Cave of Ordeals

The Cave of Ordeals is a mini-dungeon in The Legend of Zelda: Twilight Princess.

Found in Gerudo Desert where the bridge Link moved used to be, this large cave is made up of 50 rooms, most housing a set of enemies (every ten rooms there is a Great Fairy that will release healing fairies into one of the four springs). These enemies get progressively harder as Link progresses through the cave. Every 10 floors, fairies are released in the springs of the Light Spirits. The final prize is Great Fairy Tears and the releasing of Great Fairies to each spring, where Link could get a bottle of Great Fairy Tears whenever he wishes, considering he doesn't already have some. The Cave of Ordeals is very similar to The Legend of Zelda: The Wind Waker's Savage Labyrinth and is incredibly difficult.

General Strategies
The Cave of Ordeals has no puzzles but contains 45 hostile rooms containing hundreds of enemies, including most instances of some of the toughest foes in Twilight Princess. None of the enemies within the cave will drop hearts or ammunition for any of Link's gadgets, leaving only green, blue, and yellow rupees. There is also no way out of the cave without starting over. Other than a few buried hearts or taking very quick action to bottle Chu Jelly of the right color (before the Purple ChuChu assimilates them), the hero is forced to heal with only what he carries in from the start. In order to succeed, Link will have to defeat all the enemies in the cave while conserving both hearts and resources.


 * Arrows are the most valuable limited resource, especially between Room 25 and Room 45, when they cannot be refilled.
 * Arrows and Bombs are interchangeable with hearts in that using them preserves hearts by keeping Link safer than using a sword. Use your best judgement to decide whether to use bombs, arrows, or Bomb Arrows rather than get close with the sword, bearing in mind the significantly more difficult later rooms where the ammunition may be sorely needed.
 * If something takes more than one arrow hit to snipe, consider attaching a bomb to make the arrow better. The ability to abuse this is a good reason to pack 180 regular bombs, and the main reason one will want 100 rather than 60 arrows.
 * Always see if the Clawshot, Gale Boomerang, or Ball and Chain can kill or retrieve enemies, or otherwise make the fight easier before jumping down to the next room.
 * Enemies whose attention can be attracted early either with the boomerang or Slingshot may be candidates for killing with ledge bombs. Ledge bombing is performed by drawing the enemy to the balcony leading to the previous room before Link actually jumps down. Link may need to perform certain maneuvers, such as hanging down from the ledge, a Clawshot target, or shifting his position slightly after dropping the bomb, depending on the enemy, in order for the bomb to properly connect.
 * Wolf Link has less defense than Human Link's Hero Clothes, but its relatively fast jump attack may be useful against nimbler enemies such as Rats or Keese.
 * The hero of the Gamecube version is slightly disadvantaged due to a less convenient Spin Attack.
 * The hero of the Wii version is slightly disadvantaged because it is easier to overswing near a ledge (causing Link to fall over or hang on for dear life) and arguably inferior aiming control with ranged weapons on the Wiimote.
 * Look before you leap.

Required Items

 * The Spinner is needed to progress beyond room 11.
 * The Ball and Chain is needed to progress beyond room 21.
 * The Dominion Rod is needed to progress beyond room 31.
 * The Double Clawshots is needed to progress beyond room 41.

Highly Recommended Items

 * The 100-arrow Giant Quiver may be the most important optional upgrade if the hero is not confident in using Bulblin Tower Archers to restock arrows. A few well-placed arrows can translate to numerous saved Hearts.
 * All three Bomb Bags.
 * At least three Bottles; but few heroes have less than four by this point.
 * Hidden Skill: Back Slice
 * Hidden Skill: Jump Strike
 * At least twelve or thirteen full Heart Containers; at least fifteen or sixteen if you only have the 60-arrow Quiver and cannot confidently retrieve a Bulblin Tower Archer's missed arrows. The tighter ammunition will translate to more damage sustained.

Useful Items

 * The Giant Bomb Bag upgrade.
 * The Hawkeye.
 * Any other Hidden Skill.
 * More heart containers.

