Much Games Official Strategy Guide Legend of Zelda: The Wind Waker Written by: Matthew Cole & Ryan Bragg File URL: http://www.muchgames.ca/guides.asp?action=show&id= ------------ Legal Notice ------------ This strategy guide is an offical Much Games strategy guide and is legal copyrighted materal of Much Games. This guide may not be reproduced, redistributed or appear on any other website with out the express written consent of Much Games. See http://www.muchgames.ca/index.asp?action=copyright ---------------------------- Table of Contents ---------------------------- 1. Introduction 2. Strategy Guide 2.1 A Hero Awakens 2.2 The Forest of Fariries 2.3 The Pirate Ship 2.4 Forsaken Fortress Part 1 2.5 The King of Red Lions 2.6 Windfall Island Part 1 2.7 Dragon Roost Island Part 1 2.8 The Rito Aerie 2.9 Opening Dragon Roost Cavern 2.10 Dragon Roost Cavern 2.11 The Wind Shrine 2.12 Sailing to Forest Haven 2.13 Forest Haven Part 1 2.14 The Forbidden Woods 2.15 The Forbidden Woods Aftermath 2.16 Greatfish Isle 2.17 Windfall Island Part 2 2.18 Outset Island 2.19 The Three Pearls 2.20 Tower of the Gods 2.21 Descent into Hyrule 2.22 Return to the Forsaken Fortress 2.23 Forsaken Fortress Part 2 2.24 The Legend of Zelda 2.25 Mother & Child Isles 2.26 Fire Mountain 2.27 Headstone Island 2.28 Dragon Roost Island Part 2 2.29 Earth Temple 2.30 Ice Ring Isle 2.31 Gale Isle 2.32 Forest Haven Part 2 2.33 Wind Temple 2.34 Freeing Tingle 2.35 Triforce Charts 2.36 Triforce Shards 2.37 The Triforce of Courage 2.38 Return to Hyrule 2.39 Ganon's Tower 2.40 The Final Battle 3. Secrets 3.1 Treasure Charts 3.2 Heart Pieces 3.3 Nintendo Gallery 3.4 Mini-Games 3.4.1 Birdman Contest 3.4.2 Boating Course 3.4.3 A Night At The Auction House 3.4.4 Picture Puzzle 4. Items 4.1 Charts 4.2 Common Items 4.3 Dungeon Items 4.4 Quest Items 4.5 Shields 4.6 Swords 4.7 Special Items 5. Songs 5.1 Ballad of Gales 5.2 Command Melody 5.3 Earth God's Lyric 5.4 Song of Passing 5.5 Wind God's Aria 5.6 Wind's Requiem --------------- 1. Introduction --------------- Welcome to the Much Games official strategy guide for The Legend of Zelda: Wind Waker. In this guide, you will learn how to finish the game, plus have all the secrets, items, and songs that are in the game. ----------------- 2. Strategy Guide ----------------- ------------------ 2.1 A Hero Awakens ------------------ The game starts on Outset Island (B7) when Aryll is looking for the birthday boy, Link. Once after Aryll is done talking to you, go to Grandma's house. She will give you the Hero's Clothes. After you have done this, go back to talk to Aryll. Aryll will give you her Telescope. Nice Birthday presents huh? Aryll tells you to look at the house, where you will see a key character, Quill, the Rito Postman. When Aryll cries out, zoom out, and look into the sky. You will see a Giant Bird, and a blond girl in it's claws. A pirate ship is following catalpulting rocks at the bird. It will drop the girl into the Forest of Fairies. You will now need to find Ocra, and start some sword training. He lives in the two story house across from Grandma's. Ocra's brother invites you upstairs to learn the basics. After listening to him, go to Ocra. Ocra is on the bottom floor. Go to him and talk to him. He will begin some exercises to execute some attacks. After you have performed each attack, then you will recieve the Hero's Sword. Go to the Forest of Fairies. There is a sign up ahead saying that the pathway to the forest is closed. Break down the fence, and go across the bridge. You will know enter the Forest of Fairies. -------------------------- 2.2 The Forest of Fairies -------------------------- When you enter the Forest of Fairies, you will see the blond girl, Tetra, hanging from a tree branch. Move straight down the narrow path in front of you to the next section of the forest. You must defeat Bokoblin. Use the sword techniques that Ocra has taught you. It should not be a tough fight. Once Bokoblin is defeated, crawl through the hollow log, and get a Red Rupee. Climb onto the stump, and leap across to the elevated area in front of it. A sign will mark the site of an ancient Fairy Fountain, buried under a giant boulder. Run up the log, to the final part of the Fairy Forest. You will need to defeat two more Bokoblins. Use the same technique as the last one to defeat them. Once they are defeated, you will go into a cinematic, where you will see Aryll get captured. After the pirates decide to let you join them to go to the Forsaken Island, then go back to Grandma's house. Climb up the loft to get the Hero's Shield. It will not be there, but talk to Grandma, and she will pas it to you. Go back to the Pirates Ship, and Tetra will let you on board. -------------------- 2.3 The Pirate Ship -------------------- After talking to Tetra, she will send you downstair to find Niko. Go down, and find Niko, and take a challenge. Niko will give you a prize if you succeed the challenge ahead of you. You need to swing from platform to platform. We will give you some hints on how to get it done. Press L to center the camera behind you. and make sure there is a rope between the platform. Taking more time to get each part right is better leaping onto the rope, and then stopping to change direction. If you are lined up perfectly, then a good suggestion is that you leap on the rope, and, if you can, make sure that you can make it to the other side without swinging. Press A after grabbing the robe a split second after you have jump onto the rope to reach the next platform. If you fall down, or run out of time, climb the ladder to the switch, and hit it again. If you fell, then this will end the time. Hit the other switch to restart. If you ran out of time, then this will just restart. Once this is complete, then you will recieve a Spoils Bag. This will store any items you get from an enemy. Go back up to the top. You will be at the forsaken Fortress. Tetra has a plan to get into the Forsaken Fortress. You will be launched in a barrel. --------------------------- 2.4 Forsaken Fortess Part 1 --------------------------- The Forsaken Fortress (A1) is where Aryll is being held prisoner. you must save her, by sneaking into this fortress. It is not a good thing that you do not have a sword for most of this section, thanks to Tetra, but it should be no problem. You will need to use the barrel to get past each search light. Walk up the stone stairs Pick up one of the 2 barrels, and use it in order to not get caught by monsters. You will hide under the barrel when he is not moving. If you get caught then you will end up in jail. To get out, just run and jump onto the shelf, and move the pot. Go under the hole, and you will end up on the 2nd floor, room 1. While hiding under the barrel climb the winding stairs past the Courtyard. Use th C Joystick to adjust the camera angle. This will help with the searchlights. A Bokoblin will be sitting at the Searchlight controls. Use a Deku Stick to Defeat him. L-target him, and use your Shield (R) to block any attacks. The Deku Stick will fly out of Bokoblins hands, making him vulnerable. Once the Searchlight is disabled, then climb down the ladder, and enter room one on the 2nd floor. This room has 2 wooden plateaus, with a swinging rope between them. There is a chest on the opposite side of you on the room's other side. You can get that later. Go through the door on the west side of the room, and back outside. Turn left, and go onto the small balcony. climb the ladder at the balcony's south end. The ladder will lead to another Bokoblin. Defeat him by using his Deku Stick, or using a Deku Stick in nearby pots. This will disable the searchlight. After you have shut down the 2nd search light go back into room 1 of the 2nd floor. Swing across the room as it was taught to you on the Pirate Ship. Once you get across you can now open the treasure chest. You will get the Forsaken Fortress Dungeon Map. Swing across the lantern rope, and go throw the East door. From outside rtun East to the next door. You will be in the 2nd room of the 2nd floor. This room is similar to the 2nd floor, room 1. Don't swing across that gap just yet. Hit the barrels in the rooms East corner. This will reveal a chest. Open the chest to get the compass. Swing across the room's north side to get to the north door exit. Exit the the 2nd Floor, room 2 by running left to the balcony. At the balcony's southwest end, a blue pathway winds upwards. Run along it to a ladder. At the top of the ladder is the third, and final searchlight. Defeat the Bokoblin just like the other two, with the Deku Stick. This will give you a Joy Pendant when you defeat it. All searchlights will be disables here. Climb down the ladder and backtrack to the hallway between rooms 2 and 3. Go into the North door into the 2nd Floor, room 3. Once again you will need to swing across the room to get to the other side. Swing to the room's north side, and go through the north door. Take a left onto the southwest balcony off the hallway betweek 2F rooms 3 and 4. You should see a wooden crate in front of a gap in the balcony wall. Push the crate off the balcony and into the fortress courtyard. The crate is an insurance policy. If you make a mistake, then use the crate to reach a ladder in the courtyard's northeast end that leads up to the balcony. This saves the hassle of rope-jumping through several rooms. after pushing the crate, return to the hallway and go through the north door to 2F, room 4. This room is the only 2nd floor room that has no latern rope on which you can swing. Instead, sneak past the two observant Moblin guards and reach the large door to the room's north end. You can enter the 2F room 4 from either rooms 3 or 5, but the method is the same anyway. Pick up and hide under the barrel found near the entrance, and move toward the north door. Move when neiter Moblin is looking at you. Don't move when they're close to you, whether they're looking at you or not. If a Moblin on the other side if facing your direction, your safe to move. We wouldn'r recommend that option though. When you reach the north stairs leading up to the big door, you're home free. To be safe, hug the north wall, and creep up the stairs. When you reach the door, drop the barrel and duck through the door. You're past the worst that the Forsaken Fortress has to throw at you. You must climb three stone staircases, but there is only one more Moblin guard. It patrols the area above the 2nd floorand thirs staircases. Walk along the stairs right side to keep him from noticing you. At the top of the third set of stairs is another barrel. Use this to sneak past the Moblin, then go around the tall north tower. Eventually, you come to a huge gap in the pathway. Face the tower wall, anf flatten against it by pressing A when the screen's upper corner says "Sidle." Press Left on the Joystick to sidle along the ledge until you reach the pathway. You can create a shortcut here if you wish. If you want to create that shortcut, then a ladder leads down from the first gap you need to sidle past on your way up the north tower. You arrive at another plateau with a crate and another ladder leading to the hallway between 2F, rooms 2 and 3. Push the crate off the plateau. Use the ladder leading down to the hallway between 2F rooms 2 and 3 to reach the ladder leading up to the gap in the north tower pathway. It's unlikely you'll fail to complete the Forsaken Fortress quest at this point, but if you do use these ladders to bypass the Moblin guards. On the regular path, past the first gap in the pathway is a 2nd gap you need to get across. Use the same technique you used on the previous one, and enjoy 2 hearts that are there for you along the narrow ledge. Climb the stone stairs past the second gap. Your sword lies in front of a Shield Bokoblin huarding a large wooden door. Run for the Sword and press A to pick it up. When you make it a break for the sword, a row of spikes pops up behind you, sealing you from the stairs you just climbed. It didn't matter anyway, you were not going back down. Grab the sword, and defeat the Shield Bokoblin. he is tougher then the searlight uards, but not that much tougher. He shouldn't be a problem. When the Shield Bokoblin is defeated, the large wooden door opens. Enter it to reach the cell where Aryll is being held prisoner, along with several other girls. She glimpses at you, and her eyes widen with joy. Before you can rescue Aryll, the Helomaroc King returns. It plucks up Link in it's powerful beak, and flies out to the top of the tower with him. The bird flies by the shattered hull of a ship mounted at the top of the tower, where a large man with green skin and a red beard examines Link. If you played the Ocarina of Time, then that would be Ganondorf. For short, we will call him Ganon. With the slightest nod of his head, Ganon orders the bird to fling Link far away from the Forsaken Fortress. Link flies into the night's sky, shrinking into a speck in the distance as the screen goes black. -------------------------- 2.5 The King of Red Lions -------------------------- Once the Helmeroc King throws Link out so far you will have a scene where you meet the King of the Red Lions. That is the talking ship. The King of Red Lions will explain to you about Ganon, and how to defeat him. After that, you will need to buy the King of Red Lions a sail in order to get the items needed to defeat Ganon, and save Aryll. --------------------------- 2.6 Windfall Island Part 1 --------------------------- In Windfall Island (D2), you will need to find Zunari to get the sail. Turn Southeast, and go through the grassy fields, past a couple of children to the dirt path. Continue along the path to the Northeast passing by a red postbox and under a stone arch. Keep going North passing a set of stairs past the Merchants booth. Zunari will be wearing a furry Blue Parka. He will offer the sail for 80 Rupees. If you do not have 80 Rupees, then go break pots, or cut grass to find Rupees. Once you have the Sail, then go to Dragon Roost Island. ------------------------------- 2.7 Dragon Roost Island Part 1 -------------------------------- When you get to Dragon Roost Island (F2) for the first time you will recieve a musical item called the Wind Waker. Just like the Ocarina of Time, this game has the same name for a musical intrument. It is different notes when playing the Wind Waker. It might be tough at first, but it will get easier. You mission here is to find Valoo, and ask about Din's Pearl. Run up the Northwest Pathway. A giant boulder will block your way. Read the sign. You will lose a quarter heart if you ignore the sign. Pick up the bomb, and throw it towards the boulder. You will have three seconds before it explodes. This should remove the boulder. Two more boulders will be on the path. One Norhteast, and one Northwest. We suggest that you blow up both, because something interesting could be on the Northeast side later. Continue up the Northwest path. Keep climbing the path until you reach the broken suspension bridge. Pluck a Bomb Flower next to it, and run up the incline to the North. At the end. There is another huge boulder. Blow it up. Climb to the ledge where the boulder used to be, and sidle South along the narrow ledge. Grab the Blue Rupee, and drop to the grassy plateau below the rupee. Use the Bomb Plant nearby to blow up the stone block in your way to the South. When doing so two blocks on top of it will drop. If you fall off the path, you can pull the bottom blockout, and use it as a shortcut to get back up to that part of the path. Enter the door next to the red Postbox, and approach Quill. He is impressed that you made it so far without Wings. He will invite you in to meet the Rito Chieftain, which he believes can help you on your quest to saved Aryll from Ganon. ------------------- 2.8 The Rito Aerie ------------------- Follow the winding path, and enter the Rito Aerie. Meet the Chieftain. You will earn that Valoo is upset. They cannot get to approach and help out Valoo. You are asked to help the Rito people. The Chieftain also has a problem with his son Komali. After learning about it, you will recieve an item to give Medli. Take the elevated pathwayalong the interior of the Aerie until you reach an open door with a guard next to it. Medli is in there. Talk to her. She will give you the Father's Letter. Go find Prince Komali. You need to go to the first floor opposite the Main Entrance, all the way to the end of the long hallway. After setting the Father's letter to X, Y, or Z, then talk to Komali. Give him the the Father's Letter. after being convinced to be brave Komali asks you to find a way into Dragon Roost Cavern. -------------------------------- 2.9 Opening Dragon Roost Cavern -------------------------------- As you exit the hall leading to Komali's room, turn left. Go through the guarded door. If you speak to the guard he will tell you that there is no way to the other side because the bridge is out. Go into the entrance to the cavern and drop off the broken suspension bridge. You will need to remove the boulder put there by Valoo. Pick up Medli, and stand on the nearby small rock platform. Wait for the wind to blow toward it. You will need to pay close attention to the particles in the air. When the wind blows in that direction, throw Medli with A. You will recieve the first of 4 empty bottles. Follow Medli. To do this you first need to gather some spring water in the pool where the rock is. CLimb the suspension bridge remains, and go back to the Cavern Entrance. Use the watter to revive one of the shrivelled up Bomb Plants. Pick up that bomb plant and hurl it at the giant boulder. Once the boulder breaks, you will have access to the other side. Climb onto the ledge, and approach the pool of Lava. It is too wide to jump across, and you cannot swim through it, Pick up a nearby Bomb Plant and throw it at the statues on the other side of the lava. Throw a Bomb Plant to the right statue into the green stone. After that, do the same with the left statue. Make sure you are on the first statue when getting the 2nd statue to fall. Once the statues are down, you will have access to Dragon Roost Cavern. ------------------------- 2.10 Dragon Roost Cavern ------------------------- To get to the north part of Floor 1, Room 1, you must move the 2 large blue statues at your start points north end. Pull the west Statue to the South, and pull the middle statue to the west end to open a passage. Defeat the two Bokoblin's in the room's north part. Pick up one of the Deku Sticks that the Bokoblins carried, and light it by running up to the flaming torch in the northeast corner of the room. Quickly run to the northwest corner of the room and light the two unlit torches. When both torches are lit, a chest will appear between them. Open i tand you now have a small key. This allows you to get to Floor 1 Room 2. Open the door at the room's North end. Continue north. Use your sword to slash the rotten beams in fron of you, and open a doorway into the main part of Floor 1 Room 2. This huge multilevel cavern is a series of narrow walkways over a pool of lava. Run along the wooden pathway to the west, following it past a locked door until it ends just above a small outcropping. Drop into the outcropping. Pull out the block in the rock wall and climb onto it. Face north and leap off the block so that you can grab the edge of the wooden pathway. Push up to pull yourself up and follow the path until it ends. Run east, and leap onto the suspension bridge that spans the length of the room. Watch out for the pillar of lava that occasionally shoots up from the gap between the pathway and the bridge. Quickly run across and avoid all the Keese. Blow up the boulder at the bridges east end to reveal a door leading into Floor 1, Room 3. You will enter that room from the southwest. A pool of lava separates ledges to the north, south, and east. On each ledge, are several water pots. To cross the lava, throw one of the water pots into the lava. The pot shatters, and the spilled water cools parts of the lava's surface to form a temporary platform. You have 5 seconds to get across before it returns to normal. Make your way to the east ledge. Open the chest, and you will have the Dugeon Map for Dragon Roost Cavern. Create a cooled lava platform, and run to the south ledge. Leap onto the south ledge, and approach the ladder, but don't climb it immediately. There will be a Red ChuChu that will leap down when you start to climb the ladder. Lure the ChuChu into leaping down to your level and defeat it with your sword. Climb the ladder and go through the south door into Floor 1, Room 4. Walk south to lure a Bokoblin into busting through the wooden beams that seal off the south alcove. Defeat the Bokoblin and pick up it's sword. Aproach the wooden beams to the west and swing the Bokoblin's sword to shatter them. This will open a pathway to the west end of the room. Walk to the southwest edge to lure two Red ChuChus out of hiding. Defeat both of them. Use the Bokoblin's sword to smash the wooden beams to the southwest, opening up the southwest alcove. Inside is a small chest containing a small key. Go to the northwest corner of the room, and defeat two more Red ChuChus that will spring up. You can either fight them, or avoid them. We suggest you fight them. Go through the northwest door that leads back to Floor 1, Room 2. Look at the south wall of Floor 1, Room 2. Ther eare two Bomb Plants growing next to a huge boulder thatblocks the path back to the doorway to Floor 1, Room 1. Pick up one of the nearby rocks or pots and throw it at the Bomb Plants. This will set off an explosion that will destroy the boulder. Run west along the pathway until you come to a locked door in the southwest corner of the map. Open it with the small key to proceed to Floor 1, Room 5. To the north of the entrance to this room is an alcove, but you can't do anything until later on. Ignore it for now, and go west, then north into the west part of the room, defeating Red ChuChus as they appear. Approach the wooden beams across the southwest alcove to lure a Shield Bokoblin into crashing through the beams. Shield Bokoblins are tougher, but this one is only armed with a Deku Stick. Light the Shield Bokoblin's Deku Stick, using one of the west torches, and burn through the wooden beams that block the northwest alcove. Inside the alcove is a pressure switch. Step on it to open the sealed door located on the west in. Enter Floor 1, Room 6. This is actually an outdoor areabut it appears on your Dungeon Map as a room. From the entrance, turn northeast and cross the suspension bridge. A Bokoblin guards the other end of it, and pursues you once you get halfway across. Defeat it before continuing. Climb about halfway up the ladder at the suspension bridge just below the scorched part of the ladder. A lava vent shoots out horizontally at this point; wait until it stops before climbing to the top of the ladder. A Kargoroc rests on the landing at the top of the ladder. L-Target it and attack when it swoops in. Two hits will defeat it. Sidle along the narrow ledge to the northeast, but be careful of a second horizontal lava vent that periodically shoots out of a hugecrack in the wall. Don't get too close to the lava. Follow the path until it stops. Above the gap in the path is a wooden ledge that is too narrow to stand on. Face the ledge and pudh Up to grab onto it, then push Left to make your way, hand over hand to the other side. Once your past the wooden ledge, use the stepped rocks to pull yourself up to an outcropping with Bomb Plants. Pluck a Bomb and throw it at a large boulder to the southwest