__________ T H E L E G E N D O F /\ \ _________ ____ _________ _________ \ \_____ \ /\ ____\/\ \ /\ __ \ /\ ___ \ \/_____/ / \ \ \___/\ \ \ \ \ \ \ \ \ \ \ \ / / \ \ \___ \ \ \ \ \ \ \ \ \ \__\ \ / /_____ \ \ __\ \ \ \ \ \ \ \ \ \ ___ \ /\ \ \ \ \_/__\ \ \____\ \ \__/ /\ \ \_/\ \ \ \_________\ \ \_______\\ \________\ \______/ \ \__\\ \__\ \/_________/ \/_______/ \/________/\/_____/ \/__/ \/__/ -= T H E M I N I S H C A P =- The Legend of Zelda: The Minish Cap (GBA) FAQ/Walkthrough v1.1 by Michael Gonzalez (Coffee) May 6, 2008 ,----------------------------------------------------------------------. | FAQ/Walkthrough || Version 1.1 || May 6, 2008 | |----------------------------------------------------------------------| | by Michael Gonzalez (Coffee) | | http://mpgonz.blogspot.com/ | `----------------------------------------------------------------------' Contents: [1] INTRODUCTION [2] CONTROLS [3] WALKTHROUGH - Prologue - Earth Element - Fire Element - Ocarina of Wind - Water Element - Wind Element - Dark Hyrule Castle - The Ending [4] PIECES OF HEART [5] KINSTONE FUSIONS [6] FIGURINES [7] SWORD TECHNIQUES [8] SWORDSMAN NEWSLETTERS [9] PICOLYTE [10] SOUND TEST [11] GAME CREDITS [12] CREDITS & INFO NOTE: You can navigate quickly to a section of this document by using the search function (Ctrl+F) and querying an entry from the table of contents. For example, "[3] WALKTHROUGH". v1.1 (05/06/2008): - Totally revamped Kinstone fusions section - All new Picolyte section v1.0 (04/30/2008): - First released version ,----------------------------------------------------------------------. | [1] INTRODUCTION | `----------------------------------------------------------------------' - The Legend of Zelda: The Minish Cap - It has been a good long three years since I wrote a FAQ, and I've forgotten how time consuming-- and hopefully rewarding-- it all can be. Much to my surprise, this has turned out to be, by a sizable margin, the largest FAQ I have made so far. Even larger than Ocarina of Time. It's a pleasant reminder that big things can come in tiny Game Boy Advance cart-sized packages. Minish Cap is woefully overlooked. Had it been released at the prime of the Game Boy Advance's lifecycle, and maybe if it had more of the classic Zelda story involving Gannondorf, then it would very probably be regarded as one of the most satisfying and well-rounded games in the series, on level with A Link to the Past. It's partly out of a desire to give this game its due recognition that I've dedicated my time and efforts into documenting all there is to know about it. Okay, yes, mostly it's just because I have a ton of free time. This is my fifteenth FAQ contributed to the internet, and sixth for a Zelda game. I hope this document is of use to someone out there. A friend told me, while I was in the process of making this document, that I was the only person in the world left still playing Minish Cap. By coming to this guide for help you have proven that that is not the case. ,----------------------------------------------------------------------. | [2] CONTROLS | `----------------------------------------------------------------------' The controls for this game are pretty much the standard Zelda fare, with context buttons and buttons you can assign items to... Very common sense, not worth making a section of this guide to explain them. So why did I make this section anyway? Hmm... Control Pad - Move your character in eight directions. - Navigate the cursor in menus. A button - Use the inventory item assigned to this button in the start menu. - Talk to people. - Make selections in menus, B button - Use the inventory item assigned to this button in the start menu. - Scroll through dialogue text faster. R button - The context button. The icon at the upper right of the screen tells you what this button does, and it changes depending on the situation. It can be used to roll, pull, speak, etc. L button - Fuse Kinstones with characters who are willing to. - In the start button menu, switch between sub-screens. Start - Pause game and view the start menu. - And, naturally, to return to gameplay when paused. Select - Hear some wisdom from Ezlo ,----------------------------------------------------------------------. | [3] WALKTHROUGH | `----------------------------------------------------------------------' Notes on using this walkthrough: -------------------------------- - A fundamental decision for a FAQ writer is whether to include non-essential quests in a walkthrough. Some readers may just want to do what needs to be done, while others want to do everything. I've attempted to strike a balance... as much as possible, unessential side-quests (Pieces of Heart, optional items, ability upgrades, etc.) are grouped and clearly marked under "Optional stuff" headings, unless they are not at all out of the way of the main quest. - In my previous Zelda FAQs I placed bosses in a separate section from the walkthrough. This time the bosses are integrated into the walkthrough. It just makes more sense that way. - I'm going to flesh out the story scenes and make no attempt to avoid spoilers, though personally I do not think there are any story plot points that I would consider spoilers. - North is up, south is down, east is right, west is left. I generally use cardinal directions to avoid ambiguity when it's possible to go "up" or "down" stairs. - It is not possible, under any circumstances, to accidentally do the wrong thing and get yourself permanently "stuck" in the game in a way that leaves you no choice but to restart the game from the beginning. This is a common and reasonable question, and I assure you the answer is no. Nintendo has all their bases covered. Here's a summary map of Hyrule that perhaps you could use as a reference for this walkthrough. Who knows, maybe it will be of some use. _____________ _________ _______________ _______________________ | | | | | | | Mt Crenel | Royal | Hyrule Castle | Veil | Cloud Tops | | | Valley | Garden | Falls | | | | | | | | | | |_______________| | | | | | | |_____________| |_____________|_________| North Hyrule |_________|__ | | | | Field | | | | Mt Crenel's | | | | Lake | | Base | Trilby |_______________| Lon Lon | Hylia | |_____________| High- | | Ranch | | | | lands | Hyrule Town | | | | Castor |_________| |____________|__________| | Wilds | | | | | | | Western |_______________| Eastern | Minish | |_____________| Wood | | Hills | Woods | | | | South Hyrule | | | | Wind Ruins | | Field | | | | | | | | | |_____________|_________|_______________|_________|_____________| mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm <<<<<<<<<<<<<<<<<<<<<<- PROLOGUE ->>>>>>>>>>>>>>>>>>>>>>> mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm A long, long time ago, when the world was on the verge of being swallowed by shadow, the tiny Picori appeared from the sky, bringing the hero of men a sword and a golden light. With wisdom and courage, the hero drove out the darkness. When peace had been restored, the people enshrined that blade with care. ~ ~ ~ The game begins with Princess Zelda sneaking away from the castle and coming over to your house, asking your Uncle Smith if you can go with her to the Picori Festival in Hyrule Town. It's no problem, he has something he wants you to do anyway. Hop out of bed and go downstairs, then into the room at the right to meet Zelda. Your uncle allows you to go to the festival, and gives you the errand of bringing the minister at Hyrule Castle a sword-- the SMITH'S SWORD. It's supposed to be awarded to the winner of the festival contest. An important delivery! Get 20 rupees from the chest in this room, then follow Zelda out of the house. Once outside, continue to follow her on the path north towards Hyrule Town, where the festival is taking place. -- HYRULE TOWN / CASTLE-- You can talk to the people here to get some background on the Picori. Here's a summary of what the people in town tell you: Long ago, the Picori gave humans the magic light force and the Picori Blade to defeat a swarm of troublesome beasts. This festival is held every year in gratitude. Every hundred years, the legendary Picori come to Hyrule and bring happiness to humans-- and they're scheduled for another visit! Fascinating, eh? Follow Princess Zelda around the place and keep talking to her. She's got a short attention span and keeps running around the place. Eventually she comes to a guy that gives her the choice of one of three prizes... and she chooses the SMALL SHIELD! To give to you! Hurrah. Well, no complaints, it's ultimately more useful than the Piece of Heart and big rupee anyway. Time to go do that errand your uncle wants of you. Head straight north, away from Hyrule Castle town and the Picori Festival, towards the Hyrule Castle area. You'll reach some bastard Business Scrub that's attacking the princess... good thing you have that shield! Stand at least a few tiles away from him and hold up the shield (it's assigned to the A-button by default) to deflect a nut back at the scrub. The poor guy. Anyway, he's now out of your hair. Continue on the path north until you meet the old Minister Potho, who is waiting for you in front of the castle entrance. He takes the sword from you, and Zelda goes off to prepare for things. Next thing you know it's time for the awarding ceremony. The sacred Picori Blade locks evil in the Bound Chest, and the winner of the festival tournament gets the honor of touching the blade. (lol) Unfortunately this year's winner is the evil sorcerer Vaati, who blasts open the chest and destroys the blade, unleashing evil all over the world. As if that wasn't enough, he turns Zelda to stone and knocks you unconscious. For what it's worth, though, Vaati doesn't seem to have found what he was looking for. When you regain consciousness, head to the room at the left and join your uncle. You're just in time