
Up/down arrows: symbolize stairs, ladders, or other ways to other floors.
Smallers icons: from left to right- chests, pots, small key, rupee, heart piece, map. The last four show what's inside each chest. The rectangles are doors, gold ones locked by switches, red ones by small keys. The brown X is a woodpile/beam that can be cut apart by the axe.
The unfinished Din's Temple is the resting place of the Power Plate, part of the compass needed to find the runaway Zelda. The map's also unifinished- at least in paint form. I have the whole thing drawn up already. With the arrival of the Power Plate, Helmasaurs and other monsters began flocking to the Temple, so the remaining Gerudo had to abandon construction halfway through. An impish monkey named Murisa is your target, and he pesters you as you search the dungeon for a way to him.
He'll pester you in the room with the little squares (pillars) by jumping from pillar to pillar lobbing fruit and rocks. Roll into them to destabilize him and boomerang to send him to the next. After he's been knocked off all 5 poles, he'll drop a chest with a small key. The one in the switch room needs to be revealed by lighting a couple torches. The room with the beam and up arrow and the square in the corner is a place you needn't worry about until the axe, which you use to open up a way to the real 2F. He'll throw stuff from a platform in the corner.
IRON ARMORED APE: MURISA
Then 2F happens (I'll put it up later prolly) and he puts the plate on his head, merging with it and becoming a mammoth ape with armor plating on his head. You fight him in the basement (he crashes through the 3F, 2F, and 1F floors after you get the boss key). First, you must boomerang his rear and take the time to climb a bunch of boxes. From there, you jump onto his head as he charges and let fly with the axe, damaging his armor and revealing his head, which if you're quick you can hurt him a bit before he gets back up.
After three strikes in this way, he sheds his armor and becomes faster. Boomerang him to bait a charge, and then, as he raises himself up to land a mighty two-fisted blow, roll underneath him to dodge. From there, he'll be stunned enough for you to run to his head and slash away. Rinse and repeat until dead.