Magic Armour
The Magic Armour is a useful item to have in order to make it through the cave as quickly as possible. Its ability to make Link invincible in exchange for rupees allows the plentiful rupees dropped by the enemies in the cave to become "healing" items. On the other hand, it has limited application in most rooms, and the drain becomes quite significant in long fights against multiple copies of difficult enemies.
 * The 1,000-rupee Giant's Wallet is a useful item to have if using Magic Armour. It does not need to be full when you enter; one can potentially gain several hundred rupees throughout the cave.
 * If your wallet is full at the start, stagger the use of Magic Armour throughout the more troublesome early rooms - you may save a heart or two and will easily gain back the rupees.
 * Remember that even with the armour on, Link will still take knockback.
 * Always consider briefly using the armour whenever you have a full wallet and have any chance of losing hearts in any room.

Supplies

 * As many arrows as Link can hold; preferably 100.
 * At least 90 bombs. Regular ones are preferred. However, if Link has the upgraded bomb bags, he can afford the luxury of a sack of Bomblings.
 * All bottles full of healing items.
 * Blue Potion and Blue Chu Jelly are worth nearly as many hearts as you have containers; they are the most efficient healing item. Conserve their use and remember to drink before dying.
 * A Fairy is worth eight hearts, but will save your life if you make a mistake. Having one or two is recommended; as few as the hero is confident taking.
 * Great Fairy Tears and Rare Chu Jelly boost attack in addition to recovering hearts and are the best healing item in the game. The extra attack boost may be of some utility, but actually using a bottle of tears defeats one of the purposes of visiting the cave, which is to get a bottle of Great Fairy Tears. The attack boost is likely to have limited relevance due to the length and number of enemies within the cave in any case.

Room 1
An easy and simple start to a long and dangerous "mini"-dungeon.
 * 1st time: 1 x Blue Bokoblin
 * 2nd time: 1 x Red Bokoblin

Room 2
The Gale Boomerang can be used to scoop up Keese from the balcony. Targeting each individually can be difficult (especially with the Wiimote), but multitargeting the floor and walls will make the boomerang's tornado scoop up any Keese it runs into as it moves between the points. This tactic is useful throughout the Cave of Ordeals against the various types of Keese.
 * 3 x Rats and 3 x Keese

Room 3
The Baba Serpents lining the ceiling can be severed with the Gale Boomering at no expense.
 * 4 x Baba Serpent (3 on the ceiling)

There are hearts buried in the center of this chamber.

Room 4
A Shield Attack followed by several slashes will destroy a Skulltula. If they are not facing Link, one Jump Attack will destroy them.
 * 3 x Skulltula (grounded)

Room 5
Bulblin Archers are the only enemies besides Bubbles that can hurt Link while he is on a balcony. They can be sniped quickly from the ledge or dealt with at close range. If Link does jump down, he should stay moving until he is facing only the last one.
 * 3 x Bulblin Archer

Room 6
A single hit from the Clawshot will kill a Torch Slug. All the ones on the roof are within reach from the balcony. Then, drop down on the remaining Torch Slugs, targeting and clawshotting each in turn.
 * many x Torch Slug

Room 7
Stray Keese can be a surprising nuisance when Link is forced to concentrate on larger enemies. Use the Gale Boomerang to first clear or thin out the flock of Fire Keese from the balcony, then jump down to deal with any stragglers. The Dodongo's are not hard to separate, and can be dealt with one at a time either with an arrow into the mouth, the Back Slice, or any combination of maneuvers that lets Link safely strike its tail. They can also be sniped from the balcony with three arrows to the tail, but this is very early on to be wasting six arrows. If Link has the Giant Bomb Bag upgrade however, he could easily afford sniping one with a Bomb Arrow.
 * Fire Keese
 * 2 x Dodongo

Room 8
Link will have to deal with these enemies with his sword. Jump down, allow them to surround Link, then Spin Attack. This is somewhat more difficult on the Gamecube due to inferior accessibility of the uncharged Spin Attack.
 * 4 x Red Tektite, 2 x Blue Tektite