for the king to explain what's going on and what you're going to do next: You need to head for the Minish Woods to get the Picori to repair the Picori Blade which can fix up Zelda to her regular non-stone self. Whew. And only you can do it, because the Picori oh-so-conveniently only show themselves to children! You get the BROKEN PICORI BLADE, and the SMITH'S SWORD, and a MAP! The map shows you where's this forest you're supposed to be going to. This may seem a bit arbitrary, but I hereby declare the game's prologue over. It's time to start on your quest. mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm <<<<<<<<<<<<<<<<<<<<- EARTH ELEMENT ->>>>>>>>>>>>>>>>>>>> mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm Head south until you exit Hyrule Castle and reach the garden, and just keep going south until you reach the North Hyrule Field area. Things aren't the same as they were a few minutes ago. Thanks a lot Vaati-- not only are there monsters prowling the entire world, but now the main path going back to Hyrule Town is blocked by some boulders that collapsed due to Vaati's attack. You can kill the monsters crawling this area by attacking them with your sword, they're no biggie. Some construction workers are working on repairing the mess that's blocking the way to Hyrule Town. From the construction workers, head right on the path until you see some tree stumps blocking your way. One slash from the sword will take care of this problem. Continue right into a new region, Lon Lon Ranch. You'll see a lot of things beyond the fences that you can't reach yet, but don't worry about that... just head south on the path and you'll eventually reach yet another new region, the Eastern Hills. Go down the steps and stay on following the path until you cross the bridge to our destination, the Minish Woods. -- MINISH WOODS -- You can't get too lost in these woods, at least not yet, as the path is still quite linear. Continue to the right through the woods until you cross over a bridge, then head south through a foggy area, and just keep going on this linear path... until you hear a cry, "Helllllp! Help meeee!!!". Octoroks are attacking this defenseless green bird-blob thing! Well? Help him! Retrace your steps back on the path until you reach the source of the cry for help. Easily vanquish the Octoroks with your sword-- this is no epic boss battle here-- to rescue bird-blob. His name is Ezlo, and he too is on a quest to break a curse of Vaati's, so the two of you pairing up would be a natural fit! He'll try to follow you for a bit, but it's no use with his total lack of legs. From now on, this guy is gonna be your hat. Yes, bigmouth here is the Minish Cap, the reason for the game's subtitle. You can press the Select button at any time to hear his advice. Go on south until you reach a tree stump, then Ezlo's gonna show you how this thing works: You stand up there on the tree stump and press the R-button to get yourself down to Minish size (humans call them "Picori", but they refer to themselves as "Minish"-- and from now on, so will I). So, stand on the stump and press the R-button to get yourself small. In your new small state, go over to the left. Being Minish changes a few things... you can't step into the shallow puddle to the north, but you can go right through the hollow log tunnel at the left. Then use the moving lilies as platforms to cross over the puddle into the northern area. After crossing through a path with (relatively) huge acorns and leaves, you'll arrive at last at the village of the Minish. -- MINISH VILLAGE -- "Pico picori!" "Ripi ripico picori!" ...you're surrounded by them, but can't understand a word they're saying. :( Go up to the northeast part of the village and you'll find a large house with a sky blue roof. Inside there is Festari, some sort of Minish guru who can speak your language. After speaking with him, exit the house and head to the southeast where you'll find a house shaped like a barrel. Inside the house, move the nearest crate to the side (not forward!), then proceed to get the JABBER NUT on the table. After eating it, you can understand the language of the Minish all over the town. You can now go around the town speaking to everyone to learn all sorts of stuff... everything interesting, nothing particularly essential. What is essential though is that you go see the elder, who lives in the mushroom-like house at the northwest corner of the village. He tells you that to repair the Picori Blade you'll need four "mystic elements"-- and suddenly this Zelda game's collection quest becomes clear, all marked nicely for you on the map. Return to Festari at the blue-roof house in the northeast of the village. Now he moves out of the way, granting you access to the beyond. Go on through the tunnels, up on the path until you reach what looks like a little palace. Proceed forth, young hero, into the game's first dungeon: Deepwood Shrine. [Note: By now it's also possible to have acquired the first two Pieces of Heart, listed in the appropriate section of this guide.] -- DEEPWOOD SHRINE -- Some of the doors in this dungeon are obstructed by huge spider webs. Ignore the doors with webs for now, you can't go through those until you get this dungeon's item. In the first room, push aside the statue blocking the north exit, then proceed to the next room. The floor switches in this dark room each light the torch they're next to. Light all four torches, then a chest will appear in the middle of the room. Open the chest to get your very first small key. The first of many. Use it to go on through the locked door (stand beside the door, facing it, and press the R-button). At the upper-right, grab on to the lever and pull (stand in front of it and press the R-button to grab it, then use the directional pad to pull). Pulling it all the way extends the bridge. Now you're faced with an apparent dead end and a mushroom. Grab and pull on this mushroom at least three tiles back... and release! The further you pull back, the further it will fling you, so use it to fling yourself over the water. Go on north to the next room. The next room features a huge barrel. Or more appropriately, a regular size barrel-- you're just really small, remember? :) It's the dungeon's central room, and we'll be coming back to it a few times. I will call adeptly call it the barrel room. Go up the steps at the right and hit the switch to light a fire that burns the vines connected to the barrel. Without those vines holding it, it's starting to look a little unstable. Go down the steps and into the barrel, then emerge on the other side of the room. Go up the steps to this platform at the left... push the statue onto the first switch to hold it down, then step on the second switch yourself. With both switches pressed at the same time, another fire ignites, burning away the remaining vines connected to the barrel. Get back into the barrel. Now you can move the barrel by walking up or down on it! Configure the barrel so that there's a door at the lower-left, then go out through there and continue to the left room. There are two ways to use the mushroom here. First, pull it all the way back to fling yourself to the far side, so you can collect the dungeon map from the big chest. Then fall back down, and use the mushroom again, this time pulling it back just far enough so that you reach the gap in the skidmarks on the floor. This brings you to the land between the two waters, so you can continue to the room at the left. The switch here extends the bridge, but it retracts as soon as you step off of the switch. You need something to hold it down... like that pot at the other end of the room. Push the pot over the switch to hold it down, then cross over the bridge and go into the south room. Here's a lesson on pulling and pushing statues. Grab and pull the left statue away from the switch, then stand on the other side and pull it until it's over the switch. Then pull the other statue over the switch, and open the resulting chest for a small key. Now you'll have to retrace your steps a bit... go all the way back to the barrel room. Inside the barrel, configure it so that there's a door at the upper-right. Proceed through it, and use your key to open the locked door at the upper-right of the barrel room. Pull the mushroom about three tiles back (not all the way!), then release it to fling yourself over the water. Step on the switch at the left to extend the bridge, then pull back this other mushroom... all the way this time... then fling yourself to the southern end of the room. Proceed to the right room. Go around to the far end of this room and pull the right statue three tiles to the right (PAST the switch), then return over to the left side and push the left statue onto the switch, keeping the door open and allowing you to go ahead to the north. Some sort of danger music begins to play, I don't know why, because these guys are pushovers. Kill them with three sword hits each, then take the small key and proceed to the left room. Hey, we're here again. Now go up the steps and on to the north screen, then drop off the platform and proceed to the room at the left. Make your way around these mushroom-like enemies (you can't kill them just yet) and use your small key to get through the locked door at the left. side of the room. It's mini-boss time! I guess this is a mini-boss. Madderpillar is his name-o. You need to hit him on the red nose and he'll freeze and turn grey, then hit him like wild in the red heart-shaped tail. Watch out for when he unfreezes, because he goes berserk for a few seconds. By my reckoning it takes around 10 hits to the tail to kill him. Once he has been vanquished, open the big chest for this dungeon's item: GUST JAR. To use it (and all other equippable items), you need to go to the Start menu and assign it to a button. See all the webs on