to expose a door into Floor 1, Room 7. Floor 1, Room 7 has no enemies, juat a stack of blocks at the east end of it. Pull out the middle block in the bottom row to drop the middle column blocks, then climb onto that block. Pull out the next block in the middle column of blocks that you can climb up to reach Floor 2, Room 1. The two Rats in Floor 2, Room 1 are very tough to defeat with just a sword. If they hit you, they knock loose, and steal Rupees. Defeat them if you can, but don't waste to much time on them. The room also has two chests. To get to the first one, pull out the block from the north wall, and use it to get up to the north landing. Walk from the north landing to the east landing and open the chest to get the Compass. To get the second chest, smash the pot full of Deku Sticks on the north landing. While standing on the north landing, face south and throw the stick. It should hit and burn away the wooden beams that block the south alcove. Climb up the ladder leading to the south alcove and open the chest inside to get a Small Key. Use the key to unlock the north door and enter Floor 2, Room 2. Floor 2, Room 2 is another outdoor pathway. Head northeast up the dilapidated stone stairs, then walk along the narrow north pathway to the Karogoroc's nest. Lure the Kargoroc back to the south so that you can fight on a wider area. After you defeat it, grab the Small Key in its nest and unlock the door to the south of the nest, which leads to Floor 2, Room 3. The center of this darkened V-shaped room is filled with Keeses. From the entrance, smash open one of the pots filled with Deku Sticks. Light the stick, and carry it southeast to the center of the room. Use it to defeat all the Keeses. When all the keeses are defeated, light the torch in the center of the room with the Deku Stick. Open the nearby chest to collect a Joy Pendant. If your Deku Stick burns out, relight it with a torch and burn through the wooden beams to the southwest passage of the room. Light both torches at the end of the passage gain access to Floor 2, Room 4. Floor 2, Room 4 is actually the upper part of Floor 1, Room 2. Use the Bomb Plants near the entrance to blow up the boulder on top of the nearby Warp Jar. You can now warp from Floor 2, Room 4, and the green Warp Jar at Floor 1, Room 1. Aftr unseiling the blue Warp Jar, run south across the suspension bridge, and enter Floor 2 Room 5. Defeat the Bokoblin in Floor 2, Room 5, and start smashing the many pots scattered around the room. To knock down on a shelf bolted to the wall, run toward the wall and press A. You'll roll into the wall, and knock down the shelf. Two more Bokoblins hide in pots. When you defeat them both, the south door opens to Floor 2, Room 6. Light the unlit torch in the west part of the room with a Deku Stick. A chest will appear containing Treasure Chart 11. Once you have it, climb the ladder in the south part of the room, and go through the door to Floor 2, Room 6. Leap to the platform in the center of the room and defeat Magtail there by L-Targeting it, and pressing A to do a parry attack when your sword flashes. Once the Magtail is defeated, grab one of the water pots at the south end of the room and throw it north from the center platform so that it lands where a plume of lava erupts periodically. Quickly jump onto the newly created platform and ride the lava plume up to Floor 3, Room 1. Floor 3, Room 1 is a small wooden platform and a ledge with a door that leads to Floor 3, Room 2. No need to spend much time here. Proceed to Floor 3, Room 2. Without the Grappling Hook, you can only explore the south part of the Floor 3, Room 2. The door to the boss's lair is north. In the southeast corner of the room, is a Bomb Plant. Pluck and hurl it at the boulder to the west to open a third Warp Jar. Throw another Bomb Plant at the boulder to the southwest to reveal the door to Floor 3, Room 3. Floor 3, Room 3 is another outdoor room in Dragon Roost Cavern. When you enter it, you will see Valoo's Rage. As he is atop the island's peak, it almost looks as if he's being pulled into the volcano by his tail, which causes him to snort and pound his fists angrily. To the east is a series of horizontal poles. Youneed the Grappling Hook to use those, so forget about them for now. Instead, run up the stairs to the west; and quickly, because they will crumble behind you!. Enter Floor 4, Room 1 at the top of the stairs. The only room on Floor 4 is a large circular arena with two Shield Bokobins. Medli is imprisoned in her cell in the east end, and the west gate shuts behind you when you enter. Defeat the Bokoblins, and a Kargoroc drops a Moblin into the arena for you to play with. Defeat it using a variety of attacks. L-Target it, and use vertical slices, jumping strikes, and thrusts. The parry attack is also valuable. Grab the Skull Necklace it leaves behind when you defeat it. Once the Moblin is defeated, Medli's cell opens. She tells you some creature is doing terrible things to Valoo's tail, inturn making him angry. She will also give you the Grappling Hook, and a quick tutorial on how to use it. Once Medli has shown you how to use the Grappling Hook, then grapple your way down the southwest pathway and smash the wooden beams at its end with your sword. This takes you back to the ledge above Floor 3, Room 3. Drop down to Floor 3, Room 3, and face east. Grapple along the overhead beams between the small stone overcroppings. To avoid having to reposition yourself while swinging, stand on the ledge of each outcropping farthest from the rock wall before throwing the Grappling Hook. On the last outcroppinf is the door to Floor 3, Room 4. Run west along the suspension bridge until you encounter a Bokoblin. Remember that fighting on a rope bridge is dangerous, as your sword can cut through the ropes. After defeating the Bokoblin, run west, where a Shield Bokoblin will jump out at you to attack. When both Bokoblins are defeated, a chest appears in the room below. Light a Deku Stick, and run back and forth along the suspension bridge until you burn away all 6 of its vertical suppot cables. Stand in the center of the bridge. It collapses after a couple of seconds, taking you down to Floor 2, Room 7. You land safely on a narrow land bridge in the middle of a pool of lava in Floor 2, Room 7. Open the chestat the east end to get a Joy Pendant. Go through the west door to go to Floor 2, Room 4. From the door you just came through, head along the narrow pathway until you enter the birdcage-like structure at the end. The floore of the birdcage is a platform suspended at the top of the cage by three ropes. Beneath that platform is a lava plume that comes and goes. Set into the center of the platform and perform a spin attack to sever all three ropes, sending the platform crashing down into Floor 1, Room 2. Go through the northeast doorway in Floor 1, Room 2 and leap across the platforms until you come to a ladder to the northwest. Climb the ladder and follow the path beyond it to the west to reach a sealed door that leads to Floor 1, Room 8. To unseal the door, grapple the horizontal bar in front of and above the door. When you swing on it, the weight activates the trigger mechanism and unlocks the door to Floor 1, Room 8. Leap off the rope rope on the first swing backward to land on the ledge you grappled from. This will also avoid a beating from the Keeses. Grapple the overhead pole between the southwest and southeast landings. Stop swing, turn east, and swing onto the landing to the east. From there, simply jump across the three wooden platform suspended by chains from the ceiling, then grapple and swing to the east landing, which holds the door to Floor 1, Room 9. Run to the south end of Floor 1, Room 9, which has a chest surrounded by flames and a constant pressure switch. Stepping on the switch lowers the flames, but the second you step off the switch, then you will reactivate the fire. A Magtail rises from the lava to the north. L-Target it but instead of when your sword flashes with A, just strike it with B. This will cause the Magtail to roll up in a ball for 10 seconds. Pick up the Magtail, and set it down on the switch to lower the flames around the chest. Open the chest to get the Big Key. You can now face off against the boss. Backtrack through Floor 1, Room 8 to get to Floor 1, Room 2. Climb back down the east ladder in Floor 1, Room 2 and backtrack to the lava plume that rises the birdcage in Floor 2, Room 4. Go through the east door into Floor 2, Room 7. In Floor 2, Room 7, use the water jars to create a platform over lava plume in the southeast corner of the room and ride the platform up to Floor 3, Room 4. Go through Floor 3, Room 4's east door to reach Floor 3, Room 3. Graple back up along the outcroppings in Floor 3, Room 3 until you come reach the door to Floor 3, Room 2. At this point, you can either fight the boss by grappling over the overhead pole in the center of the room and swing across to the north side, or you can go back to room five using the yellow Warp Jar to get to Floor 1, Room 1, and go to Floor 1, Room 5 and get treasure Chart #39. On the north side of Floor 3, Room 2 is a Magtail, and two chests. The west chest holds a Yellow Rupee (worth 10). The east chest holds a Knight's Crest. The northeast and northwest pots each hold a fairy, which you can hold in an Empty Bottle if you have one. Save your game, then approach the north door and open it to face the boss. Boss: Gohma: This is not the same Gohma that was in Ocarina of Time. This one loves to live in lava, while the one in Ocarina of Time was more of a virus in the Great Deku Tree. Gohma's lair is a cavern with a huge narrow pathway encircling a huge lava pool, from which Gohma has trapped Valoo's tail in the ceiling of the cavern by hurling gobs of hot lava that have cooled and hardened. The boss monster is obviously the source of Valoo's anger. Defeating will make Valoo happy. Gohma only has two attacks: a clubbing blow with its monstrous pincers, and a fiery belch of lolten lava. If you keep moving and rolling with A, Gohma's clumsy attacks almost always miss you. Most of the pots along the pathway contain at least 1 heart, so get some if your heart container is low. Gohma is incased with a hard shell. To damage Gohma, you must firstcrack it's armor. Target Valoo's tail with the Grappling Hook, and swing across the room on it. When you release it, Valoo throws a tantrum, shaking it's tail around dropping the hardened lava onto Gohma, causing the shell to crack. Dropping the hardened lava on Gohma stuns it for a secind, but it quickly recovers, then throws lava back up to the ceiling to reseal Valoo's tail. You need to swing on Valoo's tail three successful times to crack Gohm's shell. Once you shatter Gohma's shell, grapple it's eye. The easiest way to do that is to L-Target Gohma, and press the button you det the Grappling Hook to. You automatically grapple it's eye, which pulls the beast towards you, and stuns it. Slash Gohma's eye at least 7 times with you sword. Once it is defeated, then pick up the Heart Container it leaves behind. Congradulations. You have defeated the first boss of the game, Gohma. -------------------- 2.11 The Wind Shrine -------------------- After Medli, and Komali show their gratitude, they give you Din's Pearl. 2 more Pearls to go. Valoo also shows his graditude, you will need to go to the Wind Shrine. This is off the island's Southern Shore. Go there, and you will learn the Wind's Requiem. You will meet up with Zephos, the God of Winds, once this song is played. He warns you about Cyclos. He also adds, that if you see a cyclone, to Chastise Cyclos. If you don't know what Chastise means, then Zephos is basically wanting you to calm Cyclos down. More will be explained on that later. ---------------------------- 2.12 Sailing To Forest Haven ---------------------------- Foest Haven (F6) is where you need to go to speak to the Great Deku Tree. As you go across from F2 to F3 a Merman wil leap out of the water. He will tell you to check out the cave towards the back of the island. As you are sailing to Forest Haven, then you will need to aviod the enemies that are in the water. You have no way of defeating them. ------------------------ 2.13 Forest Haven Part 1 ------------------------ You need to meet with the Great Deku Tree, and ask him about Farore's Pearl here in Forest Haven (F6). You will need to pull yourself up to three stepped rock legdes. Beware of the Boko Baba plants. As they attack, counterattack them. You will get either a Deku Stick, or a Boko Baba Seeds. Continue up the grassy path until you reach a legde overlooking 2 waterfalls. swing from the pole overhead using the Grappling Hook, and try to land on a small grassy patch between the waterfalls. Watch out for the River Octorok. It will jump from the water and spit out a spike ball at you. Reflect it back with your Shield. Leap across the small grassy platforms that rise from the water to get to the other side. Watch out for more Boko Babas. If you fall off into the river, you will be taken back to Forest Havens shore. You will need to start that all over again. When you see the 2nd River Octorok rise out of the water, pull yourself up to the platform, and bounce the 2nd shot back at him. Look up to see a pole that you can swing from using the Grappling Hook. This will get you into Forest Haven. Once you are inside Forest Haven, fallow the shallow stream until reaching a waterfall. pull yourself up the waterfall, then continue to the next waterfall, then walk onto dry land passing the 2nd waterfall. Walk around to face the Great Deku Tree. 7 Green and Red Chuchus pop out from the Great Deku Trees face. You need to knock them off, and defeat them. To knock the Chuchus off the Great Deku Tree, run to the trees side, and roll (A). After knocking them off, defeat them with your sword. Repeat this eith the 2nd wave of Chuchus as you did the first. You now need to find and rescue Makar, who is missing in the Forbidden Woods. In order for you to achieve this you need to learn how to fly. At the top of the Great Deku Tree is a Magical Deku Leaf. Walk up the purple Baba Bud to reach it. Use the Baba Buds to move Clockwise around the Great Deku Tree shooting higher as you do. Use the first floor Baba Buds to reach a leafy platform, containing a Korok. Sweing from the overhead pole once again using the Grappling Hook. The fifth Baba Bud will shoot you onto another leafy platform. This one contains a Deku Leaf. Now that you have the Deku Leaf, face the leadge with tufts of grass that is in the shape of an arrow. Run off the leafy platform. Use the Deku Leaf to glide down to the ledge. Cut down the grass, and find Magic Vials that will refill you magic meter. Go through the doorway to reach the outside of the Forest Haven. You now need to go to the Forbidden Woods. You will appear on a platform. Walk to it's west side. Play the Wind's Requiem, set the wind blowing Southwest. Use the Deku Leaf to glide to a tiny island sticking out of the Great Sea. On the tiny island, you can refill your magic meter. Chop down the bushes and grass to find the magic vials. Set the wind blowing Northwest, towards the Forbidden Woods. Glide to the entrance. Time you glide to catch the swinging updraft that circles the island. This will give you enough altittude to reach the Forbidden Woods Entrance. Land on the platform in front of the entrance, and avoid the Peahats. Enter the Forbidden Woods. ------------------------ 2.14 The Forbidden Woods ------------------------ Run around Floor 1, Room 1 and defeat 11 Green ChuChus. Open the chest in the northeast corner to get the Dungeon Map. The first of the dungeons three Warp Jars is west of the chest. To open the sealed north door to Floor 1, Room 2, pick up a large round seed in the northwest corner of Floor 1, Room 1. Face the door, standing far enough away from it so the blue flower in the center of the door remains open. Throw the seed at the open flower to destroy it and unseal the door. Floor 1, Room 2 is part of one tall room that encompasses, Basement 1, Room 1, Floor 1, Room 2, Floor 2, Room 1, and Floor 3, Room 1. You start on the south platform. Hop into the nearby Baba Bud, shoot to the northeast, and glide to the next Baba Bud on a narrow platform on the east side of Floor 1, Room 2. Watch out for the thorny vines sticking out from the walls. If they hit you, you drop and suffer damage. From the east Buba Bud in Floor 1, Room 1, turn norhtwest and shoot and glide to the northwest Baba Bud. Shooting out of this Baba Bud puts you into Floor 2, Room 1. From this Baba Bud, shoot up and glide north to reach Floor 2, Room 1, and the north door to Floor 2, Room 2. The door is sealed with another of those blue flowers, but a Bomb Plant grows in the platform's northeast corner. Defat three Green ChuChus near the Bomb Plant, then pluck it and place it in front of the door. When it explodes, the door unseals, and you can now enter Floor 2, Room 2. To cross Floor 2, Room 2 and reach Floor 2, Room 3, face the pinwheel in the room's southwest corner, and use a Deku Leaf to shoot a blast of wind at it. This makes the rickety cable platform at the room's north end creak to the south end of the room. Jump onto the cable platform, face south, and use a Deku Leafs Windblast to make the cable platform move north. When it reaches the room's north end, junp onto the north platform and proceed through the north door to Floor 2, Room 3. Floor 2, Room 3 has two Peahats and three Boko Babas. Defeat them all. To defeat the Peahats, L-Target them, and shoot a Deku Leaf Windblast to knock them to the ground. Then, attack them with your sword. The northwest Boko Baba leaves behind a Baba Bud. Jump into this Baba Bud to reach the stump above it, which north part of Floor 3, Room 2. Use the Baba Bud at the north end of Floor 3, Room 2 to reach the north platform with the sealed door to Floor 3, Room 3. From here, jump on the cable platform and ride it to the room's south end. Smash the wooden beams with your sword and pick upthe large round seed beyond them. Place the seed at the cable platform's north end, and stand siuth of the seed, facing south. Use the Deku Leaf to move the cable platform north. Stand away from the blue flower on the north door so it is open and vulnerable, then throw it the seed at it. When it's destroyed, the door to Floor 3, Room 3 unseals. In the center of Floor 3, Room 4 is a round seed, and the north end of the room has a sealed door. Vines spring up around the seed when you try to grab it. Use the Deku Leaf to blow the seed to the room's north, away from the circle of vines. From there, pick up the seed, hurl it at the open blur flower on the north door, and proceed into Floor 3, Room 4. Your next destination is Floor 3, Room 4's west door to Floor 3, Room 5. Move counter-clockwise around three quarters of Floor 3, Room 4 to get there. Stand on the platform and use your Grappling Hook on the overhead pole to reach the east platform. From the east platform, make carefully timed jumps across the moving platforms in the room's northeast corner to reach the north platform. Find a locked door to Floor 3, Room 7, and a large round seed. Pick up the seed, jump onto the hanging platform in the room's middle, then leap to the west platform. Throw the seed at the blue flower on the west door to unseal it. Go through the door to enter Floor 3, Room 5. In the center of Floor 3, Room 5 is a small ravine filled with Morths. Morths chase you when you move and adhere themselves at you. The only good thing about Morths is that they don't take off any damage, but they will slow you down, which of course is not good. To shake them loose and defeat them, perform a spin attack. Open the chest in the eavine to get a Yellow Rupee, then head towards the west door to Floor 3 Room 6. In Floor 3, Room 6, lines of thorny vines spring up up from the ground when you get too close to them. Move slowly to the south side, where you find a Bomb Plant and an alcove sealed off with wooden beams. Pluck and throw the Bomb Plant at the wooden beams to open the alcove. Inside is a chest. Open it and you now have your Compass. Throw another Bomb Plant onto the elevated platform in the room's southwest corner to destroy another set of wooden beams. A row of thorny vines prevents you from from walking to that part of the room, so go into a counter-clockwise direction until you reach that southwest platform. Open the chest beyond the destroyed wooden beams to get a Small Key. Either leave the room through the east door back to Floor 3, Room 5, or use the nearby Baba Buds and your Deku Leaf to reach the narrow platforms high above the floor. Three platforms have pots containing a Joy Pendant, a Yellow Rupee, and a Large Magic Vial. When you have them glide to the east door and leave the room. Backtrack east through Flooer 3, Room 5 to reach Floor 3, Room 4. Head for the locked door to Floor 3, Room 7, open it with the Small Key, and go through. Defeat the two Peahats in this room with your Deku Leaf and sword, then ride the cable platform to the north platform. Proceed through the north door into Floor 3, Room 8. Defeat the two Boko Babas and the Wingless Mothula in Floor 3, Room 8. Wingless Mothulas are fast but weak. They shoot out Morths that slow you down. Defeat the Morths when they appear. Use any Baba Bud on the ground to shoot up to the leafy platforms overhead. Get rid of any Peahats that appear, then use the southwest Baba Bud to launch yourself up to Floor 4, Room 1. Several more Peahats appear when you make it up to Floor 4, Room 1. Avoid fighting them and head fot the north door to Floor 4, Room 2. The door seals behind you when you enter Floor 4, Room 2, and a Mothula attacks you. Mothulas are tougher then the Wingless Mothulas variety, they can fly until you cut off their wings with your sword. Defeat the Mothula and Morths that it spews out to open a sealed alcove in the room's northwest corner. After getting the Boomerang, you need to unseal the door. To open that door, target the two white crystals above the door and throw the boomerangat them. After the boomerang hits them both the door opens. Go back to Floor 4, Room 1. Make your way to the south door in Floor 4, Room 1. Boomerang both blue flowers on the door to unseal it, and go through into Floor 4, Room 3. Get the chest in this room first. In order to get that chest you grab the overhead pole at the north end of the room with the Grappling Hook, stop swinging, and pull yourself up until you are standing on the pole. From there, grapple another overhead pole to swing to the west platform in front of you. Ride the vertically moving platforms. From the highest point on the second vertically moving platform, leap east to a small platform covered in grass and trees. Chop down the vegetation to reveal the chest. Inside the chest is a Joy Pendant. To Cross Floor 4, Room 3 and get the chest and the door to Floor 4, Room 4 to the south, cut down the hanging pinecones between the northern platform and the southern platform. Target the pinecone's vines with your Boomerang to clear a path between the platforms. Glide to the south platform with your Deku Leaf and open the chest to reveal another Joy Pendant. Go through the door to get to Floor 4, Room 4. In Floor 4, Room 4, glide to the southwest platform and blow away a pile of leaves covering the second Warp Jar. Target the vines holding a flower-like structure in the room's center and snap them with your Boomerang. The flower falls and smashes a hole through the floor of Floor 2, Room 4, opening up Basement 1, Room 2 through the hole