a few rounds, netting you a heart container.

A Shadowy Battle
Head to the top of the central pillar. Midna tells you that you are close to the Mirror of Twilight. Head outside and climb to the top of the building to discover a huge statue. When you get to its base, five shadow beings create a force field around the structure then attack you. Transform into a wolf and dispose of them with Midna's dark energy, or destroy them in human form with spin attacks.

To the Top
Following your victory, head to the top of the statue via the spinner track, then use the spinner in the gear hole to make what remains of the mirror of twilight emerge from the roof.

''The guardians of the mirror will tell you its history and show you a scene in which the true enemy of Hyrule, Ganondorf, was transported to another realm by the ancient object. Zant has now broken the mirror, and three of its pieces are scattered over the land.''