the walls and doors? You can use the Gust Jar to suck them away! Try it out... suck away the web covering the south exit, then go down there for a Piece of Heart. Then go back and return to the previous room covered with furry dust-like things. Use the Gust Jar to clear away the dust, uncovering some goodies... Mysterious Shells, a switch that activates the portal to the Piece of Heart (more on that later), and a switch to open the south door. Go south and you'll find yourself once again at the barrel room. Go into the barrel and configure it so that the webbed door is at the center of the floor. Suck away the web with the Gust Jar, then drop down the resulting hole to the floor below. Suck the water lily closer with the Gust Jar, then you can stand on it. On this thing, you maneuver yourself by blowing the Gust Jar in the opposite direction that you want to go. Drop down the waterfall and make your way to the right. When you reach a fork in the path, just continue to the right. Climb the stairs and push a pot onto the switch to bring down the barrier, then get back on that lily and proceed down that path, until the very end of the water (where there are torches). Push aside the blocks and open the big chest to get the compass (not that you actually need it, with this walkthrough). Push a pot over the switch at the upper-left to make a chest appear, then walk over the lily and open it to get a small key. Get back on the lily and retrace your steps back to the fork in the path. This time take the path north, then use your small key to get through the locked door. Mushroom hopping time. Fling yourself using the mushroom to get to the upper-left corner. From there, use the Gust Jar to suck the other mushroom towards you and fling yourself to the right. Keep doing this on the mushrooms until you get to the big chest in the center of the room, which gives you this dungeon's big key (meaning, it opens the door to the big boss). Step on the switch at the lower-right to activate a red portal, and step into it to get teleported to the dungeon's entrance room. [If you activated the blue portal earlier, you can enter it here to get a Piece of Heart.] Suck away the web covering the door at the right, then go up the stairs. Use the Gust Jar to latch on to the mushroom and fling yourself to the left, then do it again to fling yourself to the north (you need to be standing far away enough)... and here we were at the big door! Behind here lies the dungeon boss. If you feel you're up to it, take a step inside... BOSS: BIG GREEN CHUCHU ---------------------- Actually this is just a regular garden-variety Chuchu, but when you're Minish-sized fighting it is no longer a piece of cake. It lumbers around the room, slowly following you for a few seconds, then jumps into the air and attacks your position. Keep on the move so it doesn't hurt you. Break open the jars at the corners of the room if you're running low on health. All four of those pots contain hearts. Use the Gust Jar to suck away the slime at its feet. Eventually it will lose balance and fall over, providing you the opportunity to slash frantically at its body. After attacking it a couple of times it will no longer just lumber slowly around the room, but hop around the place, making it a lot harder to suck at its base with the Gust Jar. Anyway, Just keep up this routine until it's dead. I had to knock it over four times before it was finally defeated. You got the EARTH ELEMENT! The power of the earth is the source of all living things. The Earth Element is the embodiment of that power. Take the heart container, and step into the green portal, teleporting you outside of Deepwood Shrine. mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm <<<<<<<<<<<<<<<<<<<<- FIRE ELEMENT ->>>>>>>>>>>>>>>>>>>>> mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm Now that you have the Earth Element, return to the Minish Village and speak to the Elder again (he's the one at the northwest corner of the village). He tells you that your next stop is at Mount Crenel, where a man named Melari can repair the Picori Blade. Leave through the shortcut the Elder opens up for you. Just after exiting and going through the hollow log, there's another Minish house right there. Talk to the helpful guy inside and he'll give you the BOMB BAG with 10 bombs, free of charge. Use the tree stump outside to return to normal size (press the R-button when standing next to the stump). To the north, just past the puddle, check out that thing that looks like a gravestone... then BAM, it blows up! Don't worry about this for now, from time to time you'll find these things. They're Wind Crests. Later on in the game you'll get the Ocarina of Wind, which will allow you to teleport to them instantly. Continue through the forest and you'll reach some rocks blocking the path. Now it's time to use them bombs! Press the button to place one by the rocks, then get away and wait around 4 seconds for it to blow up. Remember that whenever you see rocks like this blocking your way, you can blow them up. Go on out of the forest, then go on and make your way back to Hyrule Town (use the map if you need to). [Note: You'll find that much of the world is suddenly opened up to you, so you may find it a good time to go exploring, if you so desire. Also, at this point of the game, it is possible for you to have collected the first four Pieces of Heart, bringing your heart container count up to five. See the Piece of Heart section of this guide for details.] -- HYRULE TOWN -- When you get to Hyrule Town you are given an introduction to Kinstones by some random helpful stranger. He even gives you a free KINSTONE BAG for holding your Kinstone pieces, and lets you make your first Kinstone fusion (take note of what happens, you can go there to get a Piece of Heart). Kinstones are largely an optional feature of the game, and won't be covered in this walkthrough section unless necessary. See the Kinstone section for details. Go to the house just to the left of the entrance to Hyrule Town (the wood building with a chick on top of it). Inside is Swiftblade, the finest swordsman in all of Hyrule! This guy, along with his brothers hidden in secret locations all around Hyrule, will teach you new sword techniques from time to time. Right now he will teach you the spin attack, the game's only sword technique you're absolutely required to learn: Swing your sword and hold down the button to charge your power, then release for the spin attack! He gives you your first Tiger Scroll, a log of the technique you just learned, which you can view at any time from the Quest Status screen. Now, before we continue, there's a whole bunch of stuff to distract you in Hyrule town that you might want to do while we're here: WALLET UPGRADE: * By now, you may or may not have noticed that you can only hold a maximum of 100 rupees. If you didn't notice, I can assure that you will notice soon, because there are few things more annoying in a Zelda game than finding a chest with 100 rupees and having them vanish into oblivion because you couldn't hold any more money. Near the town entrance is a building with rupees on top of it-- that's the store. Inside you can buy a BIG WALLET that holds up to 300 rupees. It will cost you 80 rupees, but it's totally worth it. CUCCO GAME: * At the lower right of the town is Anju, a young woman who has lost her cuccos. And you can help her get them back! Each time you help her find the cuccos, she'll give you a better prize. The challenge gets progressively harder each time though: - 2 cuccos in 25 seconds - 10 Mysterious Shells - 3 cuccos in 25 seconds - 10 Mysterious Shells - 4 cuccos in 30 seconds - 20 Mysterious Shells - 5 cuccos in 45 seconds - 20 Mysterious Shells - 5 cuccos in 50 seconds - 30 Mysterious Shells - 5 cuccos in 45 seconds - 30 Mysterious Shells - 6 cuccos in 50 seconds - Red Kinstone piece - 7 cuccos in 60 seconds - Red Kinstone piece - 2 cuccos in 55 seconds - Red Kinstone piece - 3 cuccos in 55 seconds - Piece of Heart Unfortunately you can't get that Piece of Heart just yet, because the last cucco is hidden away at the west portion of town that isn't accessible to you yet. But there's still lots of prizes to be won... This is also a great way for you to earn rupees. Each white cucco that you get earns you 10 rupees, and each gold cucco that you get earns you 50 rupees-- so you could potentially be earning hundreds of rupees here! BOOMERANG: * If you got the big wallet and earned enough rupees from the cucco finding challenge, maybe you could go back to the town store and get the boomerang for 300 rupees. It's an optional item used for stunning enemies, and other things. You will find it useful. From here onward I'll be giving tips that assume you have the boomerang. WIND CRESTS: * At the north part of town, beside the exit to North Hyrule Field, check out another one of those stone slabs... It'll blow up again, revealing a Wind Crest. Doing this is just for future convenience, so you can be transported here when you get the Ocarina of Wind later in the game. Also be sure to check out the stone slab in South Hyrule Field, it's just to the north of your house. WHEATON & PITA: * Wheaton & Pita's bakery is open for business, and if you're in the mood to get ripped off you can go there to buy some bread which might have a surprise Kinstone inside. Kinstones are not really rare if you keep your eyes open for them, so this is not worth your money. I once bought all four types of bread from these guys and got absolutely nothing. :/ PICOLYTE: * At the center of the town square, where Princess Zelda won the shield for you during the festival, now there's just a lot of dust. You can suck it all away to clean up the place with the Gust Jar, and there's that you-just-did-something-right chime, but the effects aren't immediately clear. Later on in