Zelda Twilight Princess
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When an evil darkness enshrouds the land of Hyrule, a young farm boy named Link must awaken the hero and the animal within. When Link travels to the Twilight Realm, he transforms into a wolf and must scour the land with the help of a mysterious girl named Midna. Besides his trusty sword and shield, Link will use his bow and arrows by aiming with the Wii Remote controller, fight while on horseback and use a wealth of other items, both new and old.
Link's journeys, reinvented
Hailed by many as the best Zelda game since 1998's Ocarina of Time, Twilight Princess thrusts players into a troubled world ravaged by a dangerous magic. Sporting a new, more realistic visual style than the previous Zelda title, Link looks much more like an adult than in previous installments and fits well into an environment that provides Zelda fans with a much more gritty and grim environment to explore. The entirety of the quest fits this darker mood, as both Link and NPC's alike share the same concern for the changes about in Hyrule.
More than just a spiritual successor to previous Zelda installments, Twilight Princess offers players a new way of controlling Link through dungeons, forests, towns, and the bizarre Twilight Realm: precise weapon controls with the Wii remote! Players can use the remote to control Links' weapons including the sword, arrows, and boomerang. This new control scheme allows for much faster and more accurate control than on previous Nintendo hardware. For example, waving the remote in the air will result in Link performing the same move with the sword. To fire off on arrow, players "pull back" on a virtual controller string as the Wii remote's speaker lets players know that the projectile is ready for release. It all works incredibly well and adds to the title's immersion and style- you feel more in the center of the action than in previous Zelda games.
As impressive as the new control scheme is, the scope and size of the new land of the Hyrule is equally as impressive- truly the Wii's first epic adventure. Beautifully crafted and four years in the making, the land players travel through is vast and diverse as the dungeons and monsters that lie within. As players collect triforce pieces from the distant sections of the continent, they will get to know many different villages and foes. Thankfully, Link will be able to move over long stretches of land faster thanks to "Epona," your faithful horse. Epona also helps Link become a more effective fighter, as a number of powerful and impressive sword strikes can be launched while galloping through fields of enemies.
The Twilight Realm awaits
Like most games in the Zelda franchise, Link begins his adventure with little more than the clothes he has on an an inkling that something has gone awry. After an initial trip to the Twilight Realm, in which Link appears as a wolf, a friendly shadow dweller named Midna will meet up with players and give helpful advice on gameplay. Fortunately for players, this virtual assistant spells out ways to be a more effective adventurer in and out of the shadow world. Early stages of the game have Link spending a lot of time in the Twilight Realm, and outdoor areas of Hyrule, attempting to clear areas of the strange darkness that has seemingly fallen over every village, forest, and field. As the story progresses, players will learn the cause of the shadows, and what they must to do vanquish them for good.
Puzzling puzzles
Link once again finds himself in a number of classic Zelda-esque puzzle scenarios in which he must light torches to unlock doors, raise and lower water levels, and fight enemies to collect keys and open chests for valuable rupees. A number of the dungeons present unique puzzle challenges that rely on the player's ability to hone their Wii remote's control, such as an air castle in the sky that can only be accessed by an extremely accurate grappling hook toss.
In general, Twilight Princess is more challenging than the average Zelda game, with a number of boss battles having protracted hit sequences with little support potions about, and even less warning. Still, there's never been an adventure experience such as this, wherein players can literally charge at a dungeon boss with their fists and punch the air to defeat an enormous foe. As the finest Zelda experience in almost ten years and the game fans have been waiting for, Twilight Princess will delight young and old gamers alike.
Zelda Twilight Princess Wii Images
The Legend of Zelda: Twilight Princess Ultimate Trailer
Zelda Twilight Princess Wii Intro
The Legend of Zelda: Twilight Princess Wii Review by IGN
Ocarina, your time is up. It took Nintendo almost a decade to do it, but the publisher has finally created a new Zelda game that is so well-designed and so epic that it deserves to be crowned the best in its class. Twilight Princess spent four years in development by one of the most talented teams in the world. The game, helmed by Eiji Aonuma (Majora's Mask, Wind Waker) is every bit the culmination of the franchise and also a true spiritual sequel to the Big N's 1998 N64 classic. This is much larger, darker and more difficult adventure than GameCube's Wind Waker, which is sure to please purists. It is also a title that is best on Wii thanks to exclusive gesture-based controls and some added display functionality. But is it perfect? Keep reading to find out.
