Palace Noir

is a TFH: in. It is the second TFH: of TFH: TFH:, preceded by TFH: and followed by TFH:.

Themes and Navigation
Series: is a dark mansion haunted by ghosts. Nearly all its chambers are pitch dark, with only a few NaN Torchlights lighting its corridors. It is home to several large libraries, including a great central hall where the TFH: is fought. Because of how dark its rooms are, the TFH: and the TFH: become very useful here.

In Stage 1, the NaN Linkss enter the mansion's dark foyer. A TFH: floats around the room, but is invulnerable to the NaN Linkss' attacks. To the north, the NaN Linkss will find the TFH:, while the TFH: are found to the right side, and the TFH: to the left. Taking these items will activate the TFH:, however it is barricaded by double doors that will only open once all the room's NaN Torchlights are lit and the TFH: defeated. Two NaN Torchlights by the door can be lit with the TFH:. Two more NaN Torchlights rest on tall pillars, whose height can be reached by taking the stairs north. To light the TFH: on the right side, one TFH: must form a fireball with his TFH: while another TFH: shoots an TFH: through it, setting the TFH: on fire. In a single-player game, this can be done by sending a fireball bouncing up the stairs, then switching to the TFH: with the TFH: and firing an TFH: as the fireball passes by. The left side of the upstairs can be reached by having one TFH: propel the others across using the TFH:, then one of those NaN Linkss throwing the other across the smaller gap. Here, two NaN Torchlights can be lit, and an TFH: shot through the second TFH: to light the one on top of the pillar. Once all the NaN Torchlights are lit, the entire room lights up, defeating the TFH: and opening the doors to the TFH:.

In Stage 2, the Links appear in another dark room inhabited by NaN Dark Ghinis as well as several NaN Rats and NaN Ropes sneaking around narrow pathways. A large pit lies in the middle of the room. Just ahead of the NaN Linkss is a TFH:, which pressing will drop a TFH: onto the center platform in the middle of the pit. Moving platforms on the left and right sides pass by it, however a TFH: also appears around the Key and prevents the NaN Linkss from taking it. The NaN Linkss instead must take one of the moving platforms, form a TFH: of two NaN Linkss' height, and use the TFH: to push the Key onto the other platform as it moves. If the Key falls down the pit, it will reappear back within the TFH:. The NaN Linkss can retrieve it from the other platform and take it north across a narrow pathway. To the east side is a red platform and a large gap before the final ledge. One TFH: can be propelled across to the ledge using the TFH:; there he can press a TFH: to make the platform move for the other NaN Linkss. The locked door that the Key opens can be found on this side, opening the way to the TFH:. A TFH: can also be found on the left side, containing a TFH:.

In Stage 3, the Links enter a dark, maze-like library with walls of bookshelves and bottomless dead ends. A few lit NaN Torchlights are provided for little light, and several NaN Pots containing NaN Hearts are scattered throughout the room. The maze is filled with NaN Key Bandit Poes that race throughout the maze, three of which are carrying NaN Small Keies that the NaN Linkss need in order to open a set of doors in the north end. These Poes will flee from the NaN Linkss while carrying Keys, and can be dispatched with a TFH: strike once a TFH: gets close enough. However, more Poes will spawn and chase after the TFH: to steal back the Key, and even have the ability to pass through bookshelves, so it is helpful to have another TFH: defending the one with the Key. Each time a TFH: is brought back to the doors, it can be used to unlock a door and reveal the next one; the final door requires a TFH: to reach its lock. Once all the doors are opened, the NaN Linkss can access the TFH:, and a TFH: appears nearby.

In Stage 4, the NaN Linkss find themselves in a great library hall with circular sets of bookshelves, lit by three massive NaN Torchlights. When the NaN Linkss approach the room's center, a TFH:, and TFH:, and a TFH: all appear and quickly flee from the NaN Linkss. They can only be defeated when several NaN Linkss team up to corner them, allowing the TFH: with the matching color to attack them. After they are all defeated, the TFH: appears. Once it is defeated, the TFH: appears in the center of the room.

NaN Drablands Challenges
Once the TFH: of TFH: has been defeated, TFH: can be replayed with the following NaN Drablands Challenges: "Pop all balloons!", "Transport the orb quickly!", and "Halved attack and defense!". Each TFH: features the same configuration of NaN Enemies.

In "Pop all balloons!", the four NaN Stages contain seven, ten, ten, and eight NaN Balloons respectively, for a total of 35 NaN Balloons. Several of them require the extra height afforded by a fireball from the TFH:, in addition to the NaN Linkss forming a TFH:, to be popped.

In "Transport the orb quickly!", the NaN Linkss are given a timer of 30 seconds in Multiplayer, or three minutes and 10 seconds in single-player. This timer can be increased by collecting NaN Hourglasss or wearing TFH:. In TFH: 3, the NaN Key Bandit Poes will also target the orb as if it were a TFH:.

NaN Materials
At the end of the TFH:, three NaN Treasure Chests can be opened. Two contain the same TFH:, and one contains another, more valuable TFH:.

NaN Enemies and Traps

 * TFH: 1


 * TFH: 2


 * TFH: 3


 * TFH: 4

Trivia

 * As described in Vol. 5 of the TFH:, a set of green handprints is hidden in each TFH: of TFH:. They can be found in TFH: 3 of TFH:, on the NaN Key Bandit Poes painting to the right of the locked doors.