City In The Sky

Ah, the city of the Ooccas. They might as well be intelligent chickens for all the help Ooccoo’s given you during the game; we’d gotten to this point without ever using him/her/it once. Still, though, now that you’re here, you may as well look around for the last shard of the Twilight Mirror.

1F: Pool Area
Before you even get out of the pool here, look around for a pair of chests underwater. Use your Iron Boots to get to them for some Rupees and some bombs. Then, get up and out of the water and head west towards the shop. Use your Iron Boots to avoid being blown away by the gusts of wind. Buy anything you want, but talk to Ooccoo to get her back in your bag. With that done, head back out to the pool and proceed to the north to enter the dungeon proper. You’ll be blocked from entering the door to the north, but if you pop the crystal above it with an arrow, the gate will open, giving you access.

1F: Foyer
The ooccas here act just like chickens; pick them up and run off the edges of the platforms to glide to the next one. Do this to reach the middle platform, then clawshot your way up to the vine-covered pillar above you, then repeat the oocca flight procedure to reach the north end of the room.

1F: Entrance Hall
Three doors, three sections of the city to explore. Your first goal is to head west, where you’ll fight the miniboss and gain the new item from the dungeon. But first, you’ll have to head east to obtain a key required to open up the western door.

Begin by heading up to the northern door, but not heading through it. After going up the stairs, take a right and aim your clawshot at the metallic grid covering the window. Fly over the gap, then jump down to the grey stones in front of the door heading to the east, then head through.

Eastern Wing

1F: External Transition
Take a right from the door here and clawshot your way across to the vines on the other side of the gap. There’s a spinner hole near the jars, so drop your spinner inside and go to town! When you’re done tapping the B button, you’ll have extended a bridge leading off to the east. Clawshot back across the gap and head across it, but keep your iron boots handy, lest you get blown off!

1F: Clawshot Room
All you can currently do here is follow the left wall, hop across the small gap, then clawshot your way off to the right and drop down to find a Small Key in a chest. Clawshot to the metal grid, then hop your way back to the door and return to the Entrance Hall. The dragon that inhabits the castle will destroy the bridge; guess you’ll have to find another way to return!

When you’re in the Entrance Hall again, head out the western door.

Western Wing

1F: External Transition
In order to get from the Entrance Hall to the interior section of the Western City, you’re going to have to pass through an open-air section of the area. Unfortunately, again, there’s no bridge! To make one, take a left from the door, kill the man-eating plants, and use the spinner hole at the end of the walkway. Unlock the door with your key to move on.

1F: Fan Room
First off, move to the left of the entrance and defeat the slug there. Move out to the jars nearby and face north to see a red crystal. Go ahead and tag it with your clawshot to shut off one of the fans farther along in the room, then retrace your steps back to the fans that are blocking your path. Use your iron boots to pass through the first fan jet, then use the clawshot on the vines to get past the second fan.

You can head out the door to the west to nab the Dungeon Map. When you have it, return to the Fan Room and head south, across the grey blocks where the fan you shut off was blowing.

1F: Jump Jump Room
What will Kris Kross make you do? Oh, right: jump jump. Prepare to do a lot of it here.

Head to the southern wall first and jump one, two, three times. The third jump is a bit of a trick; the tile on the far edge of the jump is actually one of those hidden worm monsters that you last encountered way back in the Forest Temple. Kill it with your boomerang before jumping.

Jump to the north from this point. You can jump east to find a chest with 10 Rupees in it, if you wish, but your destination lies to the west, young man. Kill another tile creature and wait for the winds to die down before jumping around to the southern door.

1F/2F: Lizard Room
You come out to a room with two armored lizardmen on the south side. You can snipe them with arrows, if you like, or just finish them off with one bomb-arrow apiece. Doing so will open a gate above you. Clawshot to the vines on the south side of the room, climb up, then clawshot the chandelier in the middle of all the ooccas. Doing so will cause a fan to come on in the center of the room. Grab an oocca and jump out towards the fan jets while it’s active. Doing so will lead you to the exit on the 2F North side of the room.

2F: Oocca Riding Room
As soon as you enter this room, look up at another chandelier and clawshot it. Doing so will reveal a chest nearby. You can grab an oocca and jump to it for a 20-Rupee piece, if you like. Regardless, use an oocca and head into the jetstream in the center of the room. There’s another chest with a 50-Rupee piece in it on the far eastern side of the room, but your goal is to reach the easternmost jetstream and let it blast you and an oocca to the north.

When you’re on the northern half of the room, float over to the eastern platform and pull down the chandelier there. That’ll start a jetstream off to the west. Float to it, and it’ll push you up to a gap in the wall leading to the western half of the room. Head through the exit to the north.

2F - B3: Riding The Wind
This is a very tall room, with five full stories of dungeon inside of it. You eventually need to get all the way to the bottom, but first you might want to try latching onto the chandelier on the uppermost floor here and using it to open a doorway below. That leads to the same room where you obtained the dungeon map earlier, so there’s no pressing need to visit it right away.

Instead, grab an oocca and start gliding down to the bottom of the room. You have to glide from platform to platform while avoiding the jets of wind that travel horizontally; they’ll push you out into the ether and cause you to restart. Still, your goal is to reach the bottom of the room and head through the western door there.

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