you made. Basment 1, Room 2 has a west door to Basement 1, Room 3 with a Baba Bud near it. To the north is a pinwheel that you can activate with the Deku Leaf to create an updraft in the middle of the flower you just dropped. Don't do that yet. Instead, go into Basement 1, Room 3. Take out the Peahat in Basement 1, Room 3 with your Boomerang. Get rid of the three platforms full of Morths from a distance with your Boomerang. When the platforms are clear, jump across them to reach the northwest part of this room. This area has four Green ChuChus and several grabbing cables. The grabbing cables reappear after you destroy them, so don't waste time on them. Clear out as many enemies as you must to reach the northwest door, and go through it inot Basement 1, Room 4. Run and jump onto the large hanging around flower in the middle of the northeast part of Basement 1, Room 4. Leap from the flower onto the ledge beyond it to open a chest containing a Yellow Rupee. Use the boomerang to cut down the large flower and jump on top of it. Face west to deflect a River Octorok's shots back at it. After defeating the River Octorok, face east and use a Deku Leaf to blow the flower down the west hallway. At the south bend, face south and defeat two more River Octoroks, then blow the flower south onto the south platform. Destroy or avoid the Green ChuChus and grabbing cbles to the south, and go through the door to enter Basement 1, Room 5. You enter through the west door, which seals shut once you're through it. Run to the top of the large stump in the middle of Basement 1, Room 5, stand in the center and target with your boomerang the five white crystals surrounding the trunk. Throw the Boomerang so it hits all white crystals, opening an alcove in the middle of the tree trunk. Open the chest in the alcove to get a Big Key for the Forbidden Woods. When you grab it, two Kargorocs swoop overhead and drop two Moblins. When the Moblins are defeated, a door opens on an elevated platform to the northeast. Grapple the pole above the platform to swing up to the door, and go through it ot enter the elevated southwest part of Basement 1, Room 3. From here, backtrack to Basement 1, Room 2; unless you want to take a quick detour and to into Basement 1, Room 6 for the Treasure Chart (see secrets section). Make your way to the bosses lair. From Basement 1, Room 2, activate the pinwheel with a gust of wind from the Deku Leaf, hop into the Baba Bud, and shoot yourself into the huge updraft into the room's center. Glide with the Deku Leaf to Floor 2, Room 4. To open the sealed east door in Floor 2, Room 4, hit both blue flowers with the boomerang. Head through the door into Floor 2, Room 5. Defeat two Wingless Mothulas in Floor 2, Room 5, and a chest will appear in the room. It contains a Joy Pendant. Continue through the east door to Floor 2, Room 6. Floor 2, Room 6 has a dozen pinecones scattered around. The two near the west entrance hold Green ChuChus. The pinecones to the northwest, southwest, and south contain Morths. All other pinecones contain several rewards. To open the third Warp Jar in the northeast corner, get one of the Deku Sticks in the southeast pot, light it, and burn the boardscovering the top of the Warp Jar. At this point, either go through the east door and begin the boss fight, or return to Floor 3, Room 1, where you can open an option chest (see secrets section). If you're ready to fight the boss, save the game, and go through the east door. Boss: Kalle Demos: When you enter the boss's lair, the boss is nowhere to be seen. Approach the room's middle to see Makar, the missing Korok, in the center of an enormous blue flower. After finding him, somthing resembling a Boko Baba springs from the center of the flower and swallows Makar in one big gulp! That will be Kalle Demos. You must now defeat Kalle Demos, and free Makar from within. The blue flower folds into a Giant Baba Bud and attaches itself to the ceiling with a dozen vines. The flower was part Kalle Demos, and now is ready to attack! Kalle Demos has two attack methods: it sends tentacles under the ground to pop up around you, and it lashes out with individual tentacles if you stay still for a couple of seconds. A tenticles flashes yellow when it's about to attack. That's when you run! As long as Kalle Demos is attached to the ceiling it is invincible. You must sever its vines with your boomerang, and run a quarter or the way around the room before targeting more vines. Be quick! If your slow to sever all the vines, they will reattch themselves. When Kalle Demos is on the ground, it's vulnerable. Run up to it's head, in the center of the blue flower, and strike it with your sword until it folds up and reattaches itself to the ceiling. It takes 10 hits from your sword to be defeated. Congradulations. You have now defeated Kalle Demos. When the dust clears from the fight, Makar, and a Heart Container will pop out of Kalle's Demos's husk. Pick up the Heat Container and enter the spiraling warp in the room's middle. Makar will follow you. ---------------------------------- 2.15 The Forbidden Woods Aftermath ---------------------------------- You will reappear infront of the Great Deku Tree. The tree is happy to see Makar has been saved. You will know get Farore's Pearl. Makar will begin to play a leaf-shaped violin. The Koroks appear, and grab seeds to plant across the islands of the Great Sea. These will be released by the Great Deku Tree. Leave Forest Haven. On your way back to the King of Red Lions, you will pass a bouncing red postbox. Open it and you will get a letter of thanks from Komali's Father, and your 3rd heart piece. The King of Red Lions tells you that they must set sail, because Ganon's power might be increasing, and there is no time to lose. Play the Wind's Requiem, and set sail Northwest. ------------------- 2.16 Greatfish Isle ------------------- You must now sail to Greatfish Isle (B4). Sailing Northwest to get there from Forest Haven. You will be able to tell that Ganon's forces are getting stronger and bolder by the enemies you will face on your way to Greatfish Isle. Avoid the Seahats in quandrant D5. If you decide to attack them, then use the Boomerang. The Seahats will also be in quandrant B5. There will be a black cloud hanging over Greatfish Isle. This is not a good sign. The island was destroyed. The King of Red Lions will tell you that a great Water Spiirt named Jabun used to live here. He is not seen there now though. Quill will appear, and tell you who destroyed the island. Jabun escaped to Outset Island, and has sealed himself behind a thick stone slab. Not even the pirates could break through it. You know need to seek out the pirates. The were last spotted on Windfall Island. It is aldo advised that you leave the Greatfish Isle, as Valoo has named it "Cursed." Now that the message has been delivered then you can leave. If you want to seek out some Sidequests, then do so by checking out the Secrets Section. If not, then set the Wind to Northeast, hop into the King of Red Lions, and go to Windfall Island. --------------------------- 2.17 Windfall Island Part 2 --------------------------- Once you have returned to Windfall Island, go to the Bomb Shop on the island's southwest corner. The front door is locked, so you need to sneak in. Walk to the southwest side of the building and sidle along the narrow edge. Climb up the vine wall along the buildings northwest wall. Crouch down and crawl into the snall tunnel on the Bomb Shop's 2nd floor. After the cinematic, you need to go to the island's northwest corner, and drop off at the Pirate Ship. Go to the door to the main cabin, and answer the question the pirate gives you. Go to the ship's hold. Niko is there, having been left behind by the rest of the carousing pirates. He invites you to take another test. This test is similar to the other test, but you swing from rop to rope this time. When you hit the switch that starts the timer, the timer times something different this time. This time, the timer is timing how long the door stays open. Use the same strategy as you did earlier in the game. Line up your swings to minimize having to stop swinging and reajust. Also, save time by lining yourself up so that another rope is directly beyond the rope which your jumping. You will get 30 bombs when you pass this test. If you do not pass it, try it again until you do. Now you must go to Outset Island. ------------------ 2.18 Outset Island ------------------ Going back to Outset Island (B7) is not going to be easy. Ganon's monions are out in force. You will face Gyorgs in sections C3, and B6, Seahats in B4, and Cannon Boats in B5. Upon landing at Outset island, the King of Red Lions makes an interesting observation; you have not seen daylight since reaching Greatfish Isle. That's good news for the race against the pirates, but small comfort. The King of Red Lions suggests that Link visit his loved ones in town, having been away for a long while. Go to Grandma's house and look for her on the first floor. She is delirious. If you have a Red Potion, Blue Potion, or Fairy, then use it while standing near Grandma to heal her. Grandma will improve and is overjoyed to see that her Grandson has returned. She chides herself for moping around about her grandchildren being gone, and promises to help. She will refill the empty bottle with delicious Elixir Soup. Not only does it refill your Heart and Magic Meters, but ti also gives him the ability to do double damage until an ememy hits him. Best of all, there are 2 doses per bottle, and Grandm refills it any time. The only problem is that you can only have one bottle of it at a time, but you can go back for refills. After visiting Grandma, and completing any Sidequest you want to attempt (check out the Secrets section) return to the King of Red Lions, and sail around Outset Island's west side until you get caught up in a whirlpool. equip your bombs and aim the cannon at the top of the huge stone slab on the side of the island. Fire when you are nearest to the slab for the greatest accuracy, but don't take too long or the water will suck you under. Fire at the slab's top sectin until you destroy it, then blow up the middle section. Finally, turn your cannon to the lowest section. After you destroy the slab, the whirlpool will vanish. the King of Red Lions automatically steers into the cave. Jabun rises from the water to greet Link and the King of Red Lions. Jabun speaks in ancient Hylian, luckly for you that the King of Red lions can understand it. He persuades Jabun to give Nayru's Pearl. Jabun confirms that the rain and darkness are Ganon's doing, but the power fo Nayru's Pearl has broken the spell. Your next mission is to place the Three Pearls on three islands. --------------------- 2.19 The Three Pearls --------------------- You need to go to Three Islands to drop off the Three Pearls. You can do these in any order, but as long as they are done. The island's you must go to are the Triangle Islands. The Northern Triangle Island is located in D3. Once you make it there, hop out of the boat, and place Din's Pearl on the statue's hands. Go to Eastern Triangle Island located in F4. Run onto the island, and to the statue. You will automatically place Farore's Pearl in the statue's hands. Now it is time for Southern Triangle Island (D5). Watch out for one of Cyclos's giant Cyclones, some River Octoroks, and a pack of Seahats near the island. Avoid all of these. When you reach the island, run up to the smal stone staue at the highest point. Like the first two, the pearl (Nayru's Pearl) will automatically be placed in the statue's hands. When all three pearls are placed, an amazing thing happens: The statue's outer shell shatters, revealing a woman holding Din's Pearl. Light shoots out from the pearl toward the statue on Eastern Triangle Island. That statue explodes, and a similar woman holds Farore's Pearl aloft, sending the magical beam to Southern Triangle Island and shattering the statue there. The beam of light creates a huge triangle between the three islands, and a ghostly image of the three smaller triangles glows inside it across the Great Sea's surface. From the triangle's center, an enormous tower rises from the water. This is the Tower of the Gods, and it's what the King of Red Lions meant when he mentioned a proving ground for you. You will automatically sail to the Tower of the Gods, where the King of Red Lions explains that the ancient world's gods created this tower to test the courage of men. To be acknowldged as a true hero by the gods and to be given the power to destroy evil, you must overcome the trials of the Tower of the Gods. After the King of Red Lions finishes his pep talk, sail into the entrance of the Tower of the Gods. ---------------------- 2.20 Tower of the Gods ---------------------- Floor 1, Room 1 is huge with a watery floor. The King of Red Lions accompanies you into the room here. You can either swim around the room or steer the boat by holding R and steering with the joystick. Go into the southeast corner of Floor 1, Room 1, wait for low tide, and enter the southeast door to Floor 1, Room 2. A Yellow ChuChu in this room generates an electric field around itself when standing. If you attack it with your sword, you take damage. To defeat it, stun it with your Boomerang to deactivate its electrical field, then hit it with your sword. At high tide, climb onto the crate in front of the southwest alcove and from there into the alcove. Smash both pots to get Bombs and a Rupee. At low tide, push the southeast crate to the west so that it lines up under the cracked section of the wall overhead. At high tide, climb up on the crate and lay a bomb front of the cracked wall to blast open the entrance to the southeast alcove. Here are pots containing Bombs and Rupees and a chest containing the Dungeon Map for the Tower of the Gods. When you get the Dungeon Map, four Yellow ChuChus drop into the rooms main part. Defeat them with your Boomerang and sword at low tide. You can bomb open two alocoves along the north wall. Use the same method you used to open the southeast alcove that contained the Dungeon Map. The northwest one contains a pot with a heart, and the northeast one contains a Yellow ChuChu and a pot with a Joy Pendant. After getting these items, go through the west door to return to Floor 1 Room 1. Make your way to the northeast dor of Floor 1, Room 1, which you can only enter at high tide. This sealed door leads to Floor 1, Room 3. To open it, lift one of the statues near the door and place it on the glowing pink constant pressure switch next to the door. Defeat the Yellow ChuChu at the west end of the room and drop into the recessed center area. Wait for low tide, then pick up and place one of the crates on the pink constant pressure switch on the floor. This creates a magical bridge across the room's center. Climb the ladder out id the recessed center area to return to the room's west end. Because crates float, the one you placed on the bridge's constant presure switch only activates at low tide. Wait for low tide, then cross the bridge to reach the room's east end. Pick up the statue at the room's east end and carry it the magic bridge at low tide. Take the statue through the west door and place it in the center of the turquoise-and-gold tiled floor southwest of the door to Floor 1, Room 3. This raises the huge gate at the east end of Floor 1, Room 1. Get in the King of Red Lions and steer it down the east corridor of Floor 1, Room 1 until you reach Floor 1, Room 4, which you can only reach at high tide. Place the two jars on the pink constant pressure switches to unseal the door. The center part of Floor 1, Room 4 is a recessed area filled with water that rises and falls with the tide. Line up the crates on the floor so they form a straight line from north to south. When you line up the crates correctly, smash one of the Deku Stick pots in the room's north part, light a Deku Stick, and run it across the crates at high tide to reach the room's south part. Light the two torches at the room's south end and a chest appears. Inside is a Small Key. After getting it, defeat (or avoid) the four Yellow ChuChus that drop down from the ceiling and exit Floor 1, Room 4 via the north door to return to Floor 1, Room 1. Steer the King of Red Lions to the west end of Floor 1, Room 1. Equip your Bomb and fire the canon at the three huge cracked arched walls to the west to open up the west part of Floor 1, Room 1. Swim to the northwest corner of Floor 1, Room 1, defeat the Yellow ChuChu there, then enter the norhtwest door to reach Floor 1, Room 5. Floor 1, Room 5 holds a Red Bubble, you can either defeat it with your sword, but as you do, it ignites you, inflicting one-quarter Heart's worth of damage. Instead, run for the chest in the room's center. Open it to get the Compass for the Tower of the Gods, and exit the room through the east door to Floor 1, Room 1. At low tide, run to the locked door in the southwest corner of Floor 1, Room 1 and open it with your small key. Enter the door to reach Floor 1, Room 6, a large room with tidal water, and four Yellow ChuChus. Defeat the ChuChus, and a glowing magical stairway appears in the room's center. Run up the stairway to find a statue that glows pink when you lift it. At low tide, carry the statue down the stairs and out the east door to return to Floor 1, Room 1. Bring the statue upstairs to the northwest corner of Floor 1, Room 1 and place it in the middle of the turquoise-and-gold tiles near the door to Floor 1, Room 5. This redirects the large waterfall in the center of the north wall of Floor 1, Room 1. Steer the King of Red Lions to the north of Floor 1, Room 1 where the waterfall used to be. Climb out of the boat at high tide and enter the arched passageway to reach the door to Floor 1, Room 7. At the south end of Floor 1, Room 7 are two statues. At the north end are three pink constant pressure switches you must simultaneously activate. Rats roam the room, which has a Beamos in the center. Defeat the Rats with your Boomerang. Pick up a statue, wait for the Bemos's gaze to pass, and run as close to due north as you can while keeping the Beamos to your right (that is, the east). If you time your run, the Beamos won't hit you. If you don't, you take damage, and drop the statue. You must take both statues to the room's north side and place them on two of the three pressure switches. Run back and forth in a straight line and keep the Beamos to your right. After both statues are on pink pressure switches, stand on the third one to activate the vertically moving at the room's north end. Jump up along these platforms to reach Floor 2, Room 1. Floor 2, Room 1 is the upper part of Floor 1, Room 7. Aside from the moving platforms that run between the two rooms, there is nothing here of interest except for a landing to the north with the door to Floor 2, Room 2. Floor 2, Room 2 is a huge diamond-shaped room with pots in all four corners. Smash them for common items like Hearts, Rupees, Bombs, and Magic Vials. You enter through th esouth door. The north and west doors are sealed, so go through the east door to Floor 2, Room 3, which bears a glowing pink sigil. Defeat the Yellow ChuChu at the west end of Floor 2, Room 3, and ride the moving platform in the room's middle to the east end. Defeat or avoid the two Yellow ChuChus at the east end and go through the door to Floor 2, Room 4. Head east across the glowing magical platform to reach a statue in the room's east end. A tablet next to the statue reads "Press R to call me and guide me to my place of truth." Press R to lower the statue's platform. The statue hops beind Link, following him everywhere he goes! Walk the statue along the winding pathway along the room's floor to the southwest corner. At the room's southwest corner, lift the statue and jump across the gap to the west door. Taken the statue through the door with you into Floor 2, Room 3. Carry the statue onto the moving platform, and ride the platform west to the door to Floor 2, Room 2. The door's glowing sigil indicates that you can carry the statue through it. When you enter Floor 2, Room 2, the statue hops onto a pedestal, and a large stone tablet rises in the room's center. Aproach the tablet and use the Wind Waker to learn the Command Melody (See the songs section for the Command Melody Song). After you learn the Command Melody, the tablet vanishes, and the west foor to Floor 2, Room 5 opens. Go through this door to continue your quest. The two Red Bubbles in Floor 2, Room 5 are tough. Defeat at least one of them with your sword, even if it means taking damage. Use your Grappling Hook to swing to the room's west side, ignoring the south side for the moment, and go through the west door to Floor 2, Room 6. Use the Grappling Hook to swing to the room's west side, where you will find anothe statue. Press R while standing near the statue to lower its pedistal and follow you. Stand on the constyant pressure switch in the room's southwest corner and conduct the Command Melody to take control of the statue. Standing on the switch creates a magical bridge across the room. Walk the statue to solid ground on the room's east side and press R to release it from your control. Use the Grappling Hook to swing Link to the room's east side. Pick up the statue and carry it through the east door into Floor 2, Room 5. Place the statue on the constant pressure switch in the northwest corner of Floor 2, Room 5 to unseal the room's south door. Use the Grappling Hook to swing to the room's south part, and go through the south door to reach Floor 2, Room 7. Floor 2, Room 7 is a round arena in which you must fight a Darknut. Darknuts are formidable enemies; the key to defeating them is waiting for them to make the first move. Draw your sword and wait for it to flash, then press A to execute a parry attack that either knocks off the Darknuts helmet or cuts the straps on the back of its suit of armor. When part of the Darknut's body is exposed, target that body part. If it loses its helmet, use jumping strikes (L-target and A). If it loses its armor, most normal B attacks hit it. Parry attacks are slower, but always good for doing serious damage. After you defeat the Darknut, the north door to Floor 2, Room 5 unseals and a chest appears in the room's center. Open it to get the Hero's Bow and 30 Arrows. After you get the Hero's Bow, return to Floor 2, Room 5. The Red Bubbles have returned to Floor 2, Room 5, but now you have the Hero's Bow, a better way to take them out. Draw the bow, line up the arrowhead's tip with the bubble, and release the button to hit it. Bubbles provide good target practice. After you destroy both Red Bubbles, aim at the diamond-shaped eye plaque on the north wall and shoot an Arrow at it. This creates a pair of moving platforms moving east and west across the room. Grapple to the statue at the room's west side, pick it up, and carry it across the platforms to the room's east side. Go through the east door to return to Floor 2, Room 2. After you enter Floor 2, Room 2, the statue automatically hops to its platform, and the north door to Floor 2, Room 8 opens. Smash pots if you need, Hearts, Bombs, Magic Vials, or any other common items, then go into Floor 2, Room 8. A couple of Keeses fly around the center of this cross-shaped room, above two balaced platforms. The heavier platform sinks to the watery area at the floor, and the lighter platform rises to the room's elevated north side. Defeat the Keeses with your Boomerang, or Hero's Bow, then drop into the room's east side and go through the east door to Floor 2, Room 9. Floor 2, Room 