the game Beedle will be in this spot selling Picolyte, which is... not so great. But whatever. If you feel you're ready to go on with the main task of getting the next element, go to the upper-left corner of Hyrule Town where there's a guard blocking your exit. He wants to see the spin attack to make sure you're cool enough to go to the mountains. Do the spin attack in front of him, and he'll let you through. In the next screen you'll see a ladder going down to an underground area. Go down there, then use a bomb to blow open a passage between the torches at the right wall. There's a Business Scrub in there... use your shield to deflect his nuts back at him, then buy the bottle that he offers you for 20 rupees. Exit the underground area, then follow the dirt path to the west until you reach the Mount Crenel's Base area. -- MOUNT CRENEL'S BASE -- Take out your bottle and use it to scoop up some water by the rocks here (the water that's dark blue at the lower-right of the screen). Then pour it on the sapling by the wall-- so it grows into a vine that you can use to scale the wall! Continue on this path avoiding the tektites (spiders) and boulders. Also don't touch the puffy-looking white stuff, it will hurt you (and if you want you can suck it away with the Gust Jar). When you come to a left-or-right fork in the path, go right and you'll see a sign that says "Beware crumbling walls! Blasting strictly prohibited.". Is that enough of a hint? Use a bomb to blow up an opening in the wall between the two sections of fence. Get through the cave, and blow up the crumbly rock you find outside. There's a big rock here that's a portal to the Minish world. Use it (just like you did with the tree stump) to get yourself tiny, then enter the tiny passage that leads to the green sludge thing. At the end of the passage is a pond of the green stuff-- that's Mt. Crenel Mineral Water. Scoop it up in your bottle, then go back out of here. Get yourself normal-sized again with the rock, then hop off of the ledge. Stay on the path and eventually you'll reach an area with some small tornados. By the left tornado, blow up the crumbled up wall to reveal a cave. Inside there, use the mushroom to fling yourself over the gap, then go upstairs. The enemies here can be defeated by sucking off their masks with the Gust Jar, then attacking their defenseless selves with the sword. You don't really need to defeat them all though, just keep going until you reach the outside. Ezlo here has a wonderful idea. Jump off of the cliff and into the tornado (!)... the effect will have Ezlo functioning like a parachute, and you can use him to glide through the air. Glide around to the left tornado, which will whisk you into the air again, allowing you to land at the top of the left cliff. [Piece of Heart: Go past the ladder to the westernmost end then follow the path north into Mount Crenel. It looks like a dead end, but bomb the wall between the two trees. Enter the cave that appears, blow away the rocks blocking your path, and you can get a Kinstone, 50 rupees, and a Piece of Heart.] Go up the ladder. Use the Gust Jar to suck away the dust in this area, making for some revelations... a rock that can be used as a portal to the Minish world! Use it to turn yourself tiny, then go north where you find what looks like a little valley leading to a sapling. Enter the valley. At the end of the passage you'll find the (apparently) huge sapling. Pick up this massive thing and carry it out with you, then throw it into the hole-in-the-ground beside the wall. Return to the rock portal to get yourself normal-sized again. Use your green Mt. Crenel Mineral Water on this plant to turn it into a vine, then climb up to reach Mount Crenel proper. -- MOUNT CRENEL -- [Piece of Heart: Go up the ladder and bomb the apparently smooth wall at the opening between rocky areas. A cave opens up, with fairies and a Piece of Heart inside. Go out and return back down the ladder.] Go right on the path until you see a narrow bridge across a black chasm. Cross that bridge and bomb the apparently smooth wall on the other end, opening up a cave. Get the Kinstone from the chest here, then go upstairs. Bomb the right cracked block here, then push the right and upper blocks forward to get through. Exit the cave. Hop into the tornado here... to the other tornado... then onto the platform at the left. Head up the ladder. Go right here, then bomb an opening in the crumbly wall between the fence posts. Another Business Scrub inside... deflect his nuts back at him, then buy the GRIP RING from him for only 40 rupees. What a bargain! This ring gives you the ability to climb those sections of the red Crenel Wall that we've been seeing. Exit the cave and climb down (yes, down!) the wall at the right. Then go past the mushroom and down another section of wall. Now go left... all the way to the end... then up the ladder, and climb up the Crenel Wall. Go over to the right ledge where there's a sign that says "No bomb throwing". Use a bomb to blast open a cave at the wall between the fence posts. There's fairy music inside, and some sort of still pond. Throw a bomb inside-- that is, set the bomb on the ground, then pick it up and throw it in there. A beautiful fairy appears! You ass, you were gonna blow up the fairy! She asks if you threw the golden bomb or the silver bomb... just like in real life, it's best to be honest. ^_^ Answer truthfully ("Neither") and she'll reward you for your honesty by giving the BIG BOMB BAG. Holds 30 bombs. Exit cave. Continue your climb up the mountain wall until you reach the very top. At the right, use the mushroom to fling yourself across the chasm-- you gotta pull the mushroom as far back as possible, until your face turns red. It's raining hard on this part of the mountain. Use the rock here to turn yourself Minish-sized, then enter the little passageway at the lower part. You need to pay attention to the shadows here in order to avoid the raindrops-- getting hit by a raindrop is as painful as getting hit by a boulder. :( It's hard to avoid the rain, but try to get through this thing alive. At the other end, use the rock to turn normal-sized. Push the boulder into the hole that's right beside it. Now, filling up the other hole is more tricky, since the boulder you need for it is all the way at the lower-right. Push it 1 tile left, 2 tiles up, 1 left, 2 up, 4 left, 1 down, 10 left, 4 up, and 1 right. (If you screw up, use the rock to turn Minish-sized, and the boulder will return to its original position). Push the other boulder out of the way, then go down the ladder. In this cave you need to push the blocks away to get through. It's a whole lot of blocks you gotta push around, just try pushing all of them in every direction (it's not possible to push a block in a way that screws things up). Eventually you'll get to the other side, and out the cave. Go over to the right and into yet another cave. Use the Gust Jar to suck away the pots that block your way on the other end of the chasm here, then you can use the mushroom to fling yourself across. Go downstairs. Throw a bomb (or better yet, throw the boomerang) across this chasm so that it hits the switch at the other side and extends the bridge for you. Exit the cave... and of course, enter another one. There's a boulder at the upper-right. Push it 1 tile down, 2 tiles left, 2 down, 3 left, 1 up, 1 left, 1 up, and 1 left. Push the statue out of the way, then go downstairs. Push some blocks out of the way so you can get a Kinstone from this chest, then exit the cave. Use the rock to turn yourself Minish-sized again, then enter the Minish-sized passage at the left. Make your way through this place, past all the enemies, until at long last you reach your destination: Melari's Mines. This is the mine where Melari and his seven dwarves (err, that is, apprentices) do their work digging for iron. There's nothing much to learn from speaking to the apprentices or going into the rooms, just follow the path around until you reach the bottom level where Melari (the big guy) is sitting at a table. He's been expecting you, and he knows you want him to re-forge the Picori Blade. But it will take a while. In the meantime, he suggests you should be getting the next element. It's right next door anyway. So go over to the left, where there's an apprentice blocking the door. Speak to him and he'll let you through. Use the rock to turn yourself big. Check on the stone marker thing to get it blown up and reveal a Wind Crest (blah blah... to use the Ocarina of Wind later on...). Now go north into the game's second dungeon, the Cave of Flames. -- CAVE OF FLAMES -- From the first room, go right. The enemies here are Bob-ombs, they'll bounce around the room like wild when you first hit them, and they'll stay put if you hit them again, and after a few seconds they blow up. Just be careful around them. Use a bomb (or you could use one of the Bob-ombs if you want to be fancy) to blow up the crumbled part of the north wall, then go in. For the enemies here, take out your shield and bump into them to flip them over, exposing their soft belly (yes, the shield has a purpose other than for Deku Scrubs after all!), then you can slash away with the sword. When they're defeated, open the big chest that appears-- you get the compass. Proceed through the door that opens at the left. There are rupees lying exposed in this room, but one of them is actually a Like-Like in disguise! Be careful not to get yourself trapped by it-- that would really suck (pun totally intended). A piece of advice: Whenever there are rupees lying suspiciously open in the middle of the room, it's probably a trap. Anyway, go on downstairs. Go on through the door, up the steps, then follow the rail tracks... turn right at the fork... until you reach a mine cart. You're not scared, are you? Hop