We could easily write a 10-page review of Twilight Princess, exploring every nook and cranny, detailing every character, every boss, and every last temple, but we don't want to spoil the adventure that awaits you. We realize that the last thing our viewers want with this review is to stumble upon major spoilers, so we've done our best to keep significant story developments and weapon and item upgrades from our critique. That being true, we will be referencing some common themes, characters, previously shown items, temples and more as examples to back up our opinions.
When the game opens to a sweeping view of Link as he rides Epona across a vast landscape, you can't help conjuring memories of Ocarina's epic beginnings. And at least for the first half of the adventure, Twilight Princess does indeed feel very much like Ocarina of Time for a new generation of players. Not only does Link start his quest from a small village on the outskirts of Hyrule proper, but he eventually makes his way to cities and temples that have all been seen before - in less detail, of course - almost a decade ago. Were these familiarities representative of the adventure as a whole, the title might find itself with an identity problem. A good identity problem, mind you - even a full-blown remake of Ocarina would be destined for greatness - but an identity problem nevertheless. Thankfully, though, the game also sharply divides the old from the new by way of an engrossing storyline that travels Nintendo's beloved hero into an alternate realm known simply as the Twilight. It is from this beautiful bloom-filled, particle-drowned Hyrulian wasteland that some very different changes are introduced to the old gameplay formula.
For starters, Link changes into a wolf and takes on brand new beast abilities. Via some uncharacteristically well-choreographed cut-scenes, the aspiring warrior transforms into the four-legged animal and eventually meets Zelda, who has been imprisoned in the Twilight. He's also introduced to Midna, a pivotal character to the storyline and quest to follow. This is a dark world and it's complemented by a decidedly dark premise. There are no beheadings or, for that matter, even genuine gore, but compared to the always colorful, cartoony affair that was Wind Waker, this stuff may as well be Resident Evil. In one particularly compelling cinematic halfway through the game, the storyline even ponders what might happen if Link himself turned to evil. Nintendo has utilized motion-capturing for characters and the added fluidity is immediately noticeable, but that's hardly the primary reason why these sequences are so welcomed. Rather, the tale has matured and advanced well beyond the templated save-the-princess routine and into something that holds interest not simply to support some well-rounded gameplay mechanics, but as an attraction of its own. As you play, you will generally want to know who Midna is and what here motivation to help Link might be, just as you'll be itching to discover what the true power of the Twilight King.
Nintendo's newfound attention to spinning a good yarn seems to clash with its reluctance to join the new millennium and populate its breathtaking worlds with characters whose words are voiced and not bubbled. This, of course, remains a point of heated debate amongst die-hards and we're willing to wager that fans will be copy-and-pasting this very critique to message boards before the virtual ink has dried, but we're not backing down in our assertion that it's time for real, true voice-acting. We understand that Link is a heroic mute and that's fine by us, but the remaining populace has something to say and we don't want to read it. Although the bustling city of Castle Town is the centerpiece of Hyrule, there is an air of claustrophobia surrounding it because the characters never really speak.
On the other hand, we have nothing but praise for the title's new Wii controls, which enhance the experience - not detract from it. The general gameplay mechanics are similar to Wind Waker. Link is able to run through immense environments, target enemies, strafe around them, swipe and slash them with his blade and also use a variety of weapons in battle or to advance through a location. These polished fundamentals have been passed forward from Ocarina of Time to Majora's Mask and then to Wind Waker, and they are again serving as the backbone for Twilight Princess.
The big difference, of course, is that on Wii you use both Nintendo's nunchuk attachment and its innovative new remote to manipulate Link and his weapons/items respectively. Gesturing with the Wii remote, you can easily and effortlessly swing the hero's sword. The gestures don't effect one-to-one movement, as so many had hoped - and yes, it would've been nice if the Big N could have pulled it off. However, they perfectly replace the need for button taps - a requirement in the GameCube version -- and after only a few minutes of familiarization become the preferable way to play. You don't need to flail your arms around like a monkey on fire in order to accurately control Link's blade - you can choose to make minimal movements and you will never run into a single issue. You can, alternatively, exact long, arching gestures and they will work, too. You won't get tired. Our arms weren't aching after more than 50 hours of play time. We weren't out of breath. In contrast, we found ourselves much more immersed in the experience of combat, as simulating a sword swipe is simply more engaging and therein more satisfying than pressing a button.