Room 9
On the second time through the cave, it is wise to snipe two of the easier to target Bulblin Archers from the balcony to avoid taking too much (or any) damage on the ground. However, Link should not snipe if he cannot do it quickly and accurately enough to avoid expending too many arrows or taking too much damage.
 * 1st time: 2 x Bulblin Archer, 2 x Lizalfos
 * 2nd time: 4 x Bulblin Archer, 3 x Lizalfos

Jump down into the room and roll around, staying on the move and dealing with the Lizalfos first as quickly as possible. Spin Attack and Back Slice are very effective against Lizalfos, and will also deflect incoming arrows. Once the Lizalfos are dead, turn on any remaining archers.

Room 10 (Great Fairy)
The Great Fairy in the Cave of Ordeals will not heal Link. He will also need the Spinner to continue from here.

Room 11
This is a deceptive room and the first one with a serious chance of knocking out a good chunk of your life. Once you go past the ledge, a swarm of rats will come charging out of nowhere, and can deal Link a lot of damage in a hurry either by exposing him to Helmasaur charges, or by nipping at Link while he concentrates on the Helmasaurs.
 * 3 x Helmasaur, many x Rats (buried)

Before proceeding, Clawshot away the Helmasaurs' armour and throw them behind you to avoid them getting in the way.

It is possible to lure all of the rats into spawning by using the room's Clawshot targets and lowering somewhat without landing. Once some or all rats have been lured out, it is then possible to draw them back to the balcony and destroy most or all of them by dropping a bomb over.

Alternatively, some or all of the de-armoured Helmasaurs can be sniped either with two arrows or a single bomb arrow. This is a relatively expensive alternative if Link cannot confidently ledge bomb, but without them around, the swarm of rats alone becomes vastly less dangerous.

If taking the room by force, leap down to a place well clear of any Helmasaur. Thin out pursuing rats with a Spin Attack as quickly as possible, then deal with any stragglers, and finally the Helmasaurs. Consider briefly turning on Magical Armor - there is plenty of chances to recoup any rupees lost here.

Room 12

 * 1st time: 1 x Giant Purple ChuChu
 * 2nd time: 2 x Giant Purple ChuChu

ChuChu are slow and are "soft" targets, meaning they can be damaged and killed with the Clawshot. Large ChuChu will split into progressively smaller individuals with each hit; the smallest size will splatter. With any luck, you can do almost all of your killing from the balcony.

On the 2nd time through the cavern, there are two Giant Purple ChuChu. However, ChuChu jellies have a maximum size, meaning that the two giant jellies will eventually merge, if they haven't already by the time you arrive, to form only a single Giant of the same size. On the other hand, a Giant ChuChu requires only the equivalent of five Small ChuChu in order to form. If Link does not kill at least four Small ChuChu before they begin remerging, the group will again form a Giant with the equivalent size of eight small jellies.

Warning: Never drink Purple Chu Jelly.

Room 13
Chu Worms are destroyed by pulling out the worm within the bubble using the Clawshot. Drop down away from all of them and attack them one at a time. Bomb Arrows are also an effective and even safer way of killing them. This is an option if the worms are positioned to make a safe landing difficult, but there are much more dangerous enemies in later rooms where Link could use the ammunition.
 * 4 x Chu Worm

Room 14
Link can reach many of the Bubbles with his Clawshot, but this may be more trouble than it's worth. The number of Bubbles noticing him can be reduced by dropping carefully off the ledge rather than jumping into the middle of the room. The bubbles can also be killed with bomb arrows, though this may or may not be a good option depending on how tight Link's ammunition is.
 * many x Bubble (inactive)

Room 15
Bulblin Infantry are slow and large targets. Avoid locking onto one at the expense of facing several others and avoid moves that take Link time to recover from. This is a good rule of thumb for any room containing large numbers of medium-sized enemies.
 * many x Bulblin Infantry