in, and... AAAGGGGH!! Holy heck that is scary. :( Keep going left until you reach an apparent dead end, then blast open the crumpled wall and go on to the next room. Defeat all four of the enemies here (remember, suck away their masks with the Gust Jar, then attack with the sword) to make a Minish portal appear. Use it to turn yourself small, then go into the little Minish-sized tunnel at the upper right. Keep going right... and right... then when you reach the room with the Piece of Heart (more on that later), go two rooms to the south. It's all smoky in this room. Go over to the left part of this room then drop off of the ledge. Use the portal to make yourself big again. Go up the steps and open the chest for the dungeon map. Go back down the steps and use the platforms floating on the lava to reach the left area-- careful, the platforms shake and crumble after a few seconds. Open the chest for a Kinstone, and hit the switch to open the door. Now walk over the path again (you might want to use the Gust Jar to get rid of the pots) to make your way to that door at the lower-right, then go on to the next room. Ride the platform over the lava to the left side. Hit the bug-thing to turn it into a ball, then throw it into the hole so you can get 50 rupees from the chest. Throw another bug into the other hole so you can get across, then go up the stairs. Hop off the ledge and into the tornado... happily glide over the lava to the next tornado... then swing around to get to the upper-right corner. Hit the switch to open the door. Push the block out of your way, then push this block with the treasure chest on top of it so that it falls into the hole, allowing you to get the small key from the chest. Go north to the next room. You're back in familiar territory... go right until you reach the mine cart, then hop into it for the terrifying ride going back. Use your key to go through the locked door at the left, follow the tracks, then hit the switch. Go back and hop into the mine cart again, and this time it's going to bring you somewhere different! Well actually you've been here before, but now you're normal sized so it's like it's new. ^_^ Go to the left, then north to the next room. Watch out for the blades traps here, they'll come at you when you're in their path. The mine cart is upside down... just follow the tracks going to the right. Where you see the three pots surrounding a section of the south wall, bomb open that portion of the wall and go in there to get the Piece of Heart. Go back, then continue north to the next room. Jump off of the ledge here and you'll face an ambush of Chuchus. And not just regular ones... these guys sometimes turn spiky and invincible. You can only hurt them when they're in normal Chuchu form. The boomerang is effective and helpful for keeping them in their vulnerable form. When they're all defeated, open the big chest that appears for this dungeon's item: the CANE OF PACCI. This wacky item has two functions-- you can use it to flip things over, and you can use it to charge up energy in holes and then flip on up out of it! What a crazy item. In the next room, you'll get to try out both of the uses of your new toy. Step on the first red platform on the lava, then use the Cane of Pacci on the second platform to flip it over so you can go on to the left side of the room. Then use the Cane to blast some energy into the hole in the ground... then step in it to get flipped up to the ledge! Wild! Step on the switch to open the door and make a blue portal appear (that portal is a shortcut to the entrance of the dungeon). Go through the door. Use the Cane again to flip the upside down mine cart, making it usable again. Go for a wild ride on it. There's another one of these chests on top of a block... push the block into the hole, then get the chest's contents: a small key. Ride the mine cart back, go back to the north room, jump off of the ledge, and now you can use your key to get through the locked door. It leads you down to the next level of the dungeon. Use the portal to Minishize yourself. Now you gotta carefully get past the blade traps, using the space between the barriers as shelters as you make your way across and then into the tunnel. On the other side, make your way through this maze of blocks (the enemies can't see you... yet) and then make yourself big with the portal at the end. The enemies CAN see you when you're normal-sized-- they'll come straight at you when you're in a path perpendicular to them, so you need to be clever in using spaces at the sides as shelters. Go back through the maze, use your cane to turn the mine cart the right way, then ride it to the previous room. Hit the switch here to change the orientation of the tracks in this room, then hop into that minecart all over again. Hit the four bugs to turn them into balls, then throw them into the four holes at the lower right-- NOT the hole at the upper left. Once you got the four bugs in the four holes, you can pull out that block with the switch on top of it. Bring it over to the hole at the upper left, then hit the switch to bring down the barrier. Go up the steps, and on to the next screen. Drop off the ledge on the north side, so you can open the chest and get a Kinstone. Move the block out of your way so you can get out. Use the cane on the hole so you can flip yourself up and get yet another Kinstone piece from the chest there. Hop back down, and go on to the right screen. The fire on the floor here can be whisked away with a slash from the sword. Use your Cane on the upside-down platform on the lava, then ride it to the north area. Hit the switch there to activate a red portal (this is another shortcut back to the entrance, just in case). Now ride the red platform going south, use the Cane on another upside-down platform that greets you, and keep on going with this routine until you reach solid land again. Use the Gust Jar to get rid of the pots in the way, then ride the platform over there (after Caning it to set it the right way, of course). For the next part we've got a whole chain of these unstable platforms, some of them upside down... it can be tricky, but make your way across all of these until you reach the upper right. Then go up to the next screen. Go up the stairs, then drop down at the right. Go on to the right screen and, if you want, maneuver yourself past these blade traps to get to a chest with a Kinstone in it (difficult to do this without getting hurt, I know). Back in the previous room, use your Cane with the upper hole to flip yourself up onto the ledge, then drop down on the other side. Again use the Cane and the hole to get yourself up to the tornado, then glide over to the ledge on the north side. Follow that path to the right. Drop down into another tornado, then glide over to the ledge on the south-west. Follow that path around to get to another tornado. Hop into that tornado, glide south to another tornado, then climb up on the platform in the corner so you can get 100 rupees from the chest. Hop off the ledge, then use the Cane on the hole to launch yourself up to the tornado and into the air again... heading over to the land where there's a hole surrounded by fire. Use the Cane on the hole to launch yourself up on top of the island. Hop off onto the tornado... left to another tornado... and another... then you'll reach the bottom-left corner. Open that chest for a Kinstone piece. Use the Cane on the hole and launch yourself into the air once again, and head north-east until you reach an elevated platform with a big chest. Inside is the big key! Hop off the ledge on the north side, use the Cane to flip over the upside-down moving platform at your left, then use it to reach the big door at the north side. It's boss time, bitches. Open the big door and go in. You can break open the pots at the corners to fill up your heart meter... there are even some fairies in there, and you can catch one in your bottle so it will revive you just in case, heaven forbid, you were to die. If you're ready drop into the hole at the center of the room. BOSS: GLEEROK ------------- Gleerok emerges from the middle of a pool of lava. He tracks your position and spits fireballs at you, with the remnants of the fireballs remaining burning on the ground. Sometimes he'll go into rapid-fire mode and spit out a bunch at a time. You need to be constantly moving around the edges of the room to avoid his attacks. What you need to do here is use the Cane of Pacci on his rock shell-- The rock part, not just his head or neck. To do this you need to be quick in revolving around the room, because he's going to try and follow you. Rolling will help you to move around quicker. Once the shell is flipped around, Gleerock will be immobilized and his weak spot-- the yellow jewel on his back-- will be completely exposed. Use his head and neck as a bridge to get over there and slash away like wild. As soon as the body starts to sink, get back out of there to the sides of the room. Boulders will fall from the sky for a few seconds, and the lava may expand for a while, forcing you to the very edge of the room. Then it's time to repeat the process. Gleerok will get a bit quicker each time so it'll be harder to get around him. Four repetitions should be enough to send him to his doom, maybe even three if you're fast enough. You got the FIRE ELEMENT! Flames bring darkness and warmth to all. The Fire Element is the embodiment of that power. Take the heart container, and step into the green portal, teleporting you outside of the Cave of Flames. mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm <<<<<<<<<<<<<<<<<<<- OCARINA OF WIND ->>>>>>>>>>>>>>>>>>> mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm -- ELEMENTAL INFUSION -- You didn't forget about the Picori Blade, did you? It's still with Melari, getting fixed! Use the rock to get yourself Minish-sized, then