The Minish Cap has six dungeons, and each one ends in a boss fight. Every dungeon boss except the last leaves behind a Heart Container, so always grab it before you step into the light. This page covers each boss in the order you meet them, plus the mini-bosses that stand guard over each dungeon's main item.
Mini-boss: Madderpillar
Madderpillar is a giant caterpillar that crawls around the room. Strike its nose with your sword to make it recoil; this exposes a heart-shaped segment on its tail. Chase down that segment and hit it as many times as you can. When Madderpillar turns red it speeds up and can't be hurt, so stay out of its way until it calms down, then repeat. Beating it opens the way to the Gust Jar.
Boss: Big Green Chuchu
This oversized Chuchu bounces around the arena trying to land on you. Point the Gust Jar at its base and suck in air; this shrinks its base until it topples over. While it's on its side, run up and slash its head repeatedly before it rights itself. Keep moving between attacks so it can't crush you, and repeat until it bursts.
Reward: Heart Container and the Earth Element.
Boss: Gleerok
Gleerok is a lava dragon whose head rises out of the molten pool while its long neck stretches across the room. Cut the small flames on the floor if you need hearts. When the shell on its neck isn't glowing (it glows while Gleerok is breathing fire), hit the shell with the Cane of Pacci to flip it. Its head blocks your shots from the front, so roll around to its side or back first. Once the shell is flipped, run along its neck and strike the jewel on its back, then hurry back to solid ground before it sinks into the lava. Repeat until it's defeated.
Reward: Heart Container and the Fire Element.
Mini-boss: Darknut
A heavily armored knight guards the fortress. Darknuts block most frontal attacks with their shields, so circle around and strike from the side or behind.
Boss: Mazaal
Mazaal is a stone giant made of two hands and a head. The fight has three stages:
Reward: Heart Container. There is no Element in this dungeon; instead, the Ocarina of Wind is waiting for you just past the boss room.
Mini-boss: Big Blue Chuchu
This is the electrified cousin of the Big Green Chuchu. Watch out for icicles falling from the ceiling, and never touch it while it's crackling with electricity. When the sparks fade, use the Gust Jar on its base just like before to tip it over, then attack its head. Beating it gives you access to the Flame Lantern.
Boss: Big Octorok
The temple's boss is a giant Octorok on an icy floor. It spits rocks at you; knock them straight back into it with your sword. After it takes a few hits it freezes over, and the floor turns to slippery ice. Use the Flame Lantern to burn its tail, its weak point, and keep your lantern lit throughout. In later rounds it spits more rocks, darkens the room, and charges into the walls, so keep deflecting its rocks and burning its tail until it's done.
Reward: Heart Container and the Water Element.
Boss: Gyorg Pair
High above the clouds you face two giant flying manta rays. You start the fight standing on the back of the blue Gyorg. When it passes over the pink one, walk across onto the pink one's back. On its back, stand near the glowing tiles; when its three eyes open, split into three Links so each copy can attack an eye at the same time, and keep slashing until they burst. Dodge the fireballs and the sweeping tail, then hop back to the other Gyorg and repeat until the last eye pops.
Reward: Heart Container and the Wind Element.
Mini-boss: Three Darknuts
Before the final door you must defeat three Darknuts at once. Keep them from surrounding you and work around their shields from the side.
Final Boss: Vaati Reborn
Vaati Transfigured
Vaati becomes a huge eye surrounded by smaller eyes. He fires spiky rocks, drops rocks from the ceiling, and shoots balls of electricity that stun you for a moment. Four of the small eyes must be hit at the same time: split into copies so that you and your clones fire arrows at all four together. When they disappear, attack Vaati's main body. If you run low on arrows, break the spiky rocks. Repeat until he's beaten.
Freeing Zelda
Walk up to the altar where Zelda is held. A Spin Attack won't work until Ezlo speaks to you there; after he does, use a Spin Attack to free her. The castle starts to fall apart and you're sent back to the first room. Before heading out to the courtyard for the last fight, go south to stock up on hearts, bombs and arrows.
Vaati's Wrath