Furthermore, the advantages of the Wii remote become blindingly clear when Link uses projectile weapons. Whether the hero is armed with the Gale Boomerang, the Slingshot, the Hookshot or a great new staff whose power we won't spoil, targeting with the pointer is so far and away better than using an analog stick that the latter feels archaic and broken by comparison. The Wii remote opens up a level of speed and accuracy never before experienced in a Zelda title and you will within a matter of hours be able to ride Epona through Hyrule Field while delivering fatal bow-and-arrow headshots to ground-based and airborne foes. To the point: this new method of control obliterates the former one and there is no going back.
Early on in the game, Link becomes trapped in the Twilight and - in wolf form - must fight to break free, at which point he returns to his human shape. Later in the adventure, he can switch between the forms at his whim and this mechanic is integrated into level designs and puzzles. Controlling the wolf is similar to maneuvering Link, but the beast form offers you greater speed, the ability to jump at will, a spectacular energy field that encapsulates and destroys the Twilight's enemies (known as Shadow Beings) and sensory equipment. The wolf can, for example, use the sense of smell to find hidden items, see the trapped spirits of Hyrule's inhabitants, and even follow a character's scent. All of these animal powers are not only integral to progressing, but quite a lot of fun in practice, too. Perhaps most importantly, though, is that Midna herself becomes accessible in wolf form and she is able to guide the beast to areas unattainable by Link. As you can imagine, some clever puzzles are based around all the above functionality. By mid-game, Link can also call upon Midna to warp all over the map, cutting down on what could be tedious travel, especially if you need to go back and forth between provinces, as you often must.
Twilight Princess is a gargantuan adventure filled with a dazzling variety of places to see, people and creatures to meet and things to do. The scope of the game is epic and you can play it however you please. For the purposes of this review, we tore through the main adventure and oftentimes overlooked the meaty selection of side quests. We later came back to them and were amazed by their depth. In one corner of the map there is a beautiful, lifelike pond whose primary purpose is to house fish. You could conceivably spend hours upon hours at this location doing nothing but casting your lure. A robust fishing mechanic has been enhanced through the use of the Wii remote and nunchuk and as a result the process of catching a big one is all the more engrossing. In contrast, though, you could speed through the game and never so much as bother with the fishing options. There are an impressive number of other side quests and mini games that follow this same, impressive structure.
When Link isn't riding Epona, transforming into wolves, speeding down streams or snowboarding on an ice shard 1080-style over a powdery peak, he's usually in a temple - there are almost 10 of them. Some of these dungeons will seem familiar to Ocarina of Time fans. You will travel to the obligatory lava-filled Goron Temple and you will see the Forest Temple, too. That being noted, these locations are completely changed from their predecessor's counterparts; they're packed with new and clever puzzles, infested with fresh enemies, and just as you will use recognizable items and weapons to traverse them, so will you gain access to brand new ones - a few of them exceptionally awesome. We don't want to go into too many details, of course, so let's just say that Link actually rides one of these new items.
The complaint could be made that Twilight Princess is too similar to Ocarina of Time because the basic play style is familiar and because some faces and places return. However, we think such criticisms are unfounded because they seem to suggest that Zelda's masterful control mechanics should be changed simply for the sake of being different. These criticisms also ignore everything about the game that is completely new - there's a lot of it. Consider the Twilight Realm, Link's new wolf mechanics, some of the incredible new weapons and items he amasses, and a few of the several original locations and temples, which are fascinating. The Temple of Time is hidden somewhere in this enormous new game, but so is a dungeon in the sky. This is definitely the Zelda universe and yet it is in many ways a compelling re-imagining of that universe.