go back into Melari's Mines. Looks like the blade is all ready and waiting for you on the table. It's now called the WHITE SWORD, and it's all yours! It's better than your old scrappy Smith's Sword. Melari tells you that this new blade needs to be infused with the power of the elements at the _elemental sanctuary_ in order to become a sacred blade. That sanctuary is in Hyrule Castle. Let's get going. Exit Melari's Mines to the left. Use the rock to get normal-sized again. Drop off of the ledge, go down the steps, then go right to the very end. Climb down the wall... down the wall... down the wall to Crenel's Base. Keep going until you find yourself back at Trilby Highlands. In Trilby Highlands, when you get to the sign that points you north to Royal Valley, cross the bridge going north, then go right to the next screen. Use your Cane in the hole and flip yourself up to the high ledge, then flip the switch to extend the bridge. Drop down there and cross the bridge. Keep going right until you see a tiled pathway. Looking familiar yet? Follow the tiled pathway north until you get to Hyrule Castle Garden, then keep going north into Hyrule Castle itself. In the entrance room of the castle, take the steps up at the left side, then go down the staircase. Follow the maroon carpet and enter north through the first doorway you see. Keep going on the path north and you'll come to the entrance of the elemental sanctuary (you know this is the one because your bigmouth hat tells you). Inside, when you enter the main chamber of the sanctuary, the door slams shut behind you. Walk up to the pedestal, and when you're in position right behind it, use the sword to stick it in there and infuse it with the power of the Earth Element and the Fire Element. Power! What does this power do, exactly? Let's see. Swing your sword and hold the button, like you do when preparing a spin attack. A green meter charges up just below your heart meter. When the meter is full, walk over the flashing rainbow tiles... you split into two! Now go back to the south side of the room where you came from. There's two switches here... Use your new powers on the flashing tiles so that you split into two in a way that allows you to step on both switches at the same time. Once you do that, the door opens and you get to leave. [Note: Your duplicate vanishes harmlessly if he comes into contact with a wall or object.] -- INTERLUDE -- There are a few detours before actually getting the next element. Leave Hyrule Castle, retracing your steps coming in... And as you leave through North Hyrule Field, you're interrupted by no less than Vaati himself. After some brief chitchat, he'll have you trapped in a cage battle with two pig soldiers. Just attack them with the sword in their vulnerable spot, the side that is weaponless, to defeat them. Now for some backstory. Ezlo was once something more substantial than a hat... he and Vaati were both Minish. Ezlo was a sage, and Vaati was his apprentice before turning evil. Vaati stole a had made by Ezlo that grants the wishes of its wearer, and he turned Ezlo into this current pathetic hat form. -- GETTING THE PEGASUS BOOTS -- When you regain control, go on south to Hyrule Town, then west to Trilby Highlands. Go down the ladder-- that same one you took to go down to the cavern where you bought the bottle. There are some of those flashing tiles here! Use them to split yourself into two, and together you and your duplicate can push over this big block to the left. Climb up the ladder on the other side. Head southeast until you reach the Western Wood. You'll view a cutscene of horrible things happening over at Hyrule Castle-- Vaati has the king possessed, and orders the whole army to go searching for the light force for him. :( Anyway, continue south on the dirt path, then proceed to the west where you'll enter the Castor Wilds area. Step forward a bit and Ezlo will say something. Unfortunately, you can't make it very far in this place without sinking into the swamp. You need an item that will allow you to dash over the muck. Let's go get it. Return to the Western Wood, head north on the dirt path, through Trilby Highlands, until you come to a boulder by a hole. Push that boulder into the hole... this will make it much easier to get around, without having to go through the cave. In fact, whenever you see a boulder like this, push it into the hole for everyone's convenience. :) Return to Hyrule Town and go to the house of the shoemaker, Rem. It's the building with the big shoe on top of it, at the left side of the town's central plaza. Inside, the sleepy shoemaker collapses on his desk with a thud. The thing at the upper-left corner is a Minish portal. Use it to turn yourself small, then climb up the little ladder to the shoemaker's desk. There are Minish here, and they've been making shoes while this guy sleeps! Talk to them. They just made some Pegasus Boots, but Rem needs to put the finishing touches on it, and you need to go on a quest to get some damned mushroom to wake him up. Get yourself big again and leave the building. Take the northeast exit out of Hyrule Town, going to Lon Lon Ranch. (You'll need to bomb some rocks out of the way here, if you didn't do that already). At Lon Lon Ranch, Malon and Talon are locked out of their home. Use the tree stump portal behind their house to turn Minish, then used the mousehole-like entrance into their home. Turn big again on the inside, and break open the pot at the upper right to find the spare key. You need to turn Minish again to get out (I don't know why you couldn't just, you know, walk out of there). Speak to Talon and you'll give him the key, and everything's going to be just fine. Cut through their house to get into the fenced area of Lon Lon Ranch. Go to the northeast, then follow the dirt path to the northern part of Lon Lon Ranch where you'll find a hole in the ground. (By the way, push that boulder into the hole at the left). Use the Cane in the hole to flip yourself up to the ledge. Up there, drop into the tornado then glide south. Drop into another tornado, then use it to glide way south... over the water... then follow the dirt path right to the Lake Hylia area, then go south to the Minish Woods. Make your way right to Syrup the Witch's Hut. Inside, buy the wake-up mushroom from her for 60 rupees. Before you leave the Minish Woods, be sure to get the Piece of Heart at the left end. Head north out of the Minish Woods, then immediately left at Lake Hylia. Push the boulder into the hole (for your future convenience), then continue northwest to get back to Hyrule Town. Return to Rem the shoemaker and use that mushroom on him by pressing the R-button in front of him. He wakes up, pleased with the Pegasus Boots he "made" in his sleep. He just puts some finishing touches on them, then they're all yours. -- OPTIONAL STUFF -- Now, before proceeding with the main quest, there's a couple of optional things that you could do at this point. Actually, a lot of optional things. I'm going to lump them all together into this section. ROCK BREAKER TECHNIQUE: * Return to Swiftblade in Hyrule Town (Remember him? The one that taught you the spin technique!). Now that you have a new sword, he's ready to teach you another technique, called the Rock Breaker. Basically he's giving you the power to break rocks and pots with your sword, so you don't need to pick them up and throw them anymore. It's a big convenience. DASH ATTACK TECHNIQUE: * Since you have the Pegasus Boots, Swiftblade has yet another technique to teach to you. This one is called the Dash Attack. It means that as long as you use the Pegasus Boots with your sword equipped at the same time, you'll stick out your sword while doing your dash. Quite helpful, and you don't even have to think about it. ROLL ATTACK TECHNIQUE: * If you have enough patience to return half-way up Mount Crenel again, you can learn a sword technique from Grayblade, one of Swiftblade's brothers. To find him, climb up the walls at the eastern side of Mount Crenel and you'll come to a cave at the end. Inside, use the upper-left and upper-right flashing tiles to duplicate yourself, then step on the switches to open the door. In the next room you'll find Grayblade's dojo (along with a Piece of Heart, and 100 rupees). He teaches you the roll attack, which is... honestly not so useful. It lets you do a special sword strike immediately after doing a roll. Maybe I just haven't used it much. Anyway, it is a sword technique! WALLET UPGRADE 2: * You can now get another upgrade to your wallet. Go to the Eastern Hills region. At the northeast part of this area, you'll find a hole in the ground beside a high ledge... Shoot a ball of energy into the hole with the Cane of Pacci, then jump in to be flipped up to the ledge. Continue to the next screen (which is in the Minish Woods) and enter the cave in the tree. Step up to the fountain inside there, and a fairy will appear-- a fairy who wants all of your rupees! All of them! Yes, all of them! Just keep agreeing to give her all of your rupees. She doesn't really take them all, of course, but gives you an upgrade to your wallet. If you got the previous upgrade, your holding capacity is now brought up to 500 rupees. WALLET UPGRADE 3: * It's also possible to get the third and final upgrade to your wallet. Go into Mayor Hagen's house (northeast portion of town, just south of the school). Inside, fuse Kinstones with Mayor Hagen. A pond in the fenced area of Lon Lon Ranch is drained, revealing a staircase. So, get your butt over there and check it out. In the underground room, open the big chest to get the wallet upgrade. If you got all three upgrades, you can now hold 999 rupees. BOMB BAG UPGRADE 2: * It is unlikely that you have the rupees to buy this, but anyway... Now that you have the biggest wallet (see above) it is technically possible