Arbiter's Grounds (Dungeon)

:This article is about the in . For the location in , see .
The is the fourth dungeon in , it is an abandoned prison gladiator arena.
==Entrance to the Grounds==
The is located at the far end of the . reaches the after infiltrating the Camp and defeating . The entrance to the itself is uninhabited, except for an that appears at night on one side of it.
==Themes and Navigation==
The was a prison built to house 's most ruthless criminals while they awaited trial, execution, or exile to the . It has a connection to the in , with both containing a statue of a woman wrapped in a snake. The , home to an ancient relic known as the , stands atop the ruins of the , where the sacred council of the presides over the cursed , conducting trials and executions of convicted criminals. Its appearance from afar resembles the , but inside it resembles an Egyptian tomb.
The contains four floors and two basements. The first section is very similar to the in , as it requires tracking down and defeating four unique in order to light four torches and proceed into the inner sanctums of the prison. must use his to learn the and follow the ' essence, which helps him seek them out. After destroying each , one of the four torches in the main room becomes lit; once all four torches are lit, a door leading deeper into the prison opens and is able to advance to the second part of the , where new and different types of obstacles and objects await him, including metallic rails that can ride along once he obtains the ancient device known as the .
The teems with the undead. Its halls are haunted by vengeful , from and to and , and even a pack of . also encounters swarms of , which threaten to slow him down and pull him under the pits of that fill the . The is protected by the 's , , a vengeful spirit that haunts the sword it once wielded in life. In addition to riding rails to access otherwise inaccessible areas, the is necessary for activating a which allows to make his way to the . There are two that can obtain in the .
Deep within the lies the remains of a fierce beast, . Its skeleton is reanimated when unexpectedly appears and stabs the through the creature's skull. is able to defeat it using a combination of the and the . After clearing the , Link can obtain a and progress to the outside, where the is found.
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*There are five .
===Minor Enemies and Traps===
File:Toge Trap TP 1.png|
File:Bubble.png|
File:TP Ghoul Rat Model.png|
File:TP Gibdo Model.png|
File:TP Moldorm Model.png|
File:TP Poe Render.png|
File:TP Poison Mite Model.png|
File:TPHD Rolling Spike Trap Side Model.png|
File:TP Stalfos Render.png|
File:TP Stalchildren Render.png|
File:TP Staltroop Model.png|
==Other Appearances==
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In , the is the location of two stages. The first is in , which is played as a Ranger level. can freely roam the area to destroy the 25 during the set time allotment. This task takes place outside of the in a network of fences, towers, gates, and ruined stone walls. The , wielding clubs, will rush towards , though they are not much of a threat, as one shot eliminates them. Bulblin Archers can be found mostly in higher vantage points along walls and in towers.
The second occurrence is in , and is actually set inside a hallway of the . The rotate in and out of range from the ceiling in the first scene. The second moves along the rails towards . The final area normally encountered is set immediately before a doorway with constantly rising from the . An alternative end scene can be unlocked by shooting the eight times and bursting the head for 1000 points in the first two scenes. This ends the stage at the opposite end of the chamber's hall facing a wall. No will appear, but several and bonus gold colored will fill the screen.
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In , the appear in the stage, although it is much smaller, being reduced to three halls and two . It sometimes serves as the headquarters of in various maps of and .
==Trivia==
*The text on the and the of shows the name of the as Arbiter's Keep.
* typography appears commonly on the markings on the walls of the , implying that the were involved in the 's construction. This typography also appears particularly prominent around the resting place of the and locations where it is designed to be used.
*Besides the in , the four inside the are the only ones that must be defeated in order to proceed in the game.
*Each residing in the corresponds to a from regarding their emblems, representing the six that need to be retrieved in that game, except for the of the , whom had slain.
*Throughout the , images of the can be seen in places such as above the first and above the great door closed by the four . One room also contains three torches in a triangle shape.
*Four of the ' symbols - , , , and - are inscribed above the doorways in .
*A picture of can be found in , in the room that is sitting in.
* is the only in the game (aside from ) where does not create an exit portal after the is defeated.
==Nomenclature==
The word "arbiter" is another word for a judge or a mediator, an authorized person who makes and passes judgment to settle conflicts.
==Gallery==
File:ArbitersGroundsDistanceTP.png|The seen from the at night from 
File:TP Arbiters Grounds Central Chamber.png|The central chamber of the from 
File:ArbitersGroundsStatue.jpg|A statue found within the from 
File:TPHD Arbiter's Grounds Statue 2.png|Another statue found within the from 
File:TPHD Arbiter's Grounds Texture.png|A texture found on a wall inside the from 
File:TPHD Arbiter's Grounds Texture 2.png|A second texture found on a wall inside the from 
File:TPHD Arbiter's Grounds Texture 3.png|A wall decorated with letters in the from 
File:TPHD Arbiter's Grounds Texture 4.png|A circle design in the from 
File:TPHD Arbiter's Grounds Texture 5.png|A design found on a wall in the chamber where is fought from