The game will test you. When we first played it at length with a group of journalists, we saw a lot of game over screens. We bit the dust a couple times ourselves. Some of the environmental puzzles in the temples are brain teasers, to be sure, as evidenced by the fact that we still have bruises on our foreheads from banging them against a nearby wall. Even so, all said and done we found ourselves hoping for just a little more where challenge is concerned, particularly for boss battles. Although the design and size of these grotesque, awe-inspiring creatures are practically immeasurable, they can usually be bested without ever endangering Link's life force, which is unfortunate. To be fair, some enemies do inflict more damage on Link than others and it is harder to amass hearts than in previous games.
Twilight Princess is a GameCube port and therefore not wholly indicative of what we can expect visually from truly ground-up Wii titles. It also happens to be a very pretty GCN effort that is made all the prettier on Wii because in addition to supporting a progressive-scan mode it also outputs an exclusive 16:9 widescreen display. The game world is vast and beautifully designed. Nintendo's artists have worked overtime to model the characters and locations that make up Hyrule and it shows. Link features more detail than ever before and many of the enemies that looked quasi-silly in previous Zelda titles are now genuinely spooky. Take, for instance, the Poes -- ghosts which now feature designs that resemble the grim reaper.
There are definitely visual standouts. The shimmering, realistic water in the game is gorgeous and looking at it we can't believe this was originally a GameCube effort. The Twilight Realm's bloomy art style is equally impressive. And the particle and lighting effects that highlight everything from flowing lava to fights with enemies are second to none. The whole game runs smoothly at 30 frames despite the fact that it spits out the biggest world in Zelda history and by a large margin.
Then again, this was originally a GCN title and that truth is visible, too. Some of the textures, particularly those skinning the admittedly immense Hyrule Field, are blurry and even ugly. Nintendo also has an unfortunate tendency to frame cinematics with blurry structures and other objects in the background, which detracts from the presentation. Beyond the low-resolution make-up of some characters and locations, though, we honestly don't have too many complaints, which is quite the feat given that we're self-proclaimed graphics junkies.
Nintendo missed a big opportunity where music is concerned, though. The developer consistently creates some of the most memorable and beloved musical compositions in the business and in no franchise are there more memorable and catchy songs than Zelda. Twilight Princess features these wonderful tracks, but the majority of them are MIDI-based and not orchestrated. The MIDI tunes are passable, but they lack the punch and crispness of their orchestrated counterparts. We honestly can't understand Nintendo's decision not to invest more time and resources into the music because Wii discs do not share the storage limitations of GCN ones.
Closing Comments
The Legend of Zelda: Twilight Princess is, in my opinion, the greatest Zelda game ever created and one of the best launch titles in the history of launch titles – second only, perhaps, to the at-the-time ground-breaking Super Mario 64. It is also one of the finest games I have ever played. The experience is made better and not worse on Wii. The Wii remote and nunchuk add accuracy and speed to exploration and combat for a heightened sense of immersion. While the game has just about everything going for it, including improved controls, a long and engrossing quest, brain-teasing dungeons and some beautiful graphics, it's not perfect. The difficulty has been upped over Wind Waker, but I wish it were harder still – the boss fights are oftentimes too easy, for example. Additionally, while the visuals are generally impressive, some textures remain blurry to the point they are noticeable. And finally, I still question why Nintendo refuses to add either voice work to the side characters (especially since Twilight Princess features such an improved, dark storyline) or orchestrated music to the soundtrack.
Nintendo's new console ships with Wii Sports, which effectively demonstrates a new breed of games only possible on Wii. The Zelda franchise is equally exclusive to the machine and Twilight Princess is must-see, must-play and must-own entry into the series that proves over and over again why Nintendo is the best developer in the world.
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Control Cucco:
When you find a Cucco, hit it eight times to go into its view and to be able to move it around. The easiest way to do this is just after you get the Iron Boots. Walk outside the building to find a Cucco. Wear the boots and roll into it eight times.
Ball rolling mini game:
After receiving a letter about new events near Zora's Domain, go to the fishing spot downstream. It is through a door in a cliff just east of the canoe rentals. After reaching the fishing pond, go inside the nearest building and talk to the guide. Decline her offer to fish. Walk into the top right corner of the room and press C to look at the board game on the shelf. The guide will instruct you to play "RollGoal", a mini-game designed mostly to show the capabilities of the Wiimote.