Room 16
The Keese can again be scooped out of battle from the balcony. Consider using Wolf Link due to his swiftness on the attack, but bear in mind he takes double damage compared to Human Link in Hero's Clothes.
 * Rats and Keese

Room 17
The Poes within the Cave of Ordeals each need only be dealt with once, and will not respawn if destroyed even if Link exits the cave before finishing - provided of course, that he does not die before saving.
 * Stalhounds (some may start buried)
 * Poe

If the Poe is present, dealing with it first may expose you to attacks by the Stalhounds, which will knock Link out of "senses" mode (and deal double damage due to Wolf Link's reduced defence). Dealing with the Stalhounds first as Human Link may result in getting hit by the Poe once or twice, but the Poe's obvious lantern motions just before striking and the infrequency of its attacks makes it fairly easy to avoid.

Killing the Stalhounds first, before switching to Wolf Link against the Poe will likely result in the least damage.

Room 18
No enemies are visible from the balcony, but enter with your sword already drawn. Jump down and roll quickly into the middle of the group of emerging Leevers. Wait for them to close in unison and then destroy them all with a single Spin Attack.
 * 8 x Leever (buried)

Room 19
There is usually a single small Purple Chu on the floor, but a large number will drop down once Link is on the ground. Rare, Yellow, Red, and Blue Chu may be present among the pack but will be assimilated by Purple Chu unless you act very quickly. You may wish to attempt bottling one if you have already used a healing item.
 * many x ChuChu

Large numbers of the small jellies can be killed before they merge. If they all merge however, the resulting Giant Purple Chu will contain only eight Small Purple Chu. ChuChu's can be killed with the Clawshot from safely from beyond their pounce range.

Room 20 (Great Fairy)
The Ball and Chain will be needed to continue.

Room 21
The supporting Ice Keese will cause a surprising amount of damage both due to their greater power and their freezing ability, which will make Link vulnerable to other enemies when he comes out of his "frozen" state. Scoop them out with the Gale Boomerang, or keep the Slingshot handy.
 * 5 x Blue Bokoblin, Ice Keese

Room 22
Ghoul Rats cannot be killed as Human Link. Switch to Wolf Link and reserve Spin Attacks to destroy any that become attached. A very cautious hero can scoop out the Keese and then snipe all the regular Rats with the Slingshot before dropping down.
 * Rats, Keese, and Ghoul Rats

There is a diggable spot with three hearts. It is one of the only healing opportunities in the area.

Room 23
Ensure Link's sword is drawn before descending. The attack power of Stalkin is quite minimal. However, there are enough here that there is a chance even a swinging Ball and Chain will let a hit through. A single well-placed Spin Attack will quickly thin out the army.
 * many x Stalkin (buried)

Room 24
This is the first room after Room 11 that can result in large amounts of damage; the ReDead can keep Link frozen for significant amounts of time, taking many hits if he attracts too many by accident. On his first journey through the cave, the ReDead Knights may already be awake. On subsequent attempts, they will be inactive. ReDead that are inactive (lying on the ground) are invincible until they wake up and thus cannot be sniped with bomb arrows from the balcony.
 * 1st time: 5 x ReDead Knights (active?/inactive?)
 * 2nd time: 5 x ReDead Knights (inactive)

Assuming the worst case involving both sleeping ReDead and a present Poe, have the bomb arrow handy, then carefully descend fairly near a corner. Quickly shoot the nearest ReDead twice. This is the fastest way to deal with it. The Poe will be lured quickly over and can be destroyed in that corner before the other ReDead (if they are awake and aware of Link's location) arrive. Ball and Chain the remaining ReDead.

If the ReDead are already standing, they can be sniped with two bomb arrows each. Clearing away one or two in this way will give Link much more space to work with and greatly ease the room. This will be true for any room containing active ReDead. The Hidden Skill: Jump Strike will destroy a ReDead Knight in a single direct hit, and can be executed from beyond its screaming range if carefully timed. Much safer is the Ball and Chain; two hits (once on the way out, and once on the way in) will destroy one from a safe distance. Note:if you are stunned, you have a last chance to backflip away just before you are hit. Don't try to hit the enemy, it will still hit you. Warning: Stand away from the door to Room 25 as it opens.