9 is made up of moving platforms, and holds twp Red Bubbles and two treasure chests. Defeat the Red Bubbles with your bow, then jump onto the nearest platform. Leap onto the next moving platform to the east, the one that passes back and forth in front of an unmoving platform holding an eye plague. Shoot the eye plaque with an Arrow to start the platform moving vertically, then leap onto the platform. Ride the vertical platform to the north ledge and open the chest there to get a Small Key. Now you can either leap across the moving platform to return to the west door to Floor 2, Room 8, or you can go for the second chest. If you choose to go after the second treasure chest, then from the north ledge holding the Small Key chest, jump onto the vertically moving platform in the room's northwest corner. Ride it to the highest horizontally moving platform in the room. From that platform, shoot the eye plaque platform on the south side of the room. This causes the eye plaque platform to move horizontally toward you. Leap onto it and ride facing west. Shoot the large eye plaque on the west wall above the door to Floor 2, Room 8. This causes the chest to appear on the south ledge of the room. Stay on the eye plague platform and ride it to the south ledge. Open the chest to get a Joy Pendant, then use the Deku Leaf to float down to the west side of the room. Go through the west door to return to Floor 2, Room 8. From Floor 2, Room 8 you, can either go west into Floor 2, Room 10 for an optional sidquest (see secrets section), or you can proceed north to Floor 2, Room 11. To reach Floor 2, Room 11, climb up to the south part of Floor 2, Room 8 and throw two statues onto one of the balance platforms. One statue is equal to Link's weight, so two statues keep the platform down so Link can jump from it to the room's north ledge. Use your Small Key to open the locked north door, and go through it into Floor 2, Room 11. To reach the statue at the north end of Floor 2, Room 11, climb onto the stone block in the room's center and use your Deku Leaf to glide over the laser beam fence between you and the statue. Press R near the statue to summon it from its platform. Conduct the Command Melody and walk the statue onto the pink constant pressure switch in the room's center. This turns off the laser beams. Releasr control of the statue and carry it out of the room and into Floor 2, Room 8. When you return to Floor 2, Room 8 with the statue, a new enemy appears--a Wizzrobe. It appears, shoots fireballs at you, disappears, and reappears somewhere else. L-target it and shoot it with Arrows to defeat it. Go to the room's south side and throw three onto one of the balace platforms. This is enough weight to keep the other platform elevated while Link carries the statue from Floor 2, Room 11 across the room's south side and through the south door to Floor 2, Room 2. As before, the statue automatically hops to its platform in Floor 2, Room 2. When all three statues are in place, a beam of light appears in the room's center. Stepping into this beam takes you to Floor 3, Room 1, but you might want to get another Joy Pendant, and Treasure Chart 10 (see secrets section). To get the Joy Pendant (if you chose to do so), then return to Floor 2, Room 3 through Floor 2, Room 2's east door and defeat the Wizzrobe inside. Ride the moving platform across the room's middle, facing south, and shoot the eye plaque in the south wall to activate a second moving platform. Jump onto this platform to ride to the south ledge and enter the south door to reach Floor 2, Room 12. Defeat the two Armos Knights inisde by throwing Bombs into their mouth. When they are both destroyed, a chest appears. Open it to get the Joy Pendant. Floor 3, Room 1 is a large octagonal room that has two Beamoses at the room's east and west sides. Around the Beamoses are pots containing helpfulcommon items, and one of the east ones has a Joy Pendant. If you try to break the pots with your sword, the Beamoses tear you apart! Instead, target the pots with your Boomerang from a safe distanceto smash them and recover the items. An alcove in the room's south end has a laser beam fence in front of it and three constant pressure switches that need to be simultaneously triggered. Carry the inactive Armoses from the room's north end and place them on two of these switches. Stand on the third one to deactivate the laser fence. Open the chest the alcove's chest to get the Big Key for the Tower of the Gods. When you get the Big Key, the Armos come to life and attack. Defeat them using your bow and sword, and the north door to Floor 3, Room 2 unseals. Climb the stairs to the north and get rid of the Kargoroc circling overhead by hitting it twice with youe Boomerang. Turn southwest and look at the rest of the room (an outdoor room). Several Beamoses line the outside wall of the curving staircase, and most are focused on the stairs. This is a good thing, because a Beamos is vulnerable when it's firing. Move slowly up to the first Beamos until it shoots its beam the stairs in front of you. Target the Beamos with your bow and destroy it with a single arrow. Repeat this process with the next beamos. The third Beamos has a revolving eye, so you can't target and destroy it. Instead, wait out of range until its gaze passes by, and run up the stairs to escape its blast. Take the next two stationary Beamoses, as well as the Kargoroc circling overhead. Run past the final two revolving Beamoses to reach the door to the boss chamber. The pots to the north of the boss's lair door contain Hearts and a Fairy. The pots to the south contain Bombs and Arrows. Take what you need, save your game, and enter the boss's lair. Boss: Gohdan: This boss reminds us of Bongo Bongo in the Ocarina of Time. Those that have played the Ocarina of Time will remember Bongo Bongo. Approach the center of the room to begin the boss fight with Gohdan. A voice praises Link's courage and tells him that this is the final challenge of the gods. Two stone hands and stone head lift themselves out of the wall and hover above Link's Head. This is Gohdan, the boss of the Tower of the Gods. The key to defeating Gohdan is to keep moving. Each of the hands uses a variety of crushing attacks as well as a sweep, which is an attempt to push you into the electrified ditch that encircles the arena. To damage the stone hands, L-target them and fire Arrows at the green eyes in their palms. A couple of shots temporarily deactivates the hands, and Gohdan's head attacks. The head occasionally opens its mouth and fires a lethal barrage of laval at you. Run in a wide arc to avoid it, repeatedly tapping A to keep rolling. To damage the head, L-target its eyes and shoot arrows into them. When you shoot out both eyes, the head drops and opens its mouth. Quickly L-target Gohdan's mouth and throw a Bomb into it to damage the boss. After the Bomb explodes, both hands and the head rise to attack. Repeat your full attack pattern--from shooting the hands to bombing the mouth--three times to defeat Gohdan. Congradulations. You have now defeated Gohdan. After defeating Gohdan, it tells Link that "the path can now be opened," and that the destiny of the world is tied to Link's path. A warp appears in the room's center. Gohdan sinks into the wall, tossing out a Heart before it deactivates. Pick up the Heart Container and enter the warp to complete the Tower of the Gods quest. Link appears outside, at the foot of a bell atop the Tower of the Gods. Use your Grappling Hook on the bell to ring it. As the bell rings, a golden circle of light appears at the base of the Tower of the Gods, and Link and the King of Red Lions sail into it. ------------------------ 2.21 Descent Into Hyrule ------------------------ Link and the King of Red Lions sail into the golden ring at the Tower of the Gods' base at the bottom of the Great Sea. Veterans of the Ocarina of Time will recognize it as the land of Hyrule, where the legendary hero defeated Ganon hundreds of years ago. The King of Red Lions knows that Link has questions, but there is no time to answer them now. He tells the young hero to enter castle, where he will find an item that can be used to defeat Ganon. Enter the castle, which seems have been frozen in time during an attack by Moblins and Darknuts. In the middle of the castle's great hall is the Hero of Time statue, and at its base is the same image of the Triforce that you saw on the surface of the Great Sea when raising the Tower of the Gods. The only objects you can move in the great hall are three large blocks with the triangular bases near the Triforce image. By pushing or pulling one end of a side, you can pivot the block around on one of the triangle's points. Move each of the three blocks so their bases line up with the triangles of the Triforce. There is no correct way to do it. It takes time, but it's not hard to figure out. When all three blocks are properly arranged, the Hero of Time statue slides back, revealing a passage leading into the basement. Head down the passage. As you approach a sword in a colum of light at the underground room's far end, Link hears the King of Red Lions telling him that the sword is the Master Sword, the only sword that can banish Ganon from the world above, and that Link should take it. Link takes the Master Sword, and the statues of the knights around him cross their swords over his head, one by one. Color starts to seep into the castle, and the Moblins and Darknuts in the great hall return to life! You're in for the fight of your life! You must defeat 10 Moblins and 7 Darknuts upstairs before you can leave the castle-- the exit is blocked by a magical barrier. You might feel overwhelmed, but don't worry. The Master Sword is way more powerful your old sword. Take the enemies out one or two at a time, and the fight will be long but not that hard. You can also use a range of Bombs, Arrows, and your Boomerang to take out foes from a distance. Sneak up on Darknuts when their backs are turned and cut off the straps on their armor to make them vulnerable to your attacks. When you defeat all the enemies, go out the way you came in to return to the King of Red Lions. Exploring Hyrule: On the other side of the Great Hall from the entrance is a doorway leading outside, where you can see a panoramic view of Hyrule from The Ocarina of Time. Sadly, an invisible magical barrier, the same one that kept you from leaving the castle until you defeated the enemies, prevents you from leaving Hyrule Castle. Play The Ocarina of Time if you want to see Hyrule. ------------------------------------ 2.22 Return to the Forsaken Fortress ------------------------------------ After leaving Hyrule Castle, hop in the King of Red Lions and steer the boat into the golden circle that brought you to Hyrule Castle. It returns you to the surface at the Tower of the Gods' base in quadrant E4. The Forsaken Fortress is in quadrant A1. Change the wind to blow northwest and set sail! You see one of Cyclos's cyclones in Quadrant D3 (Northern Triangle Isle), just as you did when you were placing the three pearls on the Triangle Island statues. Now that you have the Hero's Bow, make good on your promise to Zephos to chastise his unruly brother. Sail into the cyclone and draw your bow. Cyclos sits at the top of the cyclone. Fire Arrows at the top until you hit him three times. Aiming is tricky; keep firing and readjusting your aim. Be quick! If you take too long, the cyclone spits you out into a different quadrant of the Great Sea. If this happens, then return the Northen Triangle Isle, and retry getting this again. After the third hit, the cyclone dissipates. Cyclos compliments Link on his bow skill. As a token of his respect, he teaches you the Ballad of Gales (see Songs Section). The Ballad of Gales lets you use Cyclos's cyclones to warp to several different islands. The Islands you can warp to in the game with the Ballad of Gales are: Mother & Child Isles (B2) Windfall Island (D2) Dragon Roost Island (F2) Tingle Island (C3) Greatfish Isle (B4) Tower of the Gods (E4) Southern Fairy Island (D6) Forest Haven (F6) Outset Island (B7) You have a lot of ground to cover between your current position and the Forsaken Fortress, so try the Ballad of Gales. Conduct the song and choose to warp to quadrant B2 (Mother & Child Isles), the closest warp point to the Fosaken Fortress. You wind up in a small Fairy Fountain in the center of Mother and Child Isles! The voice of the Fairy Queen tells Link that she has been waiting for his arrival, but now is not the time for them to meet. She knows Link seeks to protect Aryll, but there is another person that he must protect as well. She tells Link to return after he meets that person, and the Fairy Queen will show Link her true form. The only way to leave is to warp elsewhere, so warp to quadrant C3 (Tingle Island), and continue northwest toward the Forsaken Fortress. On the way to the Forsaken Fortress, you have to deal with a few rough customers, including Gyorgs in C3, and Cannon Boats in B2. The Forsaken Fortress is armed with cannons. If you stay in the same place too long, they get your range and blow you out of the water. To enter the fortress, blast open the wooden gate with your cannon, then sail in. ----------------------------- 2.23 Forsaken Fortress Part 2 ----------------------------- The King of Red Lions drops off Link at the same point you started from during your last incursion into the Forsaken Fortress. The boat tells Link that Ganon probably knows of their presence, but the Master Sword's power will drive him back. Run up the stairs to the courtyard, then approach the barred wooden door. Boss: Phantom Ganon: Phantom Ganon has changed a lot in this game then the Ocarina of Time. The Ocarina of Time, he had a horse, and a staff. Phantom Ganon appears; it's an enormous shadow in the shape of a Darknut, and you must get past him to get to Aryll, and face the real Ganon. Phantom Ganon appears and disappears like a Wizzrobe, using one of two attacks depending on how close he is to you. If Phantom Ganon appears close to Link, he atacks with his shadowy sword. Most of the time Phantom Ganon appears at a distance from Link and launches a sparkling blast of magic at him. To defeat Phantom Ganon, swing your sword so it hits the ball of magic and sends it back at Phantom Ganon, who knocks it back at you. It's like a tennis game--keep returning Phantom Ganon's shots until he misses and is stunned by his own attack. When Phantom Ganon is stunned, run up and hit him with your sword. After a few hits, he disappears, and the cycle begins again. Hit Phantom Ganon with your sword 12 times to defeat him. When Phantom Ganon is defeated, he rises toward the tall north tower and disappears. Two of the large wooded fortress doors unbar, and a chest appears in the courtyard. Open the chest to get the Skull Hammer, which is good for smashing certain items and pounding down others. It destroys weak enemies if it hits them and stuns enemies if it is used near them, but it's slow and clumsy as a weapon. After Phantom Ganon is defeated, waves of Bokoblins attack you while you're targeted by a searchlight. At higher elevations, these searchlights also target you for the fortress's bomb-firing cannons. Take out the searchlights. Equip the Skull Hammer and approach the three large spiked pegs blocking the stone stairway. L-target and peg and slam it down with the hammer. Run up the stairs and follow the familiar path at the top to reach the ladder to the searchlight on top of the southwest tower (above Floor 2, Room 1). Climb the ladder and defeat the Bokoblin running the searchlight to deactivate it. One down, two to go! Go down the ladder and head into Floor 2, Room 2. Go through the room's west door to reach the hallway that runs between Floor 2, Rooms 1 and 2. Run onto the hallway's south balcony to find a ladder leading to the searchlight above Floor 2, Room 2. Defeat the Bokoblin searchlight operator to disable the second searchlight, then run off the tower's northwest ledge. You land next to the hallway that runs between Floor 2, Rooms 2 and 3. Enter Floor 2, Room 3 and defeat the Shield Bokoblin inside. Use your Deku Leaf to drift along the room's north side and pound the spiked pegs with the Skull Hammer. Leave the room through the north door, and run onto the southwest balcony in the hall beyond. Run up the wide stone path leading from that balcony to the third searchlight, above Floor 2, Room 3. Defeat the Bokoblin to disable the final searchlight. Stand on the tower's top west edge and face northwest. Use your Deku Leaf to glide to the hallway between the northwest and north towers (Floor 2, Rooms 3 and 4). Enter the north tower (Floor 2, Room 4), but watch out for the laser-liring Moblin bust above the door! Remember those Moblins you had to sneak by last time? Now's your chance for payback. Defeat them with your sword and go through the large north door to climb the tower. From here, ascednthe north tower as you did last time. A few Bokoblins drop in to annoy you, and you need to hammer down a row of spiked pegs. Other then that, it's identical to the last trip up the tower. Pound the spiked pegs at the top of the north tower to open a large wooden door. Enter the door when it's opens to rescue Aryll! Aryll is happy to see Link, esspecially since his last departure was so abrupt! Link tries to open the door to her cell, but it won't budge. Tetra and the pirates appear! She instructs the pirates to open the cell, and berates Link for not thinking before he acts...again! They had to lure the Helmaroc King away to keep it from tossing Link halfway across the Great Sea again! Link turns his back in disgust, and Tetra glimpes the Master Sword, which starts shaking. She's suddenly dumbfounded and starts asking half-questions--"Are you...Is it even possible. ..? How could it be?" The pirates open the cell door and start carrying little girls out. Tetra promises to take them to town--after all, their fathers will pay a hefty reward for their return! Tetra promises Aryll safely to Outset Island free of charge, and she reminds Link that he has some business to attend to with the Helmaroc King and Ganon. Tetra and the pirates leave, but she swears she'll be back. The door shuts, and the tower fills with water through a drain on the floor. The Helmaroc King flies in through the ceiling. The boss fight is on! Boss: The Helmaroc King: From your starting position, run along the path that spirals counterclockwise up the inside of the tower. Don't stop to fight the enemies, to smash jars for items, or for anything until you reach the top. The Helmaroc King follows you, smashing the path behind you with its beak. If you move up the path, you stay a few steps ahead of it. If you ger knocked off, float in the rising water to slowly make your way up the tower. The water stops rising after a certain point. At that point, you must swim to watever's left of the pathway and use your Grappling Hook to swing over gaps. This is tricky as the Helmaroc King never gets tired of pecking at you. Fortunitly, it attacks infrequently. When you get along the pathway's top, the boss blocks your way with its giant beak. Equip the Skull Hammer, L-target its head, and smack it with the hammer to knock it into the water. When the Helamroc King is out of the way, climb to the tower's roof. When you reach the tower's roof, the roof begins to close, sealing off the tower's interior. The Halmaroc King makes it out just in time, and the fight continues. The Helmaroc King swoops overthe tower roof, raking its claws across it as it dives down at you. After a few swoops, it lands on the roof and launches one of two attacks, depending on how close you are to it. If you are far away from the boss, it beats its wings and tries to push you into the spikes that encircle the tower's roof. Walk toward the Helmaroc King to slow your slide toward the spikes. If you are close to the Helmaroc King, it tries to peak you. Dodge its beak, and it gets stuck in the tower roof. L-target the boss's head and hit it with the Skull Hammer to crack its mask. Repeat this three more time (four total) to shatter its mask and render its head vulnerable to attack. Lure the Halmoroc King into pecking at you and getting its head stuck in the tower roof, but this time attack with your sword. It takes 10 hits from the Master Sword to defeat the Helmaroc King. After you defeat the boss, you get a Heart Container, and the spikes that blocked the pathway to Ganon's lair lower. Run up the pathway to Ganon's lair and open the door at its end to find Ganon. His first words to the young hero : "It's been a while boy." This Link has never met Ganon, but the Link from Ocarina of Time has, and Link reminds Ganon of the Link that defeated him hundreds of years ago. Ganon compliments Link on getting this far and commends him for his courage. He turns around and introduces himself as Ganondorf, master of the Forsaken Fortress. Link draws his sword, but there's something wrong-- Ganon is smiling. When Link drew the Master Sword from Hyrule Castle, it broke the gods' spell that prevented Ganon's full power from returning. Link charges Ganon and strikes him with the Master Sword--but to no effect. Ganon smirks and knocks Link halfway across the room with one powerful blow. Somehow, the Master Sword has lost its power to repel evil. Its power is gone;its edges are dull. Just whe it looks as if Ganon will strike Link down, Tetra appears in the window and leaps at Ganon! The fiend knocks her to the floor and she begs Link to get up. Ganon seizes her by the throat and holds her aloft. Suddenly, the Triforce of Power on the back of Ganon's right hand resonates. He's surprised with delight: "At long last, I have you...Princess Zelda!" Tetra tries to bluff her way out of the situation, but it's no use. Ganon asks her, if she is not Princess Zelda, why does she wear a fragment of the Triforce? As all hope seems lost, the tan blurs of Quill and Komali flash through the room, sweep up Tetra and Link, and carry them out of the tower. Ganon grits his teeth in frustration as another winged shape appears outside his window: the great Valoo, spirit of the skies. Valoo unleashes a blast of flame that incinerates Ganon's tower. Could this be the end of Ganon? Don't bet on it.... The Ritos and Valoo carry Link and Tetra to the King of Red Lions, who sails to the golden ring of light in front of the Tower of the Gods. Quill and Komali tell Link that his sister is safe. The King of Red Lions is more worried about Link and Tetra and wants to get them far away from Ganon. Valoo and the Ritos fly off, and the King of Red Lions tells Link that he's about to get his explanations. But first they must return to the land beneath surface of the Great Sea. ------------------------ 2.24 The Legend of Zelda ------------------------ Yes, there is a section is this guide names The Legend of Zelda. It is ironic, but you will understand why we called it the Legend of Zelda. Tetra awakens at the sea bottom, in Hyrule Castle's courtyard. She wants to know where they are and what happened to Ganondorf. Link is about to explain when a voice tells him that he must return to the room where he found the Master Sword. The voice is coming from a blue crystal that Tetra gave Link before their first trip to the Forsaken Fortress. She was able to to communicate through it to him and, later in the story, with the King of Red Lions as well. Tetra demands to know who the voice is and how it's using the stone. The voice replies that Tetra must accompany Link into the castle. You finally regain control of Link. Tetra follows