How to beat Fyrus:
Shoot the eye on is head a few times and he will fall. Then run up and start slashing away. He will get back up. This time you only need to shoot him once and he will fall. Do it one more time and you shall be victorious. If you are running low on arrows or health there are pots around the room.
How to beat Ganondorf:
When fighting Ganondorf, take out the fishing rod. He will drop his guard and watch the bobber. While his guard is down, take out your sword and hit him. Repeat this until you can finish him off.
How to beat Twilight monsters:
The easiest way to defeat them is to kill the one that is not near you, then use the force field to kill the rest.
Adult Wallet:
The Adult Wallet can be obtained after defeating the giant Twilight Bug at Lake Hylia. Go to Hyrule Castle Town as a human and go to the southeast alleyway. Look for a door. Give the girl inside any Golden Bug you have caught and she will give you an Adult Wallet, capable of holding 600 Rupees. One golden bug is outside the south entrance of Castle Town, on the top of a large vine covered column. Blow up the rocks with a bomb and a Golden Ladybug will come out. It will resemble a point of light. Hit it with the boomerang and grab it with A. There are also two Golden Ants in Kakariko and Kakariko graveyard.
As soon as you meet Agitha (A delusional bug queen who can be found south of Castle town), start searching for golden bugs that she has invited to her ball. There are twelve different types of bugs, and a male and female of each bug. For the first one you turn in, you will recieve a big wallet, which can hold 600 rupees, double what your first wallet holds. If you turn in all 24, then you will receive a giant wallet, which holds 1000 rupees. the female and male bugs of the same species are always found in the same area
Worms for fishing:
If you go into the fishing hole behind the sign at the very entrance there will 3 little mounds of dirt.
Turn into the wolf and dig these up, earth worms will appear, scoop them up in an empty bottle and use them as bait for your fishing hook to make fishing extra easy!
Malo Mart-Castle Branch and Magic Armor:
After donating 1000 rupees and completing the hot springwater sidequest, donate 2000 more rupees to Malo Mart. A new Malo Mart will open in Castle Town and magic armor will be available for purchase there.
Bigger bomb bags:
Score 25 points playing Iza's boat game by shooting jars on the way down to Lake Hylia. Yellow jars are worth 1 point and red jars are worth 2 points. After you score 25 points Iza's helper will allow you to carry double the bombs in all of your bomb bags. The amount of bombs in each bag depends on what type of bombs you are currently holding in each bag.
Unlockable How to Unlock Bomb Bag 1 Purchace from Barnes Bomb Shop in Kakariko after 2nd temple. Bomb Bag 2 Free the goron from the giant lava rock located underwater in zoras domain. Bomb Bag 3 Destroy the rock barriers for the River Canoe mini-game owner. Bomb Bag Capacity Upgrade (Double) Score 25 points or more on the River Canoe Mini-Game.
Bigger quivers:
Enter the large tent in Southeast Hyrule Castle Town and play the "STAR" mini-game. If you have the Clawshot, win level 1 of the mini-game to unblock the Big Quiver, with a 60 arrow capacity. If you have the Double Clawshot, win level 2 of the mini-game to unlock the Giant Quiver, with a 100 arrow capacity.
Bottle with Fairy Tears:
Bring 20 Poe Souls to Jiovani.
Unlimited Rupees:
Bring 60 Poe Souls to Jiovani
Alternate sword sheathing:
Just after killing a monster, press A to put away your sword. It will do the same sheathing move as when you kill a Boss or when you learn a new Hidden Skill.
Talk to Epona:
When you able to become both human and wolf, go to a patch of "Horse Calls" as a wolf. Press A to howl. Howl the song as indicated with blue lines, and Epona will come to you. Still as a wolf, go up to Epona and talk to her. She tell you to hurry up and turn back into a human.
Fairies:After locating the Gerudo Mesa and Cave of Ordeals in the Gerudo desert, you are able to unlock fairies and later Great Fairies at each spring around Hyrule. Smaller fairies can be bottled, restore 8 hearts when used, or when you run out of hearts. Great Fairies will give you a bottle full of Great Fairy Tears, which heal you full and temporarily boost your attack, provided you have an empty bottle and no Tears in your inventory already.