Room 25
Snipe the archer on the tower before exiting Room 24. It is difficult to do so with the Hawkeye due to the darkness, but his flaming arrow will give him away. If the arrows are avoided or blocked, Link can also restock his quiver with the spent arrows before they burn up, but this is inconvenient and takes some time. The two archers on the ground can also be sniped afterwards if desired.
 * 1 x Bulblin Tower Archer, 2 x Bulblin Archer, Bulblin Infantry

Room 26
Stalfos can be sniped by one bomb arrow each. To conserve ammunition however, it is best to descend into the room and draw the Stalfos into a cluster, destroying them with a single bomb arrow, or draw them to the balcony and destroy them with a single dropped ledge bomb.
 * 1st time: 3 x Stalfos (active)
 * 2nd time: 5 x Stalfos (active)

Room 27
The Gale Boomerang can be used to put the spiders on the ground to avoid surprises. The Bubbles can be fought a few at a time.
 * 3 x Skulltula (hanging), Bubbles (inactive)

Room 28
Using a ranged tool to attract the enemies' attention and getting them moving will provide you with opportunities to slay two or three at a time with a well placed ledge bomb or a single bomb arrow. This will conserve ammunition and still greatly reduce the risk once melee ensues. Nevertheless, even two Skull Lizalfos and six Red Bokoblin are not too difficult to take on with just the sword.
 * 2 x Skull Lizalfos, 6 x Red Bokoblin

Room 29
The three different enemies in this room can make things complicated, compounded with the fact that none of these enemies can be effectively sniped; the Stalfos are invincible until they wake up. Consider briefly turning on magic armour for the melee if you have it. Keep the bomb arrow handy, and try to draw as many enemies together (including both Stalfos) for a single shot.
 * 2 x Stalfos (inactive), Fire Bubbles (inactive), Stalkin (buried)

Room 30 (Great Fairy)
The Dominion Rod will be needed to continue.

Room 31
Arrows are required here. Shoot the three easily accessed Beamos from the balcony, then jump down, and roll into the cleared area. Finish off stray Keese, sniping the remaining Beamos only when the Keese are no longer threatening; they love darting in for a bite while you are aiming.
 * 5 x Beamos, Keese

Room 32
Active Bubbles (ones that are already flying rather than lying on the ground masquerading as a skull) have enough lift and detection range to attack Link on the balcony. Beware of this as you snipe.
 * 2 x Dodongo, Torch Slugs, Fire Keese, Fire Bubbles (active)

Use the Clawshot to knock out the ceiling Torch Slugs, then thin out the Fire Keese numbers by retrieving them with the Boomerang. Some of the flying enemies are Fire Bubbles, which you will not be able to scoop up, but it is possible to draw them up to the balcony (intentionally or unintentionally) by standing near the ledge. If a Fire Bubble is approaching the balcony, a swinging Ball and Chain angled down will reliably kill it before it can hit Link. They can also be lured into the hallway with a turning movement and slain from the balcony's relative safety,

The two Dodongos can be sniped with three arrows or a single bomb arrow but it is probably not worth sniping more than one.

Warning: Active Bubbles can see and attack Link on the balcony.

Room 33
If the Poe is no longer present, the room can be cleared entirely with the Ball and Chain, but Link can probably still afford the greatly increased safety of sniping one of them with two bomb arrows. If The Poe is present, one or two ReDead Knights should definitely be sniped before descending. Deal with the Poe in the cleared corner, then Ball and Chain the remaining ReDead.
 * 4 x ReDead Knight (active)
 * Poe

Room 34
Several ChuChu of various colors (mostly purple) will drop from the ceiling after you enter. Fighting them is complicated by the presence of Ghoul Rats.
 * many x ChuChu (ceiling), many x Ghoul Rat

Descend as Wolf Link with senses active. Attract and Spin Attack as many Ghoul Rats as quickly as possible, then run to the edge of the room. Become Human Link, and deal with the ChuChu with the Clawshot (if you are lucky and get a sparkling ChuChu, save defeating it till last, that way if you have lost any Great Fairy Tears or Rare Chu Jelly, it is easily replenished). Switch briefly back to Wolf Link to knock out any remaining Ghoul Rats.