for you to buy the bomb bag upgrade available at the Hyrule Town shop. It's a whopping 600 rupees! If you don't have the money for this just yet, keep it in mind and remember to come back to the shop to get it at some point when you actually do have the money. BOTTLE 2: * Go to your home in South Hyrule Field. Smith is in his usual place, hammering away at something. Fuse Kinstones with him... he wants the red pizza slice-shaped piece. A golden chest appears in the Eastern Hills beside a fence. Get yourself over there and open it to get a bottle. BOTTLE 3: * Go into the coffee shop in Hyrule Town, just a bit north from Swiftblade's place. Push the bookcase at the back two spaces to the left, revealing a little ladder against the wall. Use the Cane of Pacci to flip the vase here, turning it into a Minish portal. Use that to turn small, go up the ladder and follow the path into the little hole in the wall. Follow the path to the right and cross over to Stockwell's shop. In there, use the portal to turn normal-sized, then try getting the bottle-- Stockwell says it's not for sale, but you can keep it IF you feed his dog with the dog food in the bottle. He marks the location of his dog on your map. So get over there... you need to cut through Talon's ranch and continue right to get to the Lake Hylia area. You'll find Stockwell's dog in a house at the north. Put the dog food in the bowl (press the R-button while facing it), and you'll get to keep the empty bottle. THE WEST SIDE OF TOWN: * Up until now a dog has blocked your access to the west part of Hyrule Town, but you can now get him out of the way. Go into the coffee shop and turn over the vase with the Cane of Pacci. Turn yourself small and exit through the mousehole. Go west, crossing the narrow bridge over the stream, and you'll be in the west portion! While in Minish form, talk to the dog to get him to move out of your way. FIGURINES: * Now that the west part of town is opened up to you, you can now begin collecting figurines-- a very tedious and unrewarding subquest of the game. Go into the tree cave at the southwest corner of town. This is where you can spend those Mysterious Shells you've been finding all over the place. Carlov here will explain the rest of the mechanics to you. See the "Figurines" section of this guide for more details. SWORDSMAN NEWSLETTERS: * You can now begin getting issues of the Swordsman Newsletter. Fuse Kinstones with the postman that runs around Hyrule Town, then the post office will begin to offer the newsletter. Each issue costs a painful 200 rupees, offering tips and tricks of the game. See the "Swordsman Newsletters" section of this guide for more details (and transcripts of the issues, so you don't actually have to buy them yourself). PICOLYTE: * If you previously cleared out the dust covering the mat in the town square, Beedle will now show up in that place to sell you Picolyte. Picolyte is some kind of potion... you just put it in your bottle, and "good stuff" happens when you drink it. Good stuff like finding more Mysterious Shells, hearts, or Kinstone pieces. It's actually quite a ripoff, to tell you the truth. See the "Picolyte" section of this guide for details. PIECES OF HEART: * At this point in the game it is now possible for you to get the first 15 Pieces of Heart as listed in the "Pieces of Heart" section of this guide. This brings your total Heart Container count up to 8. -- CASTOR WILDS -- Return to the Western Wood in the southwest (where you were last rudely interrupted by that cutscene!). Follow the dirt path south, go left at the fork, then continue on to Castor Wilds in the west. There's a lot of green muck in this place... can walk into it, but you gradually sink and eventually drown. The solution? Pegasus Boots! These boots allow you to dash gracefully over the swamp. Use the boots to dash over to the large main area at your left. Explore a bit to the northwest and you'll find a cave surrounded by weeds. Go in. Go downstairs from the first room... through the hall... then you'll reach a room with a chest. But it's guarded by a Dark Nut! You'll have to defeat this guy. To vanquish him, you need to get in front of him to lure him into attacking, and quickly step away to dodge his attack, then immediately get back and slash at him. Repeat until he's dead, then open the chest for your gold Kinstone #1. Exit this cavern. Once outside, climb the vine at the left of the cave entrance. Follow the path to the upper right, then climb down the other vine. Go to the left, then use your dash to get across the swamp to the area at the upper left corner of Castor Wilds. Use the tree stump to get yourself small, then go through the tiny log tunnel and into the swamp passage. Use the Gust Jar with the lily to get across the area of water here. Once you're across, drop into the small hole. Defeat the four or five enemies here and a chest will appear, rewarding you with the BOW & ARROWS. If you ask me, it's far too iconic of an item to be given away to you in such an unceremonial place, guarded by those wimpy monsters. Get out of this place, then retrace your steps all the way back to the tree stump so you get yourself big again. Once you are normal-sized, dash back across the swamp to the area at the right. Continue right for a bit, then climb up the vine. Follow the path to the lower right, climb down the vine, and you'll come to one of these big one-eyed statues. Shoot it with an arrow into the eye (ouch!) and it will come to life! Kill it with three more arrows to the eye. Continue north, dashing across the swamp, and you'll find another cave in the wall. Go in there and open the chest for gold Kinstone #2. After exiting the cave, go south under the bridge, then push the boulder here into the hole. Cross over it, then go northwest to where you'll find another big one-eyed statue. Shoot it again in the eye and defeat it, then climb up the vine that it was previously blocking. Hop off of the ledge and into the tornado, then glide southwest to the land west of the blue water. From here go south until you reach a large tombstone. Push it back to reveal a stairway, then go inside. You can't learn your sword technique lesson from this guy yet, but you can get a Piece of Heart. :) Go back out. Dash over the swamp to the southeast area. Push the boulder into the rock (for future convenience), then check the stone marker to blow it up (also for future convenience). Shoot an arrow into the statues eye and defeat him, then climb up the vine that he was blocking. Follow the path, then jump into the tornado at the end. Glide southwest to the land with the cave, then go in there. Inside is a chest with your gold Kinstone #3. Exit the cave. Push the boulder into the hole, then continue on left until you reach the swamp. Dash over the swamp going west and you'll reach the southwest corner of Castor Wilds, where there are these three big statues. Here's where those gold Kinstones come into play-- one of the only times in the game that you're required to fuse Kinstones. So, fuse Kinstones with all three statues (press the L-button on them!), and each one will stomp the ground, eventually breaking the big block that's obstructing the path to the Wind Ruins, and allowing you to proceed... -- WIND RUINS -- Go up the stairs and around until you reach a statue. This type of statue is different from the one in Castor Wilds... it takes four hits from the sword to defeat it. Continue on the path, down the steps, and you'll come to another of those statues-- except this one doesn't come to life! It seems to have a ladder-like thing on it's shield though... Use the tree stump to shrink yourself, then climb up that ladder and into the statue's head. The switch inside the head activates it. Hit the switch to turn on the statue, then go out and use the tree stump to get big again. The statue now comes to life, allowing you to defeat it and pass through. Push the boulder into the hole, then continue right to the next screen. You can ignore the enemies here, and head up the ladder. But you need to defeat the enemies in the next screen to make the statue disappear, then you can proceed up another ladder to the next screen. Keep going until you reach another tree stump, then use it to turn small. Make your way through the winding path of grasses and boulders (careful to avoid the snakes!) until you get to the statue. Get into the statue's head to activate him again, then turn big and defeat him. Push the boulder into the hole, then proceed down the path, onto the southern screen. The three statues at the right here don't need any tedious activation. Just touch them to bring them to life, then defeat them dead. When they're defeated, the statues at the right disappear, allowing you access to the two treasure chests (one with 50 rupees, the other with 50 Mysterious Shells). The statue at the left, however, is a bit hyperactive... he blocks your way if you get close. Turn small with the tree stump to get inside him and DE-activate him, so he won't block your way anymore. Then you can continue. Now your path at the end is blocked again, so you gotta defeat all the enemies in this area. That includes the guys hiding under rocks that only come to life when you get near (if, for whatever reason, you didn't learn the Rock Breaker technique from Swiftblade, you gotta grab the rock off of them before trying to hurt them). When all the enemies are defeated, the obstructions disappear, and you can go on north. You've finally reached the entrance of the third dungeon of the game: The Fortress of Winds. -- FORTRESS OF WINDS -- Fortress of Winds? Hmmph. More like Fortress of Dirt. This place doesn't really have any wind theme to it. Just a lot of dirt, which you will be able to dig through later when you get the Mole Mitts from this dungeon. The entrance room of this dungeon immediately