behind. Lead her into the castle, then proceed down the stairs under the Hero of Time statue to reach the altar of the Master Sword. A regal figure in a red coat stands where the Master Sword used to be, his back turned to Link and Tetra. Tetra asks if he was the one speaking through the stone. The man responds that it is an enhanced version of a Hylian royal Gossip Stone, and he made it! The man asks Link and Tetra if they heard the tales of the hidden kingdom where the power of the gods lies sleeping, dreaming of legend of the Hero of Time. The place where they stand is that kingdom, the lost kingdom of Hyrule. And he is the King of Hyrule, Daphnes Nohansen Hyrule. He asks Link if the boy recognizes his voice--it is the voice of the King of Red Lions!. As long as the Master Sword could defeat Ganon, there was no need for the king to reveal his true form. But now that the Master Sword has lost its magic, the situation has changed. Long ago, Ganondorf turned Hyrule into a world of shadows and tried to take the power of the gods for himself. The kingdom's only hope was for salvation was the will of the gods, who sealed both Ganondorf and Hyrule with a flood that left only the highest mountain peaks above the waters surface. The people of Hyrule left before the deluge, and those people are Link and Tetra's ancestors. The king calls Tetra to him and he takes her necklace in his hand. He tells her that it is a part of the Triforce of Wisdom, the sacred power of the gods that Ganon craves. Tetra's mother passed it down to her to guard it with her life. Tetra's family has kept it safe for generations. Now it is time for her to learn the destiny to which she was born. A blinding flash of light issues from the Triforce, and when Link's sight returns, he sees that Tetra has been transformed into the image of the Legendary Princess Zelda! The Triforce of Wisdom appears on the back of her hand, just as the Triforce of Power appeared on Ganon's. Tetra is the last true heir of the Hyrule Royal Family. She is Princess Zelda. Now that Ganon knows that she is Zelda, Tetra needs to be kept safe from him, lest he use the Triforce of Wisdom to turn the worlds below and above the Great Sea into lands of shadow and despair. Zelda must hide in the depths of Hyrule Castle while Link revives the Master Sword's power in the world above-- and defeats Ganon. When you regain Control of Link, exit the castle and approach the King of Red Lions. He tells Link that the Master Sword lost its power because something happened to the sages who infused the blade with the gods power. Link must visit the Wind Temple to the north and the Earth Temple to the south to set matters right and restore the Master Sword's ability to repel evil. Hop into the King of Red Lions and steer into the golden circle to return to the Great Sea's surface. The golden circle disappears from the Great Sea's surface. The King of Red Lions tells Link of the Hero of Time, who defeated Ganon with the power of the Triforce of Courage. When the Hero of Time embarked on another journey in another land, the Triforce of Courage was split into eight pieces and scattered around the Great Sea. The Trforce of Courage is the key that will allow Link to return to Hyrule and bring Zelda out of hiding. So, in addition to completing the two temple quests, Link must also find and reassemble the Triforce of Courage. ------------------------- 2.25 Mother & Child Isles ------------------------- You must do one more thing before you can resume your quest. Recall the words of the Queen of the Fairies, who told you to return after you learned which person Link must protect. You now know that person is Zelda, so conduct the Ballad and warp to the Mother & Child Isles (B2). The Queen of the Fairies appears in her true form. resembling a young girl. She gives Link's Hero's Bow the ability to shoot Fire and Ice Arrows. Shooting a Fire or Ice Arrow not only removes one arrow from Link's inventory, it also drains a small amount of Link's Magic Meter. To switch between different types of Arrows, draw an Arrow by holding down the bow button (what you got the bow set to) and press R. The Fairy Queen also tells Link he can return any time, and Fairies can cure his weariness. ------------------ 2.26 Fire Mountain ------------------ Warp out of Mother & Child Isles and head for Fire Mountain (F3). The closest warp to Fire Mountain is F2, Dragon Roost Island. From there, head south to Fire Mountain. Fire Mountain lives up to its name-- it's a steaming, smoldering volcano. Draw an Ice Arrow and fire it at the lava plume at the top of the island to temporarily freeze its flames. You have 5 minutes to enter Fire Mountain and get the Power Bracelets inside of it before the Ice Arrow's effect wears off. Sail quickly around to the rocky shore on the northeast side of the island, and start climbing the path to the mountain's summit, drop into the hole and enter the mountain. Use your Boomerang to defeat the Fire Keeses inside the mountain, then leap quickly across the platforms floating on the lava lake to reach the ledge with two Magtails. The platforms sink a couple of seconds after you land on them. Defeat the Magtails with your parry attack as usual, then defeat any remaining Fire Keeses. After all the enemies are gone, a chest appears on a nearby pedestal. Open it to get the Power Bracelets, which allow Link to lift extremely heavy objects. The Power Bracelets are always equipped automatically, so you don't need to set them to X, Y, or Z. Getting the Power Bracelets also stops the clock, so you don't have to worry about the temporarily dormant volcano becoming active. Lift the giant stone head next to the chest to open a passageway to a warp you to the summit of Fire Mountain. Descend the mountain and hop in the King of Red Lions. It's time to visit Headstone Island (C7), which the King of Red Lions has marked on your sea chart. Warp to Outset Island (B7) or Southern Fairy Island (D6) to shorten your trip. --------------------- 2.27 Headstone Island --------------------- Now you see why you needed the Power Bracelets: Headstone Island gets its name from the giant stone that blocks the entrance to a cavern. Lift the stone head out of the way and enter the cavern. At the end of the cavern, a giant stone tablet blocks the entrance to the Earth Temple. Along the bottom of the tablet are six Wind Waker notes. Use the Wind Waker to learn your first 6/4 tempo song, the Earth God's Lyric (see songs section for buttons). The ghostly image of what Ocarins of Time players will recognize as a Zora appears before Link. She is Laruto, the former sage of the Earth Temple. Ganon attacked the her temple and stole her soul to weaken the Master Sword. Link nees to find another earth sage and bring him or her to the Earth Temple, clearing the temple of monsters as he does. Link will know the sage by the harp he or she carries, and play the Earth God's Lyric will open his or her eyes to his or her duty. Only the new sage can remove that blocks entrance to the Earth Temple. ------------------------------- 2.28 Dragon Roost Island Part 2 ------------------------------- The first time you met Medli, she was playing a harp identical to the one Laruto held. Warp to Dragon Roost Island (F2) to search for her. To find Medli, enter the Rito aerir through its front entrance by running up the southwest corner of the island. When you reach the moveable blocks near the red postbox above you, pull them up to climb up to the ledge with the postbox. Follow the path leading from the postbox to the southeast, then to the north to enter the Rito aerir. Run up the path to the second floor and pass through the second doorway on the second floor to go ourside. Run west along the outdoor path and use your Deku Leaf to glide to the western ledge beyond. Climb up the ladder and run to the south end to find Medli playing her harp. Medli is pleased to see Link safe and sound and tells him that Komali is shaping up to be a fine young man. Conduct the Earth God's Lyric in front of her to teach her that song. Medli falls into a trance and plays the song with Laruto. When she awakens, she knows that she must become the new earth sage and asks Link to take her to the Earth Stone on Headstone Island (C7). Return to Headstone Island and conduct the Earth God's Lyric in front of the stone tablet. Medli plays along and the tablet shatters, revealing the entrance to the Earth Temple. ----------------- 2.29 Earth Temple ----------------- Before we begin the Earth Temple, you need to know how to control Medli. There are several points in the Earth Temple where you will need to carry, call, or control Medli. Here they are: Carry Medli by pressing A near her. Press A again to put her down. She remains in that spot until you call, control or carry her. While Carrying Medli, you can fly off the ledges in a straight line by running off them, just as if you were jumping off them. You can also throw Medli into the air just as you did at the entrance to Dragon Roost Cavern. She gains some altitude and flies for a short distance. Press R near Medli to get her to follor you. Conduct the Command Melody to control Medli, just as you did the statues in the Tower of the Gods. Pres R to release control. You can make Medli fly by repeatedly pressing A. She has limited stamina, and drops to the ground when its depleted. While controlling Medli, press B and use the Joystick to aim her harp so that she holds it in front of her. he polished harp can reflect light. Now that you know about Medli's abilities, then you can start the Earth Temple. The beam of light in the center of Floor 1, Room 1 is a warp that takes you back to the entrance to the Earth Temple. From the platform you start on, carry Medli off the north edge of the platform. She flies both of you to the ledge in front of the door to the north, which leads to Floor 1, Room 2. Put Medli down near the entrance of Floor 1, Room 2, and defeat the three Moblins inside. Grab the Skull Necklaces they leave behind. Go back and pick up Medli and carry her up to the southwest stairs until you are standing at the top of the northwest corner of the room. While carring Medli, run east off the ledge to fly to the top of a pillar in the northeast corner. On top of this pillar is a pressure switch that needs to be simultaneously activated with another switch in the room. Put Medli, stand on the switch, and conduct the command melody to take command Melody to take control of Medli. With Link standing on the northeast pillar's pressure switch, fly Medli to the top of the southeast pillar by repeatedly pressing A. The second switch is on top of the tower. Stand Medli on it to open the room's east door. Then walk her off the ledge of the tower so she lands on the ground below. Press R to release control of Medli and resume control of Link. Drop to the floor, pick up Medli, and carry her with you through the east door and into Floor 1, Room 3. The door seals behind you, and several Green and Red ChuChus pop up. Put Medli down in the beam of light in the middle of the room. The harp she carries on her back reflects the light. You also see Dark ChuChus for the first time. Dark ChuChus are invincible until they are hit by sunlight, which turns them to stone you can shatter with the Skull Hammer; you can also shatter them by picking them up and throwing them. Either lure the Dark ChuChus into the beam of light or take control of Medli and reflect the light by pressing B and using the joystick to aim her harp. Defeat the nine ChuChus to open both the west door through which you entered and the east door to Floor 1, Room 4. Take control of Medli and reflect sunlight onto the almost visible chest in the north side of the room. After you shine it on the light for two or three seconds, the chest becomes visible and can be opened. It contains the Dungeon Map for the Earth Temple. Place a bomb next to the sealed green Warp Jar in the northeast corner of the room to open it and make it available for use when you find (and open) another Warp Jar. Shoot Fire Arrows at the four red tapestripes on the walls to uncover small treasures. Use your Boomerang to pick up the items. Starting from the northwest tapestry and moving clockwise around the room, the tapestries hide a Blue Rupee, nothing, a Joy Pendant, and nothing. When you're done collecting, go through the east door into Floor 1, Room 4. The west end of Floor 1, Room 4 has a giant statue of a face with two enormous eyeholes. If you walk into the paralyzing fog at its base, you are unable to use any of your items or weapons. Take control of Medli and stand under the south beam of light that shines down from the ceiling. Reflect the light into the southeast patch of fog so that it shines on a wooden peg and clears away a patch of fog. Release control of Medli and hammer down the peg to open the south door. Carry Medli in through that door into Floor 1, Room 5. Put down Medli near the entrance to Floor 1, Room 5 and run south through the room to lure the two Red Bubbles out of the crypts to the east and west. Defeat them with the bow. Climb the ladder in the southeast corner to pull the block at the top of the ladder to reveal a beam of light that shines into the south part of the room. Take control of Medli and reflect the beam of light onto the translucent chest in the south part of the room. Inside that the chest is a small Key. Once you get the small key, two Floor Masters appear in the room. Floor Masters look like black puddles, but when either Link or Medli gets too close, a black hand shots up and tries to grab them. To take them out, L-target them and creep forward until the lunge out at you. Then hit them with your sword or bow. Leave Medli in the ray of light--the Floor Masters can't grab her as long as she is in it. Carefully defeat both Floor Masters, then return to Floor 1, Room 4 via the north door. In Floor 1, Room 4, unlock the north door with your small key and go through it into Floor 1, Room 6. Defeat any Red or Green ChuChus near the entracnce, then shoot a Fire Arrow at the red tapestry on the south wall. Burning the tapestry away send a beam of light shining into the room. Carry Medli into the beam of light and defeat any remaining Red or Green ChuChus. Wait for the Dark ChuChus to hop into the light and turn to stone (or control Medli and have her reflect a beam of light at them). DO NOT DESTROY THEM. Lift and place two stone ChuChus onto the constant pressure switches on either side of the beam of light to create a set of stairs in the east part of the room. Leave Medli in the light to protect her against neverending waves of Dark ChuChus and climb the stairs. Push the large block off the upper part of the east side of the room. This opens the east door to Floor 1, Room 7 and gives you a way to get up to it other than the stairs. Pick up Medli and carry her into Floor 1, Room 7. Put Medli down near the entrance and defeat the Floor Master in the middle of Floor 1, Room 7. Push the west block all the way north to the wall. This opens a skylight that shines a beam of light into the center of the room. Pick up Medli and carry her into the light with you. Take control of Medli and reflect the light beam onto the top of the east block. The light causes the statue to disintegrate. Reflect the light onto the yellow sigils on the north and south walls (there are two on each wall). This disintegrates those sections of the wall. Release control of Medli. Beyond the disintegrated sections of the south wall is a Blue Warp Jar. Use it to warp between Floor 1, Room 7, and Floor 1, Room 3. A block is beyond the disintegrated north sections of the north wall. Pull the block as far south as you can, then push it all the way to the east. Climb up it to reach the upper east section of the room. This also opens the southeast door to Floor 1, Room 8. Push the east block to the south wall to cause a chest to appear in the room's elevated east end. Throw Medli up to the room's east end, open the chest to get the Compass for the Earth Temple, and carry Medli into Floor 1, Room 8. Put Medli down near the entrance and sun into the middle of Floor 1, Room 8. In it are two Poes and two Moblins. Avoid the Poes for the moment. Lure the Moblins to the entrance and defeat them. Climb the west ladder to reach an elevated ledge with a beam of light shining down on it. Take control of Medli and fly her to the beam of light. Reflect the light at a Poe to stun it and make it solid, then release control of Medli. Leap to the floor (as Link) and hit the Poe with your sword to defeat it. Repeat the process for the other Poe. After you defeat the enemies, a staircase appears in the room's south part. As Medli, reflect the beam of light onto the statues at the room's east end to disintegrate them and expose a chest containing the Joy Pendant. After you have it, carry Medli to the south part of the room and go through the east door into Floor 1, Room 9. Leave Medli on the room's elevated west side and drop into the center. Approach one of the crypts aling the room's east half, causing it to fall open. Starting from the northernmost crypt contain a ReDead, a Yellow Rupee, another ReDead, and third ReDead, and a Small Key. ReDeads are among the spookiest enemies in the game. When you approach them, these zombie-like enemies move slowly, but they emit a piercing shriek that paralyzes Link as they shamble toward him. If they reach you, they wrap themselves around you and bite; move the Joystick in a circualr direction and hammer B repeatedly to throw them off. ReDeads are immune to the Boomerang, and the Arrows, but three Bombs, or several strikes with the sword should do. After you defeat all three ReDeads, the ladder leading out of the room's east part drops, and you can climb up to it to the room's west side. Carry Medli with you into the south part of Floor 1, Room 8. From the south part of Floor 1, Room 8, use the Small Key you picked up in Floor 1, Room 9 to unlock the south door to Floor 1, Room 10. If you are low on Bombs, smash the Bubbles in the southwest corner of Floor 1, Room 8; you need six Bombs for Floor 1, Room 10. Medli does not accompany Link into Floor 1, Room 10. The door seals behind you when you enter. Walk south until a Stalfos pops out of the ground in the center. Stalfoses move slowly, but they have long range and can cause a lot of damage. They are also invincible when intact. To defeat the Stalfos, knock it apart first. L-target it and pull out a Bomb. Stay ut of range of the Stalfos's club, and throw the bomb at the enemy when the Bomb quickly flashes. The explosion should scatter the Stalfos's bones. L-target the Stalfos's head in the smoking pile of bones and attack it repeatedly with your sword to defeat it on the first try. If you cannot, the Stalfos reforms, and you have to hit it with another Bomb. When you defeat the first Stalfos two more pop out of the crypts at the room's southwest and southeast ends. Defeat them in the same manner, and a row of stairs appears in the room's south part. At the staircase's top is a chest. Open the chest to get the Mirror Shield, which reflects beams of light just like Medli's harp. To use it, draw your sword with B, and hold R to raise the Mirror Shield. Use the Joystick to angle the shield and aim the beam of light. When you possess the Mirror Shield, a skylight opens, shining a beam of light and reflect in onto the crescent moon plaque above the west door to change the moon into a sun and unseal the door. Return to Floor 1, Room 9. From there, go back to Floor 1, Room 4. In Floor 1, Room 4, take a good look at the eyes in the giant statue on the east wall--they look like the crescent moon plaque in Floor 1, Room 10. Control Medli, walk her to either beam of the light, and reflect it into one of the statue's eyes. Release Control of Medli so that she is still reflecting the light into the statue's eye, stand on the other beam of light, and reflect the light into the statue's other eye. When both eyes are illuminated, the fog dissipates, the room lights, and a set of stairs leading down to basement 1, Room 1 appears. Either head down the stairs and enter Basement 1, Room 1 or double-back to Floor 1, Room 5 and pick up an optional chest. If you go after the chest in Floor 1, Room 11, then return to Floor 1, Room 5 and defeat any enemies that have reappeared. When the room is cleared, place Medli on the constant pressure switch in the room's southwest corner to hold open the door to Floor 1, Room 11. Enter Floor 1, Room 11 and reflect the beam of light at the two yellow sigils on the west wall to disintegrate those wall sections and reveal an alcove containing a chest. The chest contains a Joy Pendant. Pick it up, return to Floor 1, Room 5 to get Medli, and return to Floor 1, Room 4 to head down to Basement 1, Room 1. Leave Medli near the entrace to Basement 1, Room 1 and head down the stairs until you reach the suspension bridge with the two Blue Bubbles overhead. Unlike Red Bubbles, Blue Bubbles are immune to Arrows. If a Blue Bubble hits you, it has the same effect as the fog from Floor 1, Room 4--you can't use any weapons or items until the effect passes. To defeat Blue Bubbles, L-target them and blow wind gusts from the Deku Leaf at them to get rid of their blue aura. Then hit them with your sword, or they rise again, good as new. Once both Blue Bubles are defeated, carry Medli across the bridge to the south door, which is blocked by a giant stone tablet inscribed with the notes of the Earth God's Lyric. Conduct the Earth God's Lyric near Medli, who plays the song and shatters the stone tablet, revealing the door to Basement 1, Room 2. If you want to take an optional detour and pick up treasure, then read the following paragraph. Otherwise, carry Medli into Basement 1, Room 2. If you chose to get the treasure, then Carry Medli to the middle of the suspension bridge, face east, and fly to the platform suspended from chains. Put her down and jump east to the next platform. Face north and defeat the Red Buble hovering over the north ledge, then smash the Bubbles and pots on the north ledge to get a handful of Rupees and several common items like Arrows, Bombs, and Magic Vials. Leave Medli at the entrance to Basement 1, Room 2 and defeat the two ReDeads in the room. Stand in the room's center and reflect it onto the statue sitting on the block to the south to disintegrate the statue. Reflect the beam of light onto the large mirror in the room's southwest corner. The mirror reflects the beam onto another statue on the room's west side and disintegrates it, revealing the door to Basement 1, Room 3. Reflect the beam of light onto the large mirror on the room's southeast side to disintegrate a statue on the room's east side and reveal the door to the east half of Basement 1, Room 4. Even though you disintegrated the statue on top of it, don't worry about moving the block in the middle of the room yet. You use it to get up to the locked door that leads to the west half of Basement 1, Room 4 after you find a Small Key. Instead, carry Medli through the west door and into Basement 1, Room 3. Leave Medli at the entrance to Basement 1, Room 3 and run down the corridor that leads to the north part of the room. Paralyzing fog covers the north part of Basement 1, Room 3. To make it worse, six Floor Masters hide in the fog. Look at the map in the game. This part of the room has three pillar pairs. Here's the safest way to get from the room's south end to the north end: 1 Walk east past the first pillar pair (the south pillar pair). 