There is a single heart buried in this room.

Room 35
The Freezard can be destroyed with the Ball and Chain from near (but not at) the edge of the balcony. Do not fall off before this happens unless you have cleared out the Ice Keese from the balcony.
 * 1 x Freezard, Ice Keese

Room 36
Room 36 is by far the most dangerous/expensive chamber in the Cave of Ordeals yet, and is a primary reason Link conserved ammunition in previous chambers. Each Chilfos will require two bomb arrow hits in quick succession to kill. They will begin moving evasively after the first hit, making (along with the smoke from the first bomb) the second shot significantly more difficult. If you do not land the second hit quickly, they will regenerate their javelin. Shoot all but one, and deal with the last using shield and sword.
 * 1st time: 4 x Chilfos
 * 2nd time: 7 x Chilfos

Room 37
The various Bubbles can be attracted (or pulled with Clawshot) to thin out or entirely eliminate their numbers before descending to deal with the Leevers if desired.
 * Bubbles, Ice Bubbles, Leevers (buried)

Room 38
Another difficult/expensive room - the Ice Bubbles greatly complicate things.
 * 2 x Freezard, 4 x Chilfos, Ice Bubbles, Ice Keese

Begin by attracting, pulling, or scooping the various flying enemies to kill them on the ledge. The Ice Bubbles threaten to disturb you on the balcony while shooting the Chilfos, which can cause you to waste precious ammunition.

Once Link's balcony position is at least reasonably safe, destroy all the Chilfos with bomb arrows.

Finally, descend to deal with the Freezards. Consider briefly using magical armour if you have it. Pick one side of the chamber and destroy the Freezard there with the Ball and Chain after luring out its breath. If more than one or two Ice Keese or Bubbles are still active at this point, you can expect to take some damage. Don't forget that the Freezard will break up into four Mini Freezards.

Once you have a side of the room to yourself, destroy the Mini Freezards, then lure out any remaining fliers before turning on the final Freezard.

Room 39
The most important thing to know about armoured Darknuts is that they are vulnerable to bombs.
 * 1st time: 2 x Darknut
 * 2nd time: 3 x Darknut

Darknuts in the Cave of Ordeals are vulnerable to ledge bombs if lured to the balcony; use this tactic if you have many bombs but are short on arrows. To do this, fire a bomb arrow at each Darknut to attract its attention and wait for them to gather beneath the ledge. Then drop bombs down - they can be targeted easier if Link stands at one of the side ledges and faces parallel. Be very wary of the Darknuts throwing their swords once you strip off their armour in this way. Not only can this attack hit you, the Darknuts are closer than they appear in this situation and the angle makes the attack impossible to block with the shield. If Link is standing near the edge, he stands a good chance of being prematurely knocked down.

Another way to deliver bombs is to descend and attract the Darknuts into a group, then run circles around the chamber. Because they are slow, they will soon be spinning around in a tight group near the middle of the room. Throw a bomb there, and continue circling tightly to keep them in the same place. This can be more difficult to do, but is the only option if Link has bombs but not arrows.

The third, easiest, but most ammunition-intensive way to deliver bombs is with bomb arrows. Never fire directly at them, nor at the ground in front of them. Instead, try aiming at the ground beside or behind them. As the number of Darknuts increases, the chances of a bomb arrow blast getting through to at least one of them is increased. Try to avoid situations where you end up with one fully or almost fully armoured and one or more completely unarmoured Darknut.

If neither bombs nor arrows are available, the best bet is to strip off their armour using Backslice. Helmsplitter may work, but is riskier because any Darknut beside the target has a very easy time attacking and interrupting. Some say Mortal Draw is also usable, but is riskier yet, as the Darknuts swing quickly and have a significant advantage in reach. Remember that Mortal Draw is only effective after the Darknut has committed to an attack.