Both have an infinite supply once unlocked.
- Fairies in the Eldin Spring Complete 30 rooms in the Cave of Ordeals Fairies in the Faron Spring
- Complete 20 rooms in the Cave of Ordeals Fairies in the Lanayru Spring Complete 40 rooms in the
- Cave of Ordeals Fairies in the Ordon Spring Complete 10 rooms in the Cave of Ordeals Great
- Fairies in all springs Complete 50 rooms in the Cave of Ordeals
Sword moves:
- Ending Blow: When an enemy is on the ground, stab them.
- Shield Attack: This attack lowers an enemies guard and lets you attack freely. It is useful against armored foes.
- Back Slice: This move rather difficult to do. Lock on and jump around your enemy until you roll, then you swing your sword.
- Helm Splitter: After successfully using a shield attack you can jump above an enemy's head and attack in midair, landing behind them.
- Mortal Draw: As an enemy approaches you, press A. This will almost always kill the enemy.
- Jump Strike: Lock on with Z and hold A to unleash a powerful version of the jump attack. It hits multiple foes.
- Great Spin: Upgrade your spin attack to have a longer range and to do more damage. However you must have full health to use it.
Howling Stone locations:
Just before you enter the Forest Temple you automatically learn one move. Death Mt.: In the place with a lot of geysers. North Zora's River: Northeast of boat shop. North Faron Woods: At the beginning of the Sacred Grove maze. Lake Hylia: On a cliff at the south end. Climb up the ladder to get there. Snowpeak: Climb up the mountain, near the secret underground cave entrance. Forgotten Village: Jump through a window in the western building.
Golden bug locations:
The locations of all 24 bugs are as follows.
- Ant: Kakariko Village. The male ant is located on a tree to the right of the hole in the back of the Kakariko graveyard and the female ant is in the house just prior to the bomb shop on the west side of the village.
- Beetle: Faron Province, Hyrule Field. The male beetle is located on a tree in the southern portion of Hyrule Field. The tree is positioned between two raised land masses. As for the female, she is on a tree on the western side of the field. It is just south of the giant dirt patch.
- Butterfly: Hyrule Field east of Castle Town. Just south of the east entrance of Castle Town is a small flower patch containing the male. To find the female, she is on a vine-covered ledge just northeast of the east castle town exit.
- Dayfly: Gerudo Desert. To find the male you must search the southern part of the desert, almost dead center, north of the barricades. For the female, search the trenches at the southeast end of the desert (near the chunk of bridge). It is recommended that you do this at nightfall.
- Dragonfly: Zora's Domain. The male is on top of the hill at the southwest end of the domain. The female is right in front of the boating game shack.
- Grasshopper: Eldin Province, Hyrule Field. The male is at the entrance to Kakariko Village. The female is at the northeastern part of the map. This is best done at night.
- Ladybug: South of Castle Town. The male is on the vine covered pillar southwest of the gate. The female is near the three trees of the left side of the balcony.
- Mantis: Great Hylian Bridge. The male is on the wall of the northern half of the bridge. The female is on a rock just south of the bridge. It is easier to find her by looking at the bridge.
- Phasmid: Eldin Bridge. The male is on the arch on the south end of the bridge. The female is on a cliff to the north of the bridge. You will need the Clawshot.
- Pill Bug: Kakariko Gorge. The male is on the southern end of the bridge. The female is found by some flowers on the southwest corner, north of the bridge.
- Snail: Sacred Grove. The male is on the inside of the southwestern alcove. The female is inside the Temple Of Time, on west side of the staircase.
- Stag Beetle: Hyrule Field north of Castle Town. The male is near a tree on the east side of the bridge. The female is on the northern side of the field, above a bombable entrance to an icy cave.
Master Sword:
When trying to find the master sword, you will come across a puzzle with two giant stone guards that need to be guided back to their original places before you can get the master sword. Follow this pattern to complete the puzzle: left, down, right, right, up, left, up, up, left, down, down, right, and up. You will now get the master sword!
The Legend Of Zelda: Twilight Princess Wallpaper
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