2 Turn east past the first pillar pair and go between the second pillar pair. 3 Turn east past the second pillar pair and walk to the east of the third pillar pair (the north pillar pair). The room's north end has a chest. Open it to get a Small Key. When you have the key, the fog dissipates. now you can take out the Floor Masters. Defeat them and get the chest that contains Treasure Chart 12. Pick up Medli, and backtrack into Basement 1, Room 2. From Basement 1, Room 2, carry Medli through the east door to reach the east part of Basement 1, Room 4. Walk down Basement 1, Room 4's east hall until you come to the foggy area. Two Floor Masters are in the paralyzing fog. Stand on the fog's north end with Medli and defeat the first Floor Master with Arrows. Leaving Medli on the north side of the fog, move to the fog's south side and take out the second Floor Master with Arrows. Climb up the hall's west end and hammer the peg to open a skylight. Push the giant mirror to the west as far as you can, so that it reflects the beam of light into the west part of Basement 1, Room 4. You can also shoot the southwest red tapestry with a Fire Arrow to reveal a Joy Pendant behind it. When you're done here, return to Basement 1, Room 2. Throw Medli into the south ledge of Basement 1, Room 2. Push the block in the middle of the room to the south and climb up on it to reach the locked door to the west part of Basement 1, Room 4. Unlock it with your Small Key and carry Medli into Basement 1, Room 4. Put Medli down near the entrance to Basement 1, Room 4 and step into the beam of light that has been reflected from the east part of Basement 1, Room 4. Defeat the three Red Bubbles with Arrows, and reflect the beam of light at the three Poes to make them vulnerable to your sword. Reflect the light at the two large statues along the south wall to open two small hidden alcoves. One contains a Yellow Rupee, and the other a large Magic Vial. When you defeat the enemies, position Link so that he faces the large statue to the west and stands near the east wall. Take control of Medli and have her reflect the beam of light at Link. Release control of Medli and reflect her beam at the large statue to the west to disintegrate it and reveal the door to Basement 1, Room 5. Pick up Medli and carry her to Basement 1, Room 5. Basement 1, Room 5 is a pair og crypt-lined halls that stretch north and west. The crypts fall open when you walk next to them. If your too close, the falling stone tab hurts you. Leave Medli near the entrance to Basement 1, Room 5 and defeat any Keese you see with your Boomerang. The west hall is an optional detour. Starting from the west hall's east end, the crypts contain nothing, a large Magic Vial, a ReDead, nothing, nothing, a Yellow Rupee, a ReDead, and nothing. A chest at the end of the hall contains a Red Rupee. From the north hall's south end, the crypts contain a Blue Rupee, nothing, nothing, a Stalfos, a Heart, and nothing. At the end of the hall is a sone slab bearing the notes of the Earth God's Lyric. Bring Medli here and conduct the song near her to shatter the stone and reveal the entrance to Basement 1, Room 6. Run down the hall at the entrance to reach the round room that makes up the majority of Basement 1, Room 6. Bomb the yellow Warp Jar to the north to activate it--you can now warp between Basement 1, Room 6, Floor 1, Room 7, and Floor 1, Room 3. The door to the boss's lair is to the west, but you can't get there because you don't have the Big Key to open it. Instead, pick Medli up, and run down the spiring stairs to the south. At the end of the stairs, drop off the ledge to the west to land in Basement 2, Room 1. Run down the stairs in basement 2, Room 1 to Basement 2, Room 2. If you fall (or jump) to the bottom of Basement 1, Room 1, you pass through fog before hitting the bottom. To get to the room's upper part, climb the vines on the south wall. Three Floor Masters wait at the room's bottom, and several Bubbles and pots there contain useful common items. One pot in the room's northeast part has several Fairies; another pot in the northeast corner has 40 Rupees. If you end up at the bottom, defeat the enemies, get the items, and then climb the vines and go into Basement 2, Room 2. From the entrance to Basement 2, Room 2, take control of Medli and fly her up to the large pillar in the room's center. Step on the trigger switch to open a skylight in the roof. Fall to the ground and release control. As Link, push the large mirror statues at the room's southwest and southeast corners away from the middle until both mirrors rest on floor tiles etched with scorpion patterns (the same pattern that appears on the side of the mirror's bases). As Medli, fly to the pedestal in the room's southeast corner and stand in the beam of light reflected by the southeast mirror. Face west and reflect the light at the statue in the room's middle to disintegrate it. Behind it is another large mirror statue. Face southwest and reflect the beam of light onto the translucent chest. Release control of Medli, but keep her on that pedestal. Only Link can open the chest, which contains a Purple Rupee. Get the Purple Rupee, then run to the short pedestal in the room's west alcove and face north. Control Medli and reflect a beam of light at Link, who should be southeast of her. Release control of Medli, and be sure her beam is still reflected at Link. As Link, reflect that beam of light to the north and hit each of the four sigils on the alcove's north wall, revealing another huge mirror behind it. As Link, move the mirror statue that you just uncovered south, then west along its track until it's on the scorpion floor tile and can't be moved any farther west. As Link, go to the large mirror statue in the room's center that was behind the statue Medli disintegrated. Pull that mirror northeast, then southeast along its track until it rests on the scorpion floor tile and can't be pulled any further. As Link, go to the room's northwest corner and stand on the translucent treasure chest; you should be in the beam of lights path. Face southeast and reflect the beam of light onto the treasure chest to make it appear. The chest contains a Joy Pendant. After the chest appears, turn left and shine the beam on the statue near the treasure chest to disintegrate the statue and reveal another large mirror statue behind it. After disintegrating the statue, turn to the southwest and shine the beam of light on the yellow sigil on the wall to disintegrate that part of the wall. Hop off the pedestal, and stand on the smaller pedestal slightly southeast of it. Face the four yellow sigils on the wall to the northwest and take control of Medli. As Medli, fly to the pedestal that Link was just on and reflect the beam of light so that it passes over it at Link. Release control of Medli so that the beam of light continues to shine on Link. As Link, reflect that beam of light onto all four yellow sigils in the northwest wall to disintegrate the wall and reveal another large mirror statue. As Link, go to the mirror statue on the west side of the room's center and pull it east along its S-shaped path until it rests on the floor tile and can't be pulled any farther east. As Link, pull the mirror statue in the northwest alcove that you just exposed to the southeast until it sits on its scorpion floor tile and can't be pulled any further. Take control of Medli and fly to one of the two small pedestals at the room's north end that have beams of light stretching across them. Reflect the beam of light into one of the eyes of the statue to the north. Release control of Medli, bring Link up to the other platform abd reflect the beam of light into the statues other eye. Both beams of light simultaneously shinging into the statue's eyes illuminate the room, and a north door appears. Smash the pots in the west alcove to get 50 Rupees. The pots in the northwest alcove contain almost twoce as many. Go through the southwest alcove to find the door to Basement 2, Room 3, an optional sidequest to get Treasure Chart 20 (see secrets section). After that, go into Basement 2, Room 4. In Basement 2, Room 4, you must fight a Darknut and two Blue Bubbles. Take out the Blue Bubbles with your Deku Leaf and sword first so you can focus on the slow-moving Darknut. After defeating all three enemies, a gate opens in the room's north wall. On the gate's other side is a chest containing the Big Key of the Earth Temple. When you have it, backtrack to Basement 1, Room 6. To reach the door to the boss's lair in Basement 1, Room 6, pick up Medli and run west off the room's east ledge. Medli's flapping wings have just enough strength to take you both to the west ledge. Smash the pots for Rupees, Hearts, and Magic Vials, save your game, and open the door to begin the boss fight. Boss: Jalhalla: Jalhalla is an enormous Poeencompassing 11 multicolored Poes. Its attacks include a jet of fire from its lantern, a blast of wind that can send you into the spikes that line the room's walls, and the ability to temporarily reverse your controller's Joystick directions if it touches you. Defeating Jalhalla is straightforward: Three shafts of light shine down from the ceiling. As the fight goes on, they disappear and reappear, but always in the same places. Reflect their light at Jalhalla with your Mirror Shield, just as you would with any other Poe. After a few seconds of constant exposure to light, Jalhalla becomes solid and lies face-up on the ground. Lift Jalhalla and throw it into one of the walls four pillars of spikes. This causes Jalhalla to temporarily split into separate Poes, all of them solid and vulnerable to your sword. Defeat as many as you can before the remaining Poes reunite into Jalhalla and attack again. Repeat this pattern until you defeat Jalhalla. Congradulations. You have now defeated Jalhalla. Jalhalla leaves behind a Heart Container when it's defeated. A blue Triforce pattern in the center of the floor. Grab the Heart Container and step into the warp to complete the Earth Temple quest. Medli enters the boss's lair just before Link warps out. Link conducts her as she plays the Earth God's Lyric before the Master Sword. The ghostly image of Laruto appears as well and plays along with Medli. The hilt of the Master Sword transforms as Medli's devotion restores part of its former power. ------------------ 2.30 Ice Ring Isle ------------------ To complete the Wind Temple quest and re-energize the Master Sword, you need the Iron Boots from Ice Ring Isle (E6). After leaving the Earth Temple, set sail for E6. Ice Ring Isle is pelted by frigid wind gusts. If you try to step foot on the island, you will be temporarily frozen solid. To temporarily unfreeze the island, shoot a Fire Arrow into what looks like a dragon's mouth. You will only have 5 minutes to get to the entrance and inside Ice Ring Isle and get the Iron Boots. Sail to the back of the dragon's mouth cavern on the island's west side and climb the icy ledges. Run counter-clockwise along the top pf the ledges until you reach the floating platforms on the islands east side. Leap west across the floating icy platforms to reach the cavern entrance in the dragon's mouth. From the starting position inside the cavern, run and slide across the nearby marrow ice bridge and climb onto the icy platform at its end. Use the boomerang to kill the Keeses that are above you. Climb on the next icy pathway and slide along the curved path until you reach the stone ledge at the end. Be careful on this ledge and only change your direction sightly when needed. The stone ledge at the end of the curved path will have a chest that contains the Iron Boots. Put the boots on by assigning it to either x,y, or z and walk along the windy pathway and make your way back to the caverns entrance and head back to your boat. -------------- 2.31 Gale Isle -------------- Gale Isle is the Wind Temple's entrance. It's in quadrant D1(already marked on the map by the King of Red Lions). Head there after after getting the Iron Boots from Ice Ring Isle. A powerful wind gust emanates from Gale Isle's middle so equip the Iron Boots and walk toward the wind's source a stone statue. Use the Skull hammer to destroy the statue and enter the cavern. When inside the cavern walk up to the gaint stone tablet and use the Wind Waker to learn the Wind God's Aria. After you learn the song a ghostly image will appear, after it is finish speaking return to you baot and sail to quadrant F6 which is Forest Haven. ------------------------ 2.32 Forest Haven Part 2 ------------------------ Remember the ceremony that the Koroks performed after you rescued Makar from Forbidden Woods? Makar played the violin during the ceremony that Fado just showed you. Makar is hiding in a waterfall at the island's northeast corner. As you get closer to it you will see mi=usic notes coming out of the waterfall. Use the grappling hook to swing into the waterfall to find Makar. When finished talking to him play the Wind God's Aria on the Wind Waker in front of him. After the talking is over head back to Gale Isle. When you are back on Gale Isle play the Wind God's Aria in front of the Giant stone tablet like you did for the Earth Temple, and enter the Wind Temple. ---------------- 2.33 Wind Temple ---------------- 1F Room 1 has nothing of note execpt the north door to 1F Room 2 and a shaft of light in the room's center that takes you to the temple entrance on Gale Isle. Carry Makar through the north door into 1F room 2. In the recessed middle of 1F Room 2 is a wizzrobe. Leave Makar at the room's entrance and defeat the wizzrobe with you bow. Take control of Makar and fly to the room's north end. As Makar steps on the pressure switch to stopthe wind blowing down from the ceiling in the room's center. Release control of Makar and, as Link, drop into the middle of 1F Room 2. Walk north until the Stalfos rises from the ground. Defeat him by using a bomb to blow him apart and then L-target his head and attack it with your sword. Take control of Makar and fly to the two yellow mounds of earth in the room's middle. As Makar, plant seeds in each to grow two trees. A chest appears and in it is a Orange rupee. Again as Makar, fly to the room's north end, then release control. As Link, climb onto the springboard near the chest and trees and use the Iron Boots to depress it. Face south and take off the Iron Boots to launch Link into the air and steer Link to the southern ledge and land on it. Climb onto the springboard on the edge of the room's south part face north and depress it. Have the Deku Leaf equipped and take off the Iron Boots to fly. At the jumps highest point, pull out the Deku Leaf and glide to the room's north end. Pick up Makar and carry him through the north door into 1F Room 3. When you first enter 1F Room 3 only the south end is accessible. Put Makar down at the entrance and defeat the two Armoses with your bow and sword. Face the pinwheel near the statues and use the Deku Leaf to blow a gust of wind at it. Now you can enter the central part of 1F Room 3. Make your way passed the blade trap and then take control of Makar. As Makar, fly to the room's north end and plant seeds in the two yellow mounds of earth to open the door to 1F Room 4. Release contorl of Makar and take him into 1F Room 4. The southeast door is sealed, and it's only other door than the one you just entered. Take control of Makar and fly him north along the grassy ledges. Each of the three ledges has a yellow mound of earth, plant a seed in each one. After Makar plants the final seed, the door opens to the north and southeast open. Four Floor Masters appear and kidnap Makar and there is nothing you can do right now for him. You will have to go solo for a bit and you can't reach the north door so go through the southeast door to the next room, 1F Room 5. Defeat the two Peahats in 1F Room 5 and head to the room's east part. Defeat the two Armos Knights that attack you, then go through 1F Room 5's eeast door to reach 1F Room 6. Defeat the two Peahats at the west end end o 1F Room 6 and move north past the blade trap. Stand on the cracked floor tile to the north and use the Iron Boots to smash through it and fall to the lower level and watch out for the Floor Master otherewise it will grab you and bring you under the floor and back to the last door you entered from. After defeating the Floor Master use the Deku Leaf on the pinwheel and then use the springboard to reach the upper part of the room's west end. From the upper west part of 1F Room 6, run east and enter the north alcove in the room's middle to find a chest containing a Joy Pendant. There are doors to the east and southeast, but a giant stone tablet is theere and blocking the east door, so right now you cna't do anything with it without Makar. So right now go through the southeast door and into 1F Room 7. From your starting point at northeast end of 1F Room 7, glide south with the Deku Leaf into the nearby updraft to get some altitude, then glide to the southeast to land on the platform beyond the updraft. Step on the platform's pressure switch to open the gate to the sothwest. Glide onto the now horizontal gate with the Deku Leaf. Run south across the gate into an area with a Wizzrobe. Defeat the Wizzrobe with your bow and arrows. Hop south across the grassy platforms and glide through the south gate to reach the sutheast ledge of IF Room 6. The chest on this ledge contain a Dungeon Map for the Wind Temple. Glide off the ledge to the north and into the updraft ahead of you. Gain altitude with the updrift then glide onto one of the grassy platforms near the west gate. There, chop down grass to find Magic Vials. Make sure your Magic Meter is full before you glide west through the nearby gate and land on the horizontal platform of the gate beyond the updraft. Run to the horizontal gate platform's west end and defeat Wizzrobe and three Peahats to the west. Glide to the westernmost ledge of 1F Room 7 so you can L-target the Wizzrobe. Use the updraft to get enough altitude. From the ledge at the west edge of 1F Room 7, go through the north door to return to the elevatedsouth end of 1F Room 5, which you couldn't reach earlier. Bomb the blue warp jar in the southeast corner of 1F Room 5 to open it. Use it to warp between 1F Room 2 and 1F Room 5. When the warp jar is open activate the heavy pressure switch in the south end of 1F Room 5. Activating this switch will drop the floor in 1F Room 5. Drop through the open floor in 1F Room 5 to reach B1 Room 1. Use the Deku Leaf to break your fall and avoid losing Hearts. Defeat the Peahats in B1 Room 1. To the north and east are locked doors; to the south is unlocked door. Go through the south door into B1 Room 2. The north end of B1 Room 2 has five cracked floor tiles. Dropping through any of them with the Iron Boots triggerd a fight against a specfic enemy in the lower level. After clearing the lower of enemies, push the block with the springboard so it sits atop the dark floor tile to the southeast. Line up the block and springboard under a hole in the toom's south part. Push the other block in the toom's lower level so it is next to the block with the springboard. Climb onto that block and use it as a stepping stone to climb on the springboard. Use the springboard to jump through the hole above you and land on the elvated south part of the room. A chest on the room's southeast slide holds a Small Key. Take the Small Key and all te spikes will retract. Backtrack to B1 Room 1 through the north door. From B1 Room 1. Use the Small Key to unlock the norht door. Enter that door to reach B1 Room 3. B1 Room 3 is a arena in which you must fight a speical mini-boss Wizzrobe. It attacks, disappears, and reappears like in other Wizzrobe does, but it can also summon other enemies to fight you. Fight the other enemies if they are keeping you from focusing on the mini-boss Wizzrobe, but your top objective is to defeat the mini-boss Wizzrobe. When all the enemies are defeated, a chest appears in the middle of the room. Open it to receive the Hookshot. Fire the Hook Shot at the target above the room's north platform to pull yourself uo to that platform. Hit the wooden peg with your Skull Hammer to open the south door and exit throught that door. It's time to save Makar. Clear B1 Room 1 of the Peahats, then use the Hook Shot to ascend the room's stepped platforms to get to 1F Room 6. The first platform is at the room's north end, above the door to B1 Room 3. Fire the Hookshot at the target above the platform to pull yourself up. Use the Hookshot to reach the next two platforms to the southeast. After you land on the thrid platform, turn to the northeast. Hookshot to the next platform. From this fourth platform, use the Deku Leaf to glide west to the alcove across the room. In this alcove is a chest containing the Compass for the Wind Temple as well as two pots holding Arrows and small Magic Vials. Use the springboard in the alcove and you Deku Leaf to leap up and glide to the southeast platform. Use the Hookshot to het to the next platform to the southwest. Turn, face north and use the Hookshot to ascend the two platforms you see there. Use the springboard on the second platform to jump to the long platform to the northwest, below Makar's prison. Hookshot uo to Makar's prison by latching onto the target on the wall of 1F Room 6's north alcove. A giant stone head serves as the door to Marak's prison. Put on the Iron Boots and use the Hookshot while still wearing the Iron Boots to pull down the stone head. With Makar free, drop down to the northwest platform and Hookshot up to the west alcove. Using Makar fly to the west alcove and carry him through the into 1F Room 4. Defeat the Wizzrobe in 1F Room 4 and the Hookshot to ecah platform till you reach the top of the room. As Marak Fly to the top of the room and land next to Link. Carry him through the door to 1F Room 8. 1F Room 8 has stepped platforms leading to the east, much like 1F Room 4's. To defeat the Blue Bubbles in the room, Hookshot them to pull them to you and them hit them with your sword. Take out any Blue Cubble within range of your starting position. As Makar fly to the first platform and plant a seed. As Link Hookshot to the tree that was just planted by Makar and then defeat any Blue Bubbles in that area and then take control of Makat and fly to the next platform. Repeat this process till you are at the top of the room and then enter the door to 2F Room 1. Leave Makar on the south side of 2F Room 1 to keep him safe from Floor Master. Defeat the Floor Master, and then carry Makar through the door to 2F Room 2. Place Makar on one of the two switches and stand on the other one to open the gate in 2F Room 2 and the floor of B1 Room 1. As Makar drop to the floor of B1 Room 1, and plant two seeds to activate the giant fan and then fly to the east side of 2F Room 2. Release control of Marak and use the Deku Leaf to ride the Giant fan's updrift to the est side of 2F Room 2. Open the chest to get a Joy Pendant. Leave Makar where he is and ride the updrift to the south end of 2F Room 2. Go through the south door to reach 2F Room 3. 2F Room 3 is a Arena where you have to defeat six Armoses. After defeating them the north which you enterrd opens and a south alcove opens. Open the chest in the south alcove to get a small key. From 2F Room 2 use your Deku Leaf to glide to the east of 1F Room 5. Defeat the Armos Knights and then fly Marak up to where you are and then go through the door and into 1F Room 6. 1F Room 6 clear it like you did the previous time and carry Marak up to the giant tablet and play the Wind God's Aria to shatters and enter the door that was behind it. Defeat the three Darknuts in 1F Room 9, using your parry attacks to counther their attacks. Hit a Darknut a couple of times then back off, instead of focusing on one Darknut and getting attacked by the other two. If you wait for your sword to glow before counterattacking the Darknuts you'll take them out more quickly. When they are defeated the west door to 1F Room 6 and the east alcove, which contains a cheat holding the Big Key for the Wind Temple. Grab the Big Key and exit the room, and drop to B1 Room 1. Wait until the giant fan at the bottom stops and then carry Makar to the floor below the fan. Open the locked door and carry Makar through it to reach B1 Room 4. Defeat the Stalfoes and the Wizzrobe, kill the Wizzrobe since the Stalfoes are slow you will have time to kill the Wizzribe without them getting in your way. After you defeated the room's enemies, use the Hookshot to reach the highest platform to reach a pressure switch that opens the door to B1 Room 5. Carry Marak through that door ro reach B1 Room 5. Leave Makar at the west end of B1 Room 5 and head east. Defeat the Bokoblins and then defeat the two Armos Knights beyond them. Carry Makar to the room's center. As Makar fly to the room's east side, past the horizontal jets of wind. Plant a seed in the mound of yellow earth in the room's center to grow a tree which shuts off the wind jets. Hookshot to the tree to reach the room's east side. Defeat the Floor Master and four Peahats, then carry Makar through the southeast door to B1 Room 6. Set Makar down and then put on the Iron Boots and push the center block all the way to the north end to create and bridge. then head back to Makar you will probaly get hit by the Spike Traps. Grab the second block and push all the way to the top and over the bridge you just created and stop the top Skipe Trap. Now head back to Makar and grab athe last block and place between the fist two Spike traps to stop them half way so that you can pass by without getting hurt. Now Carry Makar all the way north pass all the Spike Traps and then down the stairs to a stone tablet and play the Wind God's Aria to destroy the stone. Beyond the stone tablet is a warp jar and several pots, bomb the warp jar and then save your game. Open the Boss room door and get ready for the boss fight with Molgera. Boss: Molgera: Run into the cneter of the room to start the boss fight with Molgera. Molgera diappears into the sandy floor of its lair and reappear underneath you. You have a few advantages in this fight bacause Molgera moves slowly and can't hurt you until you first hurt it. Get too close and it snaps its jaws shut on you. To hurt Molgera you have to Hookshot it's tongue and this will drag it towards then hit his tongue with your sword. After doing this he will release four smaller versions of himself. Watch the puffs of sand and L-target them and defeat them while keeping a eye of Molgera. Repeat the process to defeat Molgera. Also watch out after he releases the smaller versions of himself because he will leap into the air and tries to crash down on Link. You should defeat Molgera the foirth or fifth time you attack its tongue. It leaves behind a Heart Container and a warp out of the Wind Temple. Pick up the Heart Container and step into the warp to trigger a cutscene. the Master Sword is now back to its former greatness. Once you leave the Wind Temple the King of Red Lions tells you that you need the Triforce of Courage to beat Ganon. ------------------- 2.34 Freeing Tingle ------------------- Tingle is being held prisoner in a jail cell on Windfall Island. As soon as you enter the prison maove the jars in the corner to reveal a switch and free Tingle. After the the talking you will get the Tingle Tuner and Tingle's Chart. His Island is located in quadrant C3, and after one full day since you helped him you will be mailed the IN-credible Chart. This tells you were to find all the Great fairies(Go to each one before looking for the Triforce Charts) and it tells you were all the Triforce Charts. -------------------- 2.35 Triforce Charts -------------------- Triforce Chart 1: Islet of Steel(B5) Sail to the Islet of Steel(B5), one sector south of Greatfish Isle. Destroy all the nearby ships with the cannon, then enter the island. Climb onto the wind symbol and play the "Wind's Requiem" to receive the chart. They aren't all this easy. Triforce Chart 2: Cabana Island(E5) Before heading to the marked location, make sure you have the cabana deed (given to you by the teacher on Windfall Island in exchange for 20 joy pendants). Go to the Private Oasis, one sector northwest of Forest Haven. Use the deed to enter the cabana. The cabana maze can be frustrating. Climb down the only accessible ladder and crawl through the passageway. You want to make your way to a different ladder, but collect some loot on the way so you'll have enough to pay that ingrate Tingle. Climb up, hit the switches with the hammer, and drop down the next ladder. Again, crawl through this area until you find the next ladder, but pick up some loot as you go. Climb up, walk through the center of the maze, and hit the switch near the next ladder. Drop down, and crawl into the passageway. This section is just one hallway, so finding the end will be easy. Climb up the last ladder. Step on the symbol and play the "Wind's Requiem" to receive the chart. Hit the last switch and exit. Triforce Chart 3: Bird's Peak Rock(G5) Sail to Bird's Peak Rock, located in the sector northeast of Forest Haven. Use the arrows to take out as many of the kargoroks on the high spires as you possibly can, then use a hyoi pear to summon a seagull. Get ready for frustration! Fly the seagull to each of the five crystals and hit each one with either wing, avoiding the kargoroks. They'll catch up with you eventually, so you'll need to act somewhat quickly. If you get caught, the crystals will remain switched, so your next attempt will be somewhat easier. Also note that the nests act as effective barriers, so it's easier to hit the crystals from above. When all five have turned yellow, you'll have access to the seal. Stand on it and play the "Wind's Requiem" to get the chart. Triforce Chart 4: Ghost Ship This chart is a bit trickier to find. It's on the Ghost Ship, which you may have seen sailing around. You'll need something special to actually board the ship, though. Head to Diamond Steppe Island, one sector northwest of Outset Island. You'll be subjected to a warp pot maze on the island, which will take some trial and error to find your way through. Eventually you'll find a chest that contains the Ghost Ship chart. Triforce Chart 5: Needle Rock Isle(A5) Needle Rock Island is one sector southwest of Greatfish Isle. Sail there and look for a golden boat, which will attack you. Sink it with the cannon, and use the grappling hook where it sank to get the Triforce chart. Triforce Chart 6: Outset(B7) Return to Outset Island. The chart is here, but first you need to take care of something. Visit Orca and give him 10 knight's crests. In exchange, he'll teach you the hurricane spin. It's about to come in handy. You can also take Orca's next challenge, which requires you to hit him 100 times before he hits you three times. For that, you get some rupees. If you manage to hit him 500 times (that's right, 500), he'll give you a piece of heart as a reward. If you hit him 1,000 times, he'll give you some more rupees and declare you a master swordsman. You can also head up to the house where you dropped the pigs way back at the beginning. You'll find a huge pig. Pick it up and carry it to the black soil marks along the beach. Drop all-purpose bait on the black soil, and the pig will root up some treasure. On the black soil near the house across the bridge, the pig will dig up a piece of heart. You may also want to get some of Grandma's elixir if you have an empty bottle on hand. This is a pressing need, because getting the Triforce chart is fairly dangerous. Climb up to the hill overlooking the bridge to the forest, and look for the stone head on a ledge near Grandma's house. Play the "Wind's Requiem" to get a favorable direction, then use the deku leaf to glide to the ledge. Lift the stone head and drop into the hole. You'll need to defeat enemies in each level of this dungeon, but be careful, because they don't drop anything. Occasionally, you'll get a few vases to break to stock up on health and mana; otherwise you must be stoic about it. Keep fighting and dropping down, fighting and dropping down. You'll need to descend 31 floors in order to find the seal that reveals the chart. Once you have it, you can either leave or use the mirror shield to break the statue and continue down. There are 20 more floors, and at the very bottom of this ridiculous dungeon awaits a piece of heart. Triforce 7: Stone Watcher Island(C5) Go to Stone Watcher Island, one sector southwest of Greatfish Isle. Lift the stone head and drop in. Defeat every enemy in the place, then step on the seal and play the "Wind's Requiem" for the chart. Triforce Chart 8: Overlook Island(G1) The final shard is on Overlook Island,to the northeast of Dragon Roost Island. Use the hookshot on the trees to pull yourself up, and drop down the hole for another dungeon exactly like the one for the previous Triforce shard. Kill all the enemies, then play the "Wind's Requiem" on the seal for the chart. -------------------- 2.36 Triforce Shards -------------------- Now that you have all the Triforce Charts go to Tngle's Island in quadrant C3. Make sure you have at least 3,184 rupees so that you can get all the Triforce Charts decoded. Now that you have each decoded match then up with the shape of the island in the pictures But look below if you do not want to find them yourself. Triforce Shard 1: Greatfish Isle(B4) The shard is just off the northwest coast of Greatfish Isle. Triforce Shard 2: Gale Isle(D1) the shard is hidden near Gale Island, one sector north of Windfall Island. Triforce Shard 3: Stone Watcher Island(C5) The shard itself if located near Stone Watcher Island, just southeast of Greatfish Isle. Triforce Shard 4: Outset Island(B7) The shard is near Outset Island. Triforce Shard 5: Cliff Plateau Isle(G6) the shard is in Cliff Plateau Isles, to the east of Forest Haven. Tirforce Shard 6: Southern Triangle Island(D5) he shard is near Southern Triangle Island, one sector north of Southern Fairy Island. Tirforce Shard 7: Seven-Star Isles(F1) The shard is near Seven-Star Island, north of Dragon Roost Island. Triforce Shard 8: Two-Eye Reef(D7) The shard is in Two-Eyed Reef, one sector south of Southern Fairy Island. ---------------------------- 2.37 The Triforce of Courage ---------------------------- Now that you have all the shards, it's time for the final confrontation. Return to Hyrule Castle by entering the golden circle near the Tower of Gods. --------------------- 2.38 Return to Hyrule --------------------- Enter Hyrule and descend to the lower chamber, where you received the master sword. After the cutscene, you will have to fight two Mighty Darknuts in a ring of fire after defeating them head up and out the back door of the castle. Swing the sword at the barrier, then follow the path over to Ganon's tower, using the hookshot when needed. ------------------ 2.39 Ganon's Tower ------------------ The tower is small but tough. The main chamber of the first floor is a hub with six bridges leading to different doors. You'll want to enter them in a clockwise direction, if only to keep with the theme of this area (as you'll soon see). Head to the southwest door. Kill the bokoblin and enter. There are some fairies in the nearby chests--grab them if you have an empty bottle on hand. Use the grappling hook to swing over the lava and onto the platforms. At the last platform, climb up the grappling hook to the beam, and use the deku leaf to climb to the door. Enter the room, and fight Gohma. It's exactly the same as your first fight with him--use the grappling hook to grab Valoo's tail three times, then shoot his eye and chop his head after his armor is gone. This will go quickly with the supercharged master sword. You'll be back in the main chamber. Head northwest and use the gondolas and the moving tentacles to make your way to the door on the opposite side. Through this door is a second fight with Kalle Demos. Use the boomerang to sever the tendrils, then jump in the center and slice away. Again, the master sword makes this a quick battle. You can't go through the northern door yet, so go northeast. Run down the coffin-lined hallway, then reflect light at the black chuchus. Place a petrified chuchu on the switch to lower the stairs. You'll do this a second time, which is tougher because the light and the switch are on opposite ends of the corridor. Use the roll attack to move quickly, and you should make it to the stairs on time. Through the final door is Jalhalla. Reflect light at him with your shield, and then throw him against the spikes. Continue until all the poes are dead. You're back in the main chamber again. Head southeast. Use the iron boots on the spring platform, then activate the deku leaf to sail through the wind tunnels. Kill the bokoblins on the opposite side, then use the hookshot to reach the upper platform. Through the door is Molgera. This time, it's actually more difficult to fight him, because the black and white makes it impossible to see anything with the sand flying. Target his tongue with the hookshot, then pull it to you and slice away. When he's gone, you'll return to the central chamber, and the northern door will open. Head to the east, and drop down into the maze. To navigate this maze, you'll need to fight the Shadow Ganon several times. Each time, you'll want to bat the energy ball back and forth, and then hit him once to defeat him. When attacked by multiple Ganons, do a spin attack to hit them all, and the real one will be hurt as well. When you defeat him, his sword will fall--do not touch it. The hilt will point to the correct door in each room. Follow the hilts until you reach the end of the maze, where you'll receive the light arrows. You have one more fight with the Shadow Ganon, but just target him with a light arrow and fire. One hit will defeat him. Grab his sword and break the boards to the north. Before proceeding, though, go through the western door. Note the order in which you are shown the crystals, then use the boomerang to hit them in that order. A dark circle will appear, allowing you to board King of Red Lions and return to the surface if you need to grab any supplies. The portal will emerge at the Forsaken Fortress. As you ascend the long stairway to the north, just use light arrows to kill everything in sight. One hit will take down every enemy you encounter. When you reach the top, make sure you're at full health and that your bottles are full of fairies and elixir. The next battle is the toughest in the game. Boss: Puppet Ganon There are three stages to this battle, each tougher than the previous. The first involves a large marionette of Ganondorf himself. Use the boomerang to sever all of the strings, then shoot a light arrow at the blue orb on his tail. Do this three times, and the puppet will change to a giant spider. Tilt the camera to its highest position so you can see the spider's reflection in the water. Watch its position, and try to be near the tail when it falls. Shoot the tail with light arrows three times, and the spider will change into a snake. This part is difficult. If you hit its head, it will stop, briefly, giving you a momentary window to shoot the tail with a light arrow. You may find it easier, however, just to shoot wildly and hope for the best. Again, you need to shoot the tail three times. When the puppet is defeated, climb the rope to the rafters. Get any items you need from the vases (or return to the surface via the Forsaken Fortress portal). Use the grappling hook and then climb up to the beam. A nearby vase contains a fairy if you're in need. Use the hookshot to reach the door, then exit for your final battle. --------------------- 2.40 The Final Battle --------------------- Boss: Ganondorf This fight isn't as difficult as the previous one. Ganondorf can do significant damage, but it's easy to avoid. When you first begin the battle, Zelda will fire light arrows at him. When she hits, jump at him and start swinging. Avoid his attacks by backflipping away from him as he approaches. After he disables Zelda, you need to be more careful. Keep him L-targeted, and backflip away as he comes at you. When you have a chance to parry, do so--it's the only way to hit him. Keep at it until Zelda revives. Stay clear of Ganondorf until you see the bow flash in Zelda's hand. Enter defensive mode so that the arrow bounces off your shield and into Ganondorf--he'll be stunned, and a single blow will kill him. Congratulations! Now that you've defeated Ganondorf, you can start all over again. This time, however, you start off with the deluxe picto box as a reward for your hard work. ---------- 3. Secrets ---------- ------------------ 3.1 Treasure Charts ------------------ The following is a list of charts found in the world, where you can find them, and what they'll reveal. Treasure Charts Note that charts found in dungeons are covered in the walk-through. Treasure Chart 1 Chart location: Forbidden Woods Treasure location: Crescent Moon Island Reward: 200 rupees Notes: In a dungeon chest. Treasure Chart 2 Chart location: Windfall Island Treasure location: Rock Spire Island Reward: Piece of heart Notes: Exchange 20 skull necklaces to the man near the bomb shop. Treasure Chart 3 Chart location: Forbidden Woods Treasure location: Eastern Fairy Island Reward: 200 rupees Notes: In a dungeon chest. Treasure Chart 4 Chart location: Rock Spire Island Treasure location: Southern Fairy Island Reward: Piece of heart Notes: Buy the chart from Beedle's shop. Treasure Chart 5 Chart location: Wind Temple Treasure location: Windfall Island Reward: 200 rupees Notes: In a dungeon chest. Treasure Chart 6 Chart location: Tower of the Gods Treasure location: Six-Eye Reef Reward: 200 rupees Notes: In a dungeon chest. Treasure Chart 7 Chart location: Windfall Island Treasure location: Star Island Reward: 200 rupees Notes: A prize for winning the squid-battle minigame in the windmill. Treasure Chart 8 Chart location: Horseshoe Island Treasure location: Western Fairy Island Reward: 200 rupees Notes: Use the deku leaf to blow the acorn around to access the chart. Treasure Chart 9 Chart location: Crescent Moon Island Treasure location: Horseshoe Island Reward: 200 rupees Notes: Defeat the guards and light the torches to make the chest appear. Treasure Chart 10 Chart location: Crescent Moon Island Treasure location: Tingle Island Reward: 200 rupees Notes: The chest is visible on the island. Treasure Chart 11 Chart location: Dragon Roost Cavern Treasure location: Crescent Moon Island Reward: Piece of heart Notes: In a dungeon chest. Treasure Chart 12 Chart location: Earth Temple Treasure location: Five-Eye Reef Reward: 200 rupees Notes: In a dungeon chest. Treasure Chart 13 Chart location: Two-Eye Reef Treasure location: Overlook Island Reward: Secret chart Notes: Destroy every ship and cannon in the reef to access the chest. Treasure Chart 14 Chart location: Headstone Island Treasure location: Tower of the Gods Reward: 200 rupees Notes: The chart is located in a submarine. Defeat all the enemies within for the chest. Treasure Chart 15 Chart location: Forbidden Woods Treasure location: Angular Isles Reward: Piece of heart Notes: In a dungeon chest. Treasure Chart 16 Chart location: Seven-Star Island Treasure location: Shark Island Reward: 200 rupees Notes: You must destroy every enemy in every reef to get this chart. Treasure Chart 17 Chart location: Spectacle Island Treasure location: Ice Ring Isle Reward: 200 Rupees Notes: A prize for winning the cannon-firing minigame. Treasure Chart 18 Chart location: Windfall Island Treasure location: Windfall Island Reward: One rupee Note: One of Zunari's auction prizes. Treasure Chart 19 Chart location: Four-Eye Reef Treasure location: Flight Control Platform Reward: Island hearts chart Notes: Destroy every enemy in the reef for the chart. Treasure Chart 20 Chart location: Earth Temple Treasure location: Bomb Island Reward: Piece of heart Notes: In a dungeon chest. Treasure Chart 21 Chart location: Cyclops Reef Treasure location: Cyclops Reef (same) Reward: Light ring chart Notes: Destroy every cannon and ship in the reef. Treasure Chart 22 Chart location: Northern Fairy Island Treasure location: Spectacle Island Reward: 200 rupees Notes: Found in a submarine. Defeat all the enemies to find the chest. Treasure Chart 23 Chart location: Windfall Island Treasure location: Diamond Steppe Island Reward: Piece of heart Notes: Get the high score in the squid-battle minigame. Treasure Chart 24 Chart location: Windfall Island Treasure location: Northern Fairy Island Reward: 200 rupees Notes: Show a pictograph of Lenzo and his lady friend to the gossiping ladies. Treasure Chart 25 Chart location: Cliff Plateau Island Treasure location: Forsaken Fortress Reward: 200 rupees Notes: Get to the highest point in the cave, and burn the boards blocking the chest with a flaming stick. Treasure Chart 26 Chart location: Six-Eye Reef Treasure location: Northern Triangle Island Reward: Octo chart Notes: You must defeat every cannon and ship in the reef. Treasure Chart 27 Chart location: Private Oasis Treasure location: Star Belt Archipelago Reward: 200 rupees Notes: The chest is on a hill near a waterfall. Treasure Chart 28 Chart location: Horseshoe Island Treasure location: Needle Rock Isle Reward: 200 rupees Notes: Use the deku leaf to guide the acorn into the holes. Treasure Chart 29 Chart location: Windfall Island Treasure location: Mother and Child Isles Reward: 200 rupees Notes: This chest is located on the second floor of Lenzo's shop. Use the windmill to access the door. Treasure Chart 30 Chart location: Tower of the Gods Treasure location: Pawprint Island Reward: Piece of heart Notes: In a dungeon chest. Treasure Chart 31 Chart location: Windfall Island Treasure location: Forest Haven Reward: Piece of heart Notes: Show a color pictograph of the full moon to the forlorn man near the auction house. Treasure Chart 32 Chart location: Three-Eye Reef Treasure location: Boating Course Reward: Sea hearts chart Notes: Once again, destroy all ships and cannons in the reef. Treasure Chart 33 Chart location: Windfall Island Treasure location: Five-Star Isles Reward: Piece of heart Notes: Take a color pictograph of the woman by the Chuchu Jelly Shop sign and show it to her. Treasure Chart 34 Chart location: Variable Treasure location: Eastern Triangle Island Reward: 200 rupees Notes: Speak to the four explorers on the boat. They will give you this chart the first time you meet them. Treasure Chart 35 Chart location: Wind Temple Treasure location: Islet of Steel Reward: 200 rupees Notes: In a dungeon chest. Treasure Chart 36 Chart location: Ice Ring Isle Treasure location: Bird's Peak Rock Reward: 200 rupees Notes: Located in the frozen chest on the shore of the island. Treasure Chart 37 Chart location: Rock Spire Isle Treasure location: Fire Mountain Reward: 200 rupees Notes: In a cave on this island, light the torches to access the chart. Treasure Chart 38 Chart location: Windfall Island Treasure location: Three-Eye Reef Reward: Piece of heart Notes: This is the second chart available from Zunari's auction. Treasure Chart 39 Chart location: Dragon Roost Cavern Treasure location: Dragon Roost Island Reward: 200 rupees Notes: In a dungeon chest. Treasure Chart 40 Chart location: Southern Fairy Island Treasure location: Headstone Island Reward: 200 rupees Notes: The chart will appear after every reef has been cleared of ships and cannons. Treasure Chart 41 Chart location: Five-Eye Reef Treasure location: Four-Eye Reef Reward: Great fairy chart Notes: Yet again, use the cannon to defeat every cannon and ship in the reef ---------------- 3.2 Heart Pieces ---------------- What follows is a list of every piece of heart in the game and a brief description of how to obtain it. They are organized by location, alphabetically. Island Hearts: Angular Island (one) Create a staircase with the blocks on the island to reach a piece of heart at the top of the stack. Bomb Island (one) Enter the cave and use the magtails, when they curl up, to activate switches. Likewise, throw magtails into the holes near the chest to lower flames and grab the heart piece. Dragon Roost Island (two) Sort 25 letters or more for the new assistant at the postal counter, then mail the letter he gives you. Give 20 golden feathers to Medli's guard. Five-Star Isles (one) Find the submarine and enter it. Defeat every enemy inside for a heart piece. Flight Control Platform (one) Make it to the end of the course to earn a piece of heart. Forest Haven (two) The rito leader will send you a piece in the mail automatically. Fill a bottle with forest water and use it on all eight withered trees in the Great Sea. If you do it in less than 20 minutes, you will be rewarded with a piece of heart. To start this quest, talk to any korok near one of the trees. Forsaken Fortress (one) There is a single piece of heart located in a chest on the first floor. Greatfish Island (one) Sail to a rock near the island, and climb onto it. Use the deku leaf to glide to a cave on top of Greatfish Island for a piece of heart. Headstone Island (one) Use a hyoi pear to control a seagull, then look for the piece of heart at the very top of the island. Needle Rock Isle (one) Use a hyoi pear to control a seagull, then hit the crystal switch. This will give you access to a chest previously guarded by a wall of flame. Outset Island (three) During Orca's challenge, hit him 500 times before he hits you three times. Use all-purpose bait to get the large pig to root in the black soil on the shore near the lookout tower. Descend to the bottom floor of the dungeon where you found the Triforce chart. (Note that all of these pieces are found fairly late in the game.) Pawprint Isle (one) Crawl inside the cave once you have access to bombs. The piece of heart is in one of the chests inside. Rock Spire Isle (three) Buy a piece of heart from Beedle's shop. One of the ships in the sea will drop a piece of heart when you sink it. Use the grappling hook to find it. Use treasure chart 2 to find another piece of heart in this sector. Seven-Star Island (one) Defeat the giant octo, then use the grappling hook where it sunk. Six-Eye Reef (one) Defeat the enemies in a submarine to access a chest with a heart piece. Spectacle Island (one) You will receive a piece of heart as a prize in the cannon-firing minigame. Star Island (one) Defeat all of the enemies in the cave. Stone Watcher Island (one) Destroy every ship and cannon near the wooden platform for a heart piece. Tingle Island (one) Defeat the giant octo in the sector, then use the grappling hook to dredge up a piece of heart. Windfall Island (nine) Find all of the killer bees in the hide-and-seek game without entering a building. Take a color pictograph of the lady near Lenzo's shop and show it to the strolling man. Win the squid-battle minigame. Place decorations on all of the pedestals to receive a heart from the man on the bench near Zunari's. Win a piece of heart in Zunar's auction. Deliver the love letters for and to the girl in the auction house, after rescuing Aryll. Ignite the lighthouse with a fire arrow to retrieve two pieces: one from the chest that is revealed and one from the man standing on the second floor of the windmill. Deliver the items in the correct order during Zunari's deliver quest (see walk-through for details). Sea Hearts: Additionally, the following treasure charts will lead you to pieces of heart: Treasure Chart 2 Chart location : Windfall Island Treasure location: Rock Spire Island Notes: Exchange 20 skull necklaces with the man near the bomb shop. Treasure Chart 4 Chart location : Rock Spire Island Treasure location: Southern Fairy Island Notes: Buy the chart from Beedle's shop. Treasure Chart 11 Chart location : Dragon Roost Cavern Treasure location: Crescent Moon Island Notes: In a dungeon chest. Treasure Chart 15 Chart location : Forbidden Woods Treasure location: Angular Isles Notes: In a dungeon chest. Treasure Chart 20 Chart location : Earth Temple Treasure location: Bomb Island Notes: In a dungeon chest. Treasure Chart 23 Chart location : Windfall Island Treasure location: Diamond Steppe Island Notes: Get the high score in the squid-battle minigame. Treasure Chart 30 Chart location : Tower of the Gods Treasure location: Pawprint Island Notes: In a dungeon chest. Treasure Chart 31 Chart location : Windfall Island Treasure location: Forest Haven Notes: Show a color pictograph of the full moon to the forlorn man near the auction house. Treasure Chart 33 Chart location : Windfall Island Treasure location: Five-Star Isles Notes: Take a color pictograph of the woman by the Chuchu Jelly Shop sign and show it to her. Treasure Chart 38 Chart location : Windfall Island Treasure location: Three-Eye Reef Notes: This is the second chart available from Zunari's auction See the charts section of this guide for more information on charts and their treasure. ---------------- 3.3 Nintendo Gallery ---------------- So, you want to try to complete the Nintendo Gallery. To do so, you'll need the deluxe picto box, and you'll need to find the gallery itself. The gallery is near Forest Haven, and it can be accessed by using the baba buds near the great deku tree to ascend all the way up the tree, to the branch where you first found the deku leaf. When you reach the top, look around for another bud. Glide into it, then use the deku leaf to glide onto a nearby platform. You can only do this with an expanded magic meter. Exit through the doorway. Change the wind so that it is blowing toward the small island with a man standing on it (use the telescope to make sure it is the correct island). Then use the deku leaf to glide over. Equip a hyoi pear and use it to control a seagull. Fly up to the crystal switch on Forest Haven, and hit it with your wing. Release control of the bird and drop down the newly opened hatch. Talk to the gallery operator to start the gallery quest. When you bring him an appropriate pictograph, he will craft a figurine from it. There are 134 figurines available, but you won't need to take that many pictographs. Here's a list of all the pictographs that can be turned into figurines. Note that characters marked with an asterisk in the following list are special: Legendary pictographs are purchased from Lenzo's shop at night--he will offer you one per phase of the moon, and figurines that are part of a set are automatically made when you bring a pictograph of the primary character. Note that it has to be an acceptable pictograph as well, meaning that it must show the face, and you must see the whole body (in most cases). Outset Island Figurines Character - Notes Abe - Teaches you to catch pigs Aryll* - None Grandma - None Jabun* - Legendary pictograph Joel - One of the kids on the island Mesa - He asks you to cut his grass early on Orca - Combat trainer Pig - None Rose - Abe's wife Seagull - None Sturgeon - Orca's brother and upstairs neighbor Sue-Belle - Found near Grandma's house Zill - The snot-nosed kid Windfall Island Figurines Character - Notes Anton - Strolling man Candy - Sailor on the docks Cannon - Bomb shop owner Dampa - Pig owner and skull necklace collector Doc Bandum - Chuchu Jelly Shop owner Garrickson - The love-letter sender Gillian - Cafe owner Gossack - Most cowardly man in town Gummy - In the auction house Kamo - Forlorn man on steps Kane - Man near the mailbox Killer Bees - Take a photo of any of the gang for the set Kreeb - On the second floor of the windmill Lenzo - Pictography shop owner Linda - Anton's love interest Maggie - Girl in auction house after rescuing Aryll Maggie's Father - Pestering old man near mailbox Mila - Zunari's assistant after Aryll is rescued Mila's Father - Either near the docs or in the auction house Minenco - Lenzo's lady friend Missy - Gray-haired lady on docks Mrs. Marie - The teacher Pompie and Vera - Gossips--either one will get you the set Sam - Man on the bench near Zunari's shop Tott - Dancing man near Tingle's prison Zunari - Shop owner in town center Dragon Roost Island Figurines Character - Notes Baito - New employee at postal counter Basht and Bisht - Rito guards Chieftain - Rito leader Hoskit - Medli's guard who collects golden feathers Ilari - Rito postman Koboli - Postal counter worker Kogoli - Walks around the village Prince Komali - None Laruto* - Legendary pictograph Medli - None Namali - Clipboard-carrying rito Obli - On the Flight Control Platform Pashli - Another clipboard-carrying rito Skett and Akoot - Chieftain's bodyguards Valoo - Titular dragon Willi - None Zephos and Cyclos - Take a pictograph of Cyclos to get both figurines Forest Haven Figurines Character - Notes Aldo - A korok Carlov - Curator of the Nintendo Gallery Deku Tree - None Drona - Another korok Elma - Another korok Fado* - Legendary pictograph Hollow - Another korok Irch - Yet another korok Linder - Still another korok Makar - The korok you take to Wind Temple Manny - Man you meet near Nintendo Gallery Oakin - Another korok Olivio - Another korok Rown - The last of the koroks Dungeon Figurines Character - Notes Armos - Small statues Armos Knight - The larger version of the statue Boko Baba - Plant enemies found on Forest Haven and elsewhere Bubbles - Flying skulls, either flaming or smoking Chuchu - Jelly creatures Floor Master - Purple hands in various dungeons Gyorg - Shark creatures in Great Sea Kargorok - Winged creatures Keese - Bats Magtail - Lava-living worms first found in Dragon Roost Miniblin - Small devil-like goblins Morth - Spiky balls Octorok - Small squid-like creature Peahat - Flying ball with yellow petal-like armor Poe - Ghosts that possess you in the Earth Temple Rat - None ReDead - The zombies found in Earth Temple Seahat - The tenacious dive-bombers on the Great Sea Great Sea Figurines Character - Notes Ankle - One of the two workers at Tingle Island Beedle - Well-traveled shop owner with mop top David Jr. - The other worker at Tingle Island Fairy - None Fairy Queen* - Legendary pictograph Fishman - Can be found in every sector on the sea Gonzo* - Part of Tetra's set Great Fairy* - Legendary pictograph King of Hyrule* - Legendary pictograph King of Red Lions* - Get all figurines except Knuckle Knuckle - On Tingle Island after you finish the Knuckle quest Link* - Get all figurines except Knuckle Loot - At the Boating Course or in the Windfall Cafe Mako* - Part of Tetra's set Niko* - Part of Tetra's set Nudge - Part of Tetra's set Old Man Ho Ho - Found on various islands looking through his telescope Princess Zelda* - Legendary pictograph Senza* - Part of Tetra's set Salvage Corporation - The diving-suit-wearing explorers who travel the sea Salvatore - Squid-battle minigame operator Tingle - Take a picto when you visit his island Wandering Merchant - Found on various islands Zuko* - Part of Tetra's set ---------------- 3.4 Mini-Games ---------------- ------------------ 3.4.1 Birdman Contest ------------------ After you have the Deku leaf and big magic meter, head over to The Flight Control Platform (G2). By playing Wind's Requiem (^ < >) make the wind blow northwest. Then talk to the guy on the top platform and pay him 10 Rupees to enter the contest. The object of this mini game is to fly across the ocen to the big banner. In order to do this though, you must fly into the little air spirals, to give you more lift. More lift=more distance covered faster. ------------------ 3.4.2 Boating Course ------------------ Go to the Boating Course (F7). Here you can race against the clock to collect a bunch of Rupees (which you can keep). The Rupees appear on barrels floating in the water. For some of the barrels you have to jump over them to reach the Rupees (Just hit R to jump). The rest you just run over to collect the Rupees. ------------------ 3.4.3 A Night At The Auction House ------------------ Enter the house with a red door. If you end up on a top level, hop down to the lower level. Talk to the guy that looks like an eskimo and agree to take part in the auction. Here's what you can find and the starting bid: Treasure Chart 38 (60 rupees) Joy Pendant (40 rupees) Heart Piece (80 rupees) Treasure Chart 18 (60 rupees) ------------------ 3.4.4 Picture Puzzle ------------------ Before you can do this game, you must get the Cabana Deed. To do this: Talk to the pink haired teacher lady on Windfall Island. She will say something about five kids. Exit the school and talk to the kids until they want to play hide and go seek. Play it with them. After finding all five, talk to the teacher again. Then come out of the school. After a talk with the kids again, go back in the school and give 20 Joy Pendants (The Butterfly necklaces) to get the Cabana Deed. Now sail to the square south of the Tower of The Gods. Now walk up to the house and show the Cabana Deed to the door. That's right, show a piece of paper to a wooden door. You will now be allowed to enter the house. Walk to the wall with a picture on it. Now go to the wall opposite of it. There should be a messed up looking panting. Press A in front of it and try to make the puzzle look like the picture on the opposite wall. Everytime you complete a puzzle, you get 50 rupees. It's a good money maker and its pretty fun, but the puzzles are pretty hard. -------- 4. Items -------- ---------- 4.1 Charts ---------- Ghost Ship Chart: You find this at Diamond Steppe Island (A6). This chart lists islands the ghost ship visits during the moons phase. IN-credible Chart: Sent by Tingle after the second sequence in Hyrule. Shows locations of 8 Triforce Charts. Red Charts*: Red Charts give important information on places you should visit. Tingle's Chart: Bust Tingle out of his Windfall Island to get this. This chart shows Windfall Island, and Tingle Island. It also shows Great Fairies that upgrade your Rupees. Treasure Charts: There are 41 locations to find these charts. These charts lead to sunken treasure. Triforce Charts: There are 8 locations to find these charts. They lead to 8 Triforce Shards sunken beneath the Great Seas surface. Here are the Red Chart Information: Beedle's Chart: Beedle sends this to you after you get Bombs. Shows locations of all Beedle Shop Ships on the Great Sea. Great Fairy Chart: Find Treasure Chart 41 at Five-Eye Reef, and follow the chart to Four-eye Reef to get this chart. Shows the locations of all Great Fairies in the islands of the Great Sea. Island Hearts Chart: Find Treasure Chart 19 at Four-eye Reef, and follow the chart to the flight control platform to get this chart. Lists you can find 31 heart pieces. Light Ring Chart: Find Treasure Chart 21 at Cyclops Reef, and follow it to another location at Cyclops Reef. Shows several rings of light where rings appear on the Great Sea's surface during a Full Moon. Octo Chart: Find Treasure Chart 26 at Six-eye Reef, and follow the chart to Northern Tingle Island to get this chart. Shows Quandrants on the Great Sea where Big Octos are found. Platform Chart: Found in the Submarine near the Flight Control Platform(G2). Lists locations of all the Sea Bokoblin-filled Sea Platforms. Sea Hearts Chart: Follow Trasure Chart #32 to the Boating Course (F7). Secret Cave Chart: Follow Treasure Chart #13 to Overlook Island (G1). Submarine Chart: Found in the secret cave in the north island of the Boating Course (F7). ---------------- 4.2 Common Items ---------------- These items are common items found while you are playing the game. They are: All-Purpose Bait: Purchase it from Beedle, Knuckle, or Rat. Store in Bait Bag. Arrow: Grass, Pots, Enemy Treasure, or purchase them from Knuckle, or Beedle. Stored in Items Sub-screen. Bako Baba Seed: Boko Babba Treasure. Stored in Spoils Bag Bomb: Grass, Pots, Enemy Treasure, or purchase it from Beedle. Stored in Items Sub-screen Chu Jelly: Red, Green, or Blue Chu Treasure. Stored in Spoils Bag Deku Stick: In pots or carried by Bokoblins. Placed in Link's Hands. You cannot use any other items while this is in your hands. Enemy Weapon: From an Enemy. Placed in Link's Hands. You cannot use any other items while this is in your hands. Fairy: Pots, or Fairy Fountains. Stored in an Empty Bottle Golden Feather: Kargoroc and Peahat Treasure. Stored in Spoils Bag Heart: Pots, Grass, Enemy Treasure. Stored in Life Gauge (Obvious) Hyoi Pear: Purchased from Beedle or Rat. Stored in Bait Bag Joy Pendant: Chest, Pots, or Bokoblin Treasure. Stored in Spoils Bag Knight's Crest: Chests, Darknut Treasure. Stored in Spoils Bag Magic Vial: Pots, Grass, or Enemy Treasure. Stored in Magic Meter Rupees: Grass, Pots, Enemy Treasure, Chests, Sidequest Rewards, Selling Beedle Spoils Bag Items, and pretty much everywhere. Stored in Rupee Purse Skull Necklace: Moblin Treasure. Stored in Spoils Bag Trading Quest Items: Zunari's Stall, Wandering Goron Merchants. Stored in Delivery Bag Treasure Sphere: Large Enemy Treasure ----------------- 4.3 Dungeon Items ----------------- Here are some all of the Items that you get when you are in a dungeon. This does not include items you need to defeat a boss, or you get for defeationg a foe. They are: Big Key: This key gets you into the boss's Lair. This is one of the last items you get. Small Key: These keys gives you access to areas you never had access to before. Compass: Shows locations of unopened Treasure Chests on the Dungeon Map. Dungeon Map: You need this to get an in-game floor plan of the dungeon. Heart Container: As everybody knows, this fills your heart container, and adds another heart. --------------- 4.4 Quest Items --------------- Here are some quest items you will need during the game. All are needed throughout the game: Bait Bag: Purchased from Beedle. Stored in Items Sub-screen Boat's Sail: Purchased from Zunari. Stored in Items Sub-screen Bombs: Tetra's Pirate Ship. Stored in Items Sub-screen Boomerang: Forbidden Woods. Stored in Items Sub-screen Cabana Deed: Given by Miss Marie. Stored in Delivery Bag Complimentary ID: Letter from Beedle. Stored in Delivery Bag Deku Leaf: Forest Haven. Stored in Items Sub-screen Delivery Bag: Dragon Roost Island. Stored in Items Sub-screen Empty Bottles*: 4 Locations. Stored in Items Sub-screen Fill-Up Coupon: Letter from Beedle. Stored in Delivery Bag Forest Firefly: Forest Haven. Stored in Bottle Forest Water: Forest Haven. Stored in Bottle Grappling Hook: Dragon Roost Cavern. Stored in Items Sub-screen Hero's Bow: Tower of the Gods. Stored in Items Sub-screen Hero's Charm: Given by Miss Marie. Stored in Quest Status Sub-screen Hookshot: Wind Temple. Stored in Items Sub-screen Iron Boots: Ice Ring Isle. Stored in Items Sub-screen Letters: Various Locations. Stored in Delivery Bag Magic Armor: Windfall Island. Stored in Items Sub-screen Picto Box: Tingle's Jail Cell. Stored in Items Sub-screen Deluxe Picto Box: Given by Lenzo. Stored in Items Sub-screen Pirate's Charm: Given by Tetra. Stored in Quest Status Sub-screen Potions**: 4 Locations. Stored in Bottles Power Bracelets: Fire Mountain. Stored in Quest Status Sub-screen Skull Hammer: Forsaken Fortress. Stored in Items Sub-screen Spoils Bag: Tetra's Pirate Ship. Stored in Items Sub-screen Telescope: Loaned by Aryll. Stored in Items Sub-screen Tingle Turner: Given by Tingle. Stored in Items Sub-screen Wind Waker: Given by King of Red Lions. Stored in Items Sub-screen Here are the locations for the Empty Bottles, and the Potions: 1: Medii gives you this one 2: Buy at Beedle at Rock Spire Isle (B3) 3: Catch Mila trying to crack Zunari's Safe 4: Defeat the enemies in the Submarine near Bomb Island (F5) Red: Beedle's Shop Ship Windfall Island Potion Shop, Hollo in the Forest Haven Green: Beedle's Shop Ship Windfall Island Potion Shop, Hollo in the Forest Haven Blue: Beedle's Shop Ship Windfall Island Potion Shop, Hollo in the Forest Haven Elixer Soup: Grandma's House (Outset Island (B7)) ----------- 4.5 Shields ----------- Here are some shields in the game that you need to get. You will need to get all of them in order to finish the game. Hero's Shield: Grandma will give you this shield after you decide to go after Aryll. Mirror Shield: Defeat the Stalfos at the Earth Temple on Floor 1, Room 10. ---------- 4.6 Swords ---------- Here are some swords in the game that you need to get. Two of them are manditory, and are needed to finish the game. The last one is only for side quests. Hero's Sword: Given to you by Ocra after doing some training on Outset Island (B7). Master Sword: You get this sword at Hyrule Castle. This sword will replace the Hero's Sword on the Quest Items Subscreen. ----------------- 4.7 Special Items ----------------- Here are some all of the Special Items in the game: Din's Pearl: From Prince Komali. Stored in Quest Status Sub-screen Farore's Pearl: From the Great Deku Tree. Stored in Quest Status Sub-screen Nayru's Pearl: From Jabun. Stored in Quest Status Sub-screen Nintendo Gallery Figurines: Nintendo Gallery Forest Haven. Stored in Nintendo Gallery Forest Haven Pictograph's: From the Picto Box or the Deluxe Picto Box or purchased from Lenzo. Stored in Picto Box (Deluxe) Heart Pieces: 44 places in the game. Stored in Quest Status Subscreen, then Life Gauge Triforce Shards: 8 Locations under The Great Sea. Stored in Quest Status Subscreen Triforce: Zelda, Link, and Ganon. Stored in This is part of the Main Storyline. -------- 5. Songs -------- ------------------- 5.1 Ballad of Gales ------------------- You learn this song after hitting Cyclos, The God of Wind, with an arrow. Press: Hold Left for 4/4 Tempo (Left), then press C Downwards, C, Towards the Right, C Towards the Left, and C Upward. Function: This song will let you warp. ------------------ 5.2 Command Melody ------------------ You learn this song from the Tower of the Gods Dungeon. Press: Hold Left for 4/4 Tempo (Left), then press C Towards the Left, C, C Towards the Right, and C. Function: This song gives you Control of either Medli, or Makar. --------------------- 5.3 Earth God's Lyric --------------------- You learn this song from in the cave at Headstone Island. Press: Hold Right for 6/4 Tempo (Right), then press C Downward, C Downward, C, C Towards the Right, C Towards the Left, and C. Function: This song is used inside the Earth Temple Dungeon. ------------------- 5.4 Song of Passing ------------------- You learn this song at Windfall Island. Press: C Towards the Right, C Towards the Left, and C Downward. Function: Like the Sun's Song (Ocarina of Time), this song turns night into day and day into night. ------------------- 5.5 Wind God's Aria ------------------- You learn this song from the Stone Tablet in the cave at Gale Isle. Press: Set Tempo to 6/4 (Right), and press C Upward, C Upward, C Downward, C Towards the Right, C Towards the Left, and C Towards the Right. Function: This song is used in the Wind Temple Dungeon. ------------------ 5.6 Wind's Requiem ------------------ This is the first song you will learn with the Wind Waker. Press: C Upward, C Towards the Left, and C Towards the Right. Function: This song will change the Winds Direction.