An unarmoured Darknut is nimbler than an armoured one and is invulnerable to any blow not dealt from directly behind him until he is put into an "unbalanced" state. To do this, either land a Jump Attack (or Jump Strike), or land any blow from fairly close to directly behind him. Unarmoured Darknuts normally dodge Jump Attacks. To land one, attack to cause him to commit his stance to parrying before launching the jump attack. A Jump Strike will usually land if time correctly, but it may be difficult to hit more than two Darknuts simultaneously. Any that aren't hit will interfere with your attacking the vulnerable one. The same problem exists for using the Backslice, since even if it gets through, the other Darknuts present may kick or attack you. Occasionally, an unarmoured Darknut will also interrupt the charging process of the Jump Strike by lunging forward to attack.

Once the unarmoured Darknut is "unbalanced", he will be vulnerable to regular sword blows for about four hits.

Room 40 (Great Fairy)
The Double Clawshot will be needed to continue.

Room 41
The Armos can be drawn one at a time. Circle around on foot to land three hits, or use Back Slice if the Armos has accelerated. Block or get out of the way after the third hit to avoid taking damage from its death throes.
 * 9 x Armos

The Ball and Chain will stun an Armos. If Link accidentally draws more than one of them, spinning the ball can keep several stunned at once. Link can also opt to Clawshot to safety at any time if he has attracted too much attention, and wait until the Armos deactivate.

It is also possible to position Link behind all of the Armos by using the Double Clawshot to cross the room without awakening any of them. This allows direct attack with the Ball and Chain in relative safety.

Room 42
The biggest risk in this room is being drawn too close to the ring of Baba Serpents and being snatched and hit by them in addition to the Red Bokoblin. The latter will make a credible attempt at luring you into the ring. Hop down near a corner and beat up assaulting Red Bokoblin until they die or retreat. During these lulls, search for vulnerable Red Bokoblins standing too far from the Baba Serpents and stab whenever convenient. If none are, dart in and kill a Baba Serpent to open up more space.
 * 6 x Red Bokoblin, 6 x Baba Serpent

Room 43
Three of the six Bulblin Archers can be sniped fairly easily, and another two with more difficulty. It is very adviseable to get rid of as many as possible so that Link does not take too much damage from arrows while meleeing with the aggressive Skull Lizalfos.
 * 3 x Skull Lizalfos, 6 x Bulblin Archer

Room 44
As in Room 17, it is probably best to deal with the other enemies before fighting the Poe if it is present. Attacks by the Dynalfos will deal a lot of damage to Wolf Link (up to one and a half hearts in some cases) and knock him out of "senses" mode. However, it is sometimes possible to lure the Poe out first on its own.
 * 4 x Dynalfos
 * Poe

The Dynalfos can also be sniped with bomb arrows or attacked with ledge bombs if their attention is gained first. This is of course a doubly good idea if the Poe is present, and in any case can easily result in two dead Dynalfos for a single bomb or bomb arrow. Preemptively killing some of the Dynalfos will greatly simplify the melee, where virtually all of Link's Hidden Skills will be very effective. If you find you have a surfeit of ammunition though, go ahead and bomb-arrow all of them.

Warning: Stay away from the door to Room 45 as it opens.

Room 45
This is the last easy room in the Cave of Ordeals, and the only one that is easier on the second time through than on the first.
 * 1st time: 5 x ReDead Knight (active?), 2 x Bulblin Tower Archer, ChuChus
 * 2nd time: 5 x ReDead Knight (active), 3 x Bulblin Tower Archer

Take out the tower archers first. If Link has cleared the cave before, there will be a third tower in the middle-back of the room in place of the ChuChu's. This is the hardest tower, as it has an enormous range of fire and is difficult to snipe. Aim, shuffle forward, and shoot when you see the Bulblin light its flaming arrow. The other two tower archers can be sniped with the Hawkeye, as they will be visible even in the darkness before they can fire on Link.