presents you with a choice: There are four doors you can go through. Good thing I'm here to clear things up for you, eh? First off, let's go through the furthest door to the left. Go straight through the room and up the stairs. Watch out for the Stalfos (Skeletons) here.. stunning them with the boomerang will stun them so they will stay still while you hit them with the sword, making things easier. Head around and up to the northern screen. Dead end? Not quite. Shoot an arrow into the red eye-like thing on the wall, and the door will open up for you. What is it with Nintendo and shooting eyes... In the next room you're ambushed by four Stalfos. Again, stunning them with the boomerang will help a bit, then slash them dead with the sword. The doors re-open when they're all dead. Go on south. Always always be suspicious when you see rupees lying around like this... one of them is usually a Like Like. Watch out for the secret Like Likes, then go around and up the ladder. Upstairs, just follow the path through the door. First, use the north-south moving platform to reach the north area, then get on the east-west moving platform. You gotta shoot an arrow at the two eyes on the northern wall, but you have to do this quickly in one pass of the platform! Once you do that, go through the door that opens. There are four flashing tiles here... power up your sword, then step on ONLY the 1st and 3rd tiles to duplicate yourself. This is needed to get the spacing right... go around the statues and step on both switches at the same time. The statues come to life! Defeat them both, then open the chest that appears and you'll get the dungeon compass. Return to the previous room. Step on the east-west platform, then transfer to the north-south moving platform at the right side. Shoot both of the eyes on the eastern wall this time (again, doing it in one pass of the platform). Go through the door that opens. Kill the snakes, and get rid of the pots covering the flashing tiles at the lower left corner. Use the flashing tiles to duplicate yourself in a way so you could push the big block at the right all the way to the right (against the wall). Then, in the same orientation, push the lower big block one tile to the left. Go back to the flashing tiles and this time duplicate yourself in a way so you can push the first big block north, all the way up (against the wall). Pull the lever here, and a small key falls down through the hole in the center of the room. Drop yourself into that hole too, and you'll fall all the way down to the first floor, to collect the key. Now go south, to the room's entrance room. Now go into the second door from the left (it's straight up from the entrance). Go right through the room and upstairs. There are two of those one-eyed statues at the sides of the room... defeat one of them to clear your way. Climb up the steps to the center platform and open the chest for the dungeon map. Now go north, where there are two locked doors... go through the left one. Ride the moving platform across the chasm, avoiding the blocks, then go up the steps and to the left screen. Watch out in this room for the Dead Hand that falls down from the ceiling-- if he grabs you, you'll be brought back to the dungeon entrance (very, very annoying). Shoot arrows into both eyes on the left wall, and the bridge will be extended. Cross over to the left room. You gotta fight another Dark Nut here. I don't know if it's just me, but this one seems easier than the one we fought in Castor Winds... this one lets his defenses down more often. Just keep hitting it until it's dead, then a blue portal appears (it's a shortcut to the entrance). Proceed to the south room. The blades rotate around this room pretty fast, you gotta keep rolling so you don't get hurt. Roll your way around and hit the switch at the right to open the door, then you need to go all the way around again just to get through that door. Follow the path to the right, and you'll see some skulls and tiled floor placed suspiciously against the wall. Bomb that section of wall to make an opening. Inside the room, open the big chest for this dungeon's item: the MOLE MITTS! I love this item, it's so weird and random, and it's great to see your big mole arms flailing about wildly. You use it to dig through the soft yellow dirt that we've been seeing around the dungeon. Dry it out on the dirt in this room, to dig your way to that chest with 100 rupees. :D Exit the room. Proceed to the right, get rid of the skulls, then drop off the ledge. Go south, then down the stairs... and out to the dungeon's entrance chamber. Now go into the second door from the right. Head straight through the room and up the stairs. Oh by the way, see this electric flashy ball that's going around the room? Hit him with the boomerang for a fairy! :) (and that is why buying the boomerang for 300 rupees is worth it!). Pull the lever at the left side to open the door (and pull the other lever for a Kinstone, and open the chest for another Kinstone). Go on to the south room. There's another Kinstone in the chest there. Go up the ladder to the second floor. Yet another Kinstone in the chest at the left here. Go north to the next room, then to the left where there are some statues and flashing tiles. Defeat the right statue to reveal a fourth flashing tile. Use the 1st and 4th flashing tiles to duplicate yourself, then make your way over to the right room where there are the switches. Step on both of them at the same time to open the door. Go up into that room and use the portal to turn small, then return to the room with the other statue so you can go inside and turn him on (yeah, baby). Use the portal at the left to turn normal-sized again. Push away the block, then defeat the statue you just activated. A lever is revealed! Pull it to make a small key fall down into the hole, then drop down after it to get it at the first floor. Then head south, out to the dungeon's entrance chamber again. Go again into the third door from the right (that's straight ahead from the dungeon entrance). Go up the stairs to the second floor. Remember there were TWO locked door at the north side of this room? Now go through the one at the right. Pull the lever to extend the bridge, then quickly(!) roll your way across it before it contracts again. Defeat all the hands in this room (don't let them grab you and bring you to the dungeon entrance!) to make a Minish portal appear. But don't use it just yet, go on to the right room. Make your way around to the right side of the room-- you can use the holes in the ground as shelter to get to the other side of the spiked rollers. The statues at the sides here aren't just decoration, use them to hold down the upper-left and lower-right switches. Use the bottom and the top flashing tiles to duplicate yourself, then get down to the switches to cover the remaining ones. With all four switches held down, a small key drops down for you. Use it to open the locked door at the lower-left of the room. But don't go through! Return to the previous room at the left. Use the portal to make yourself small, then go back to the room at the right. Go through the tunnel to the right side of the room, then go south. To make your way to the door, you need to walk across the room BETWEEN the two spiked rollers... and avoiding the holes too! So anyway, yeah, do it. In the next room, go left, then into the mousehole in the wall. Turn yourself big inside there, then step on the switch to make a key drop. Dig your way to the key with the Mole Mitts, avoiding the spaces that have enemies. When you have the key, turn yourself small again and exit the room. Get to the lower area by dropping off the ledge, then use the portal to get big again. Go to the right screen, then south through the door. Dig your way to the ladder (no need to beat the enemies, it will bring you nothing but pain) and climb up to the third floor. Go north, then through the locked door, and then drop into the RIGHT hole. Open the big chest for the big key! Yep, looks like we got everything.. time to head for the boss. Push the block aside and drop off the ledge. Go to the left screen, up the steps, left another screen, and drop off the ledge again. Make your way around to the south of the room, and go through the door on the south side. Go up the ladder. Dig your way north with Mole Mitts. There's one out-of-place block here... push the upper-right block to the right, and a red portal will appear. This is just a shortcut to get back here from the entrance. You know, just in case you DIE at the hands of the dungeon boss. Bwahaha... go north through the big door. You can stock up on health and supplies by breaking the pots here. Boomerang the sparks to turn them into fairies, if necessary. If you're all ready, go north through the door. BOSS: MAZAAL ------------ Mazaal is a floating head flanked on the sides by his two floating hands. The hands are the main attackers of this boss, forming fists and coming to stamp at you one at a time. Another attack is a swooping motion where an open-palmed hand swishes across the room to slap you. If you give it enough time, eventually both hands will form a fist and stomp hard on the ground, causing lots of bugs to fall from the ceiling. Another attack that it does is to fire a laser from the eye, and this annoyingly turns you Minish sized (use the portals to get big again). Just like in every video game with any boss that is composed of a head and two floating hands, the soul is in the head and the attacking hands must be defeated first. Notice the pink eye that's on the palm of each hand? You know what Nintendo loves making you do with eyes: Shoot them with an arrow. Once the eye is shot, the hand will stop moving, allowing you to slash away with the sword until it's broken (it takes four hits). It's not permanently defeated though... