Cave of Shadows

The Cave of Shadows is a dungeon exclusive to. The dungeon can be entered by using the Wolf Link amiibo on the Collection screen.

Themes and Navigation
The dungeon features 40 floors and must be completed as Wolf Link, since Link cannot revert to his human form while in it. If Link clears the final floor with the Giant Wallet in his possession, he will obtain the Colossal Wallet, which can hold up to 9,999 Rupees. Otherwise he will gain the next Wallet upgrade before, moving the Colossal Wallet to Agitha.

The dungeon is split into three sections, one with five floors, the second with fifteen and the last one with twenty. After each section is a floor containing a Treasure Chest and the dungeon must be left and re-entered again in order to access the next section. Floors cannot be skipped, so the dungeon must be traversed through three times to get to the end the first time. The first section can be accessed after restoring light to the Faron Province, the second section after watching the Ganondorf's execution cutscene after Arbiter's Grounds and the third section after obtaining the Sol-infused Master Sword in Palace of Twilight. After completing the last floor of the dungeon, Link will obtain a wallet upgrade from a Great Fairy and a door in front of him opens revealing a giant statue based on the Wolf Link amiibo.

Upon completing a section of the Cave of Shadows, the game presents a score based on the amount of Hearts preserved, time taken, highest combo and amiibo used while traversing it on a previous attempt. The Wolf Link amiibo can be used to save data of the number of Hearts preserved from that last attempt, which can then be scanned again while inside the cave to replenish Link's health to that amount.

Tips

 * The Zelda Amiibo is allowed one use per entrance into the Cave of Shadows, granting up to 20 hearts of health. Making the most of it depends on knowing how much damage you can take before death in a given situation.
 * Since both Sols are needed to get the last two heart pieces, and all other Pieces and all but the last Container (from Zant) can be gotten before entering the Twilight Realm, the recommended time to attempt the 'second wave' of floors is after exiting the second Twilight side-building, but before placing the acquired Sol in the central area. Don't worry: upon returning to the main game, the Sol will be on a separate pedestal on the side it came from.
 * To the above: to make the most out of the Wolf Link Amiibo's 'charge' of hearts, a play in Normal mode is naturally the easiest. Not also will enemies damage less, but hidden dig spots throughout the floors may release hearts. The 19 max hearts from just before the Sol Infusion event is nearly equal to the amount gotten from a Zelda Amiibo: very helpful for a first attempt at the full Cave.
 * Practice makes perfect: as Wolf Link has no defensive shield, you may find it worthwhile to revisit dungeons to fight some of the more dangerous of the listed enemies to best know how to fight them. For example:
 * The charge attack is not recommended against Mini Freezards, as their effect of freezing you on contact disrupts it.
 * You may need to work on the timing needed to face Armos without getting hit.
 * Redeads are actually not too dangerous if handled properly: the range of Midna's energy field during the charge attack is wider than the trigger range for their scream-- but they will freeze you after the attack. Fortunately, one more bite will kill them afterwards.
 * Bow-wielding enemies may be your bane: it is possible to bite an oncoming arrow out of the air, but the timing is quite precise. Always moving at an angle to their lines of fire may be your best defense, and hit and run tactics are viable, given that it takes those enemies a while to get back up.
 * Be cautious on the 'fire rooms': floors with lava geysers that can ding you for cheap hits. The first (14th floor) has Dodongos that can only be struck from behind, and the 25th has Dodongos again, but also Fire Keese that you may be tempted to move from to avoid allowing them to attack, just to end up running into the multiple packs of Torch Slugs on the ceiling, further limiting your floor space. The charge attack is very risky in these rooms, as you may end up face-first in the geysers.
 * On the 38th floor, the buttons that release the last sets of enemies are on elevated ring around the room: the enemies released cannot attack you if you remain up there (save for the keese), and the Lizalfos and Dinalfos can be hit by a spin attack (either the quickspin, or the resulting spin from an untargeting Charge attack, as the energy field will not ping them) from right on the edge of the platform.