Link will have the option to snipe some or all of the ReDead Knights with bomb arrows, and if he has the bombs, he can potentially gain any needed arrows by recovering missed shots from the tower archers before killing them. Killing all the ReDead Knights will take ten bomb arrows which may be easily affordable at this point if Link has been conservative, but just clearing out one or two will make the fight enormously easier by giving Link a safe landing spot and much more room to work with. He should use the Ball and Chain to kill any remaining ones.

If the slow-moving ChuChus are present, they will eventually merge into a Giant Purple Chu and can be left for last. With so many ReDead in the room though, it probably is not worth trying to bottle one of the unique colors before they are assimilated.

Room 46
The Ghoul Rats in this room will complicate your fight against the Freezards.
 * 2 x Freezard, 3 x Chilfos, Ghoul Rats

Begin by sniping all Chilfos with bomb arrows, before dropping down as Wolf Link with senses active. Attract Ghoul Rats and Spin Attack while running to a side of the chamber not occupied by a Freezard. Once all or most of the Ghoul Rats are gone, switch to Human Link to deal with the Freezards. Again, remember that they will split into four Mini Freezards each.

Room 47
Ensure Link's sword is drawn before descending. Room 47 bears the distinction of being the most heavily populated room in the entire Cave of Ordeals. There is no serious threat, but the very large number of enemies guarantees you will take some damage. The fast attacking Rats are especially annoying. The Wii version's easier and faster Spin Attack will be a blessing.
 * 1 x Blue Bokoblin, many x Stalkin (hidden), many x Rats (hidden)

Consider briefly using magical armour, but bear in mind you will need it more in the next room if you have it.

Room 48
The Darknut's armour can be stripped away with bombs, but do not do so first if you opt to begin by slaying the two Aeralfos first. Aeralfos are dealt with by shooting a projectile to reveal their shield, using the Clawshot to pull them down, and then attacking while they are grounded. This room is a very good candidate for magic armour.
 * 2 x Aeralfos, 1 x Darknut

Dealing with the Aeralfos first will take some doing. The Darknut will be a slow-moving but constant menace and will compound greatly with the fact that one Aeralfos will often end up covering for the other. It is also easy to drive a grounded Aeralfos near the Darknut, where it will be protected by the Darknut's large attack range. Dealing with the Darknut first will open Link to a few of their diving attacks, but will nevertheless probably be faster, easier, and less damaging.

In the latter case, first strip off the Darknut's armour with bombs delivered from the balcony. Then, put on magic armour and attack the unarmoured Darknut. Link's movements when performing the Backslice or Jump Attack will help Link avoid many of the Aeralfos' dives. The Aeralfos can knock Link over if they hit, but they do not attack very often if left alone and do not deal that much damage (half a heart, or 20 rupees). With no other enemies on the ground, the single Darknut can be killed quite quickly before Link turns on the two Aeralfos.

Room 49
Similar tactics to Room 39. Be aware of the Darknut hiding just underneath the ledge.
 * 1st time: 3 x Darknut
 * 2nd time: 4 x Darknut

Room 50 (End)
Congratulations, you have beaten the Cave of Ordeals! Speak with the Great Fairy once more to claim your  Great Fairy Tears. The tears can be replenished for free at any Spirit Fountain, but you can only have one on you at any time. On each subsequent clearance of the cave however, you will be awarded an additional bottle of Great Fairy Tears. On the second time through the cave, the lost Postman will appear on the right side of the ledge overlooking the chamber.

Glitch
On the GameCube version of Twilight Princess, when one is in the Cave of Ordeals, by standing on any balcony between the torches, the torches can be extinguished with the Gale Boomerang and the next door will open. This has also been confirmed for the Wii version.

Trivia
The Cave of Ordeals is similar to the Pits of 100 Trials in the later two games in the Paper Mario series, though this cave only holds 50 "trials", including fairy fountains (another reference to the Paper Mario games that have rest areas where you can buy health-restoring items).