Challenge 2
This challenge consists on floor6 – 18. This challenge will appear after completing Arbiter’s Grounds and watching the cutscene about Ganondorf’s imprisonment.
Floor 6: Four Bokoblins
Drop off the left or right side of the balcony and move along the wall. Then press and hold B and wait for any of the Bokoblins to file in, and then release B. The energy field attack kills almost everything in one hit and the Bokoblins aren’t known for their stunning wit and lightning-fast speed, so keep unleashing the energy field attacks while they sluggishly meander your way is a safe technique.
Floor 7: Eight Keese
Do not let the Keese group up or things will be tough. Either quickly pick them off one at a time or use your energy field attack to defeat several at once if they start gathering.
Floor 8: Six Baba Serpents
There is a dig spot with a single Heart in this room. The Baba Serpents in this room are Piece of cake. Simply ZL Target a Baba, hold forward and press the A button; Link will take care of the rest.
Floor 9: Four Helmasaurs
If you are an impatient player then these dinos are really a headache for you, but you can tackle them with brain. Jump toward the side of the room that is the furthest from any of the Helmasaurs.Then slowly reach to them, and then let them charge you.
ZL-target them and press A while holding forward on the Left Analog Stick. A single jump attack on their oh-so-tender hindquarters is all it will knock out them.
Floor 10: Nine Torch Slugs
Check out the ceiling before getting into this room. You’ll see many Torch Slugs ready and waiting to ambush. Move to the edge of the balcony to force three of the Slugs drop to the ground.
Now get down and carefully defeat those three, then get another set of the three to drop by looking at the ceiling and slowly walking toward them, ready to jump back the second you hear their dropping sound. Defeat them too, and then repeat this one more time for the final group and you’re good.
You can use your energy field attack if you want more safety. This prevents the Slugs from hitting you with their flame discharge attack in case you miss one.
Floor 11: Six Red Tektites
Use your energy field attack on any Tektites to quickly take out this room.
Floor 12: Three Bulblin Archers
There is a dig spot with a single Heart in this room. It is very hard to get out of this room without taking damage. The best method we found to deal with these archers is to circle the room and do a jump attack (ZL-target, hold forward, press A) once on each one, then circle the room and do it a second time.
The jump attack knocks the Bulblins onto the ground, stopping them from firing at you until they get up again. As an added bonus, when they get up they usually aren’t targeting you again unless you happen to be near them.
If you do your jump attacks on right time, you can also knock their arrows out of the air as they fly your way. Two attacks are required to kill an archer.
Floor 13: Three Dodongos
Stay away of the grates at all times and try to stop the Dodongos from grouping together by focusing on one at a time and do it carefully. Also avoid ZL-targeting the Dodongos until just before you’re ready to strike.
ZL-targeting slows you down, making it much harder to get to the Dodongos’ tails and also making you much easier to hit with their fire breath. Wait for a Dodongo to breathe fire before attacking. Once it starts breathing fire from of its mouth, go behind it and jump on it three times quickly. Do this for all three to clear the room.
Floor 14: Every Flavor of Chu
Eight pots can be found in the room containing a yellow Rupee (10) in it. This room is easy under almost any circumstances. You can stand in the center of the room and use your energy field attack to kill large groups of the rainbow jellies or just hold the ZL trigger, hold forward, and mash A to jump attack your way through this room. Just pay attention and you are good.
Floor 15: Ghoul Rats
This room is easy. Just turn on your wolf sense and start spin attacking all of the Ghoul Rats in the room. They aren’t hard.
Floor 16: Fifteen Bubbles
There is a dig spot with an orange Rupee (100) in this room.
The energy field attack is very useful in this room. Things can get out of control very quickly here, but if you use your energy field attack on any nearby groups of Bubbles, you can keep things under your control. You just need to avoid the quicksand as much as you can.
Floor 17: Stalkins
Use the energy field attack to quickly clear the room. Don’t let the Stalkins come near you and that’s it.
Floor 18: Two ReDeads, Poison Mites
Ignore the Poison Mites in the room. Rush either one of the ReDeads and do a jump attack on it. This will make Link to chew on the ReDead and incapacite it while doing so.
As soon as Link jumps off your chosen ReDead, instantly jump attack again and hit that A button one more time to take it down. Repeat this for the remaining ReDead and you’re done.
2 challenges have been done and one left. The next one is not so hard, but you’ll have plenty of time to prepare before you run into final challenge.
Challenge 3
This challenge consists on floor 19 – 38. This challenge is unlocked during your visit to the Palace of Twilight when you acquire the light-infused Master Sword.
Floor 19: Three Skulltulas, Five Deku Babas
This room is very easy if you what are you doing. Get down and focus on any enemies directly beside you to keep things under control. Once you’ve killed them, get to another enemy and kill it carefully. Repeat this until all the enemies in the room have been killed.
Floor 20: Ghoul Rats, Three Helmasaurs
This room is hard. Three Helmasaurs are roaming around the room. They aren’t a problem were it not for the Ghoul Rats that latch onto and slow you down, making you an easy target for Helmasaurs. Watch out for the ledge of the balcony and find out where the Helmasaurs are.
Now, approach the balcony in the area closest to you with the fewest Helmasaurs. After landing, turn on your wolf sense and kill any nearby Ghoul Rats while being careful any nearby Helmasaurs. After clearing the immediate area of Rats, start slowly making your way toward your nearest Helmasaur.
Try to carefully bait the Helmasaur into charging you, side-step out of the way, then attack its all-too-vulnerable hindquarters. Do this for the other two Helmasaurs while defeating any Ghoul Rats you see in the interim.
Floor 21: Two Lizalfos (Skull Face), Four Armos, Six Bokoblins
This room is very hard to complete without taking damage, so be ready for it. Your purpose here is to avoid waking up any of the Armos on the four corners of the room while taking out the Lizalfos and the Bokoblins.
Once taking out all of the Lizalfos and Bokoblins, you can challenge the Armos one by one. Take caution to avoid using the energy field attack if an Armos has entered the energy field. Hitting them during the attack will just make Link bounce and cancel his attack prematurely, leaving you wide open for the Lizalfos and Bokoblins. You can make this room easier by some ways. First, Jump off of the left or right side of the balcony and try to get as much in the middle of the north or south walls as possible. After landing, start holding B and wait for any of the Bokoblins or Lizalfos to enter your energy field, then release and repeat.
Now the 2nd way: Jump into the middle of the room, then instantly do a spin attack (rotate the Left Analog Stick in a circle and press B). This attack will knock down the nearby enemies, which will give you time to immediately follow-up with an energy field attack as soon as an enemy enters the energy field. Continue to use your energy field attack until all of the Lizalfos and Bokoblins have been killed.
Floor 22: Four ReDeads, Eight Deku Babas
The ReDeads are the biggest threat in this room. You need to lower this threat as fast as possible. Focus solely and completely on the ReDeads until they’ve been killed. Once the undead no longer walk amongst the living, the Deku Babas are little more than overgrown house plants.
Now focus on each Armos one by one. Make sure to jump back as soon as they start to malfunction. They begin swinging their hammer around wildly, which is an attack that is very easy to get hit by. Once you kill all four Armos, you are done.
Dillik says
The first sentence of Floor 36 needs cleanup.
Dillik says
The header for Floor 30 got mixed into the list from Floor 29.
Monkeyking says
if you jump on links wolf head you can also dig and get 100 more rupees
Hyrulianfamilycat says
Jumping down to the final floor, I am literally frozen halfway off the ledge while the room continues to move around me. Why ?
ProxEndreeper says
On Floor 29, I found a strategy that works pretty well, basically you sidle up to the armos on their sides, until they detect you. But be careful not to go in front of them, as that causes the door to open. Now lure the Armos away from the doors and defeat it, keeping in mind to avoid triggering the other Armos and the door. Once you defeat the first Armos, their door will open. Now just lure out the enemies and defeat them before moving onto the next Armos. Rinse and repeat. I did this and was able to keep almost all my hearts I had going in, except for 1/2, which I lost to a Rat.
Blake Gunn says
Why do the makers of this dungeon love ice so much
Brandy Moen says
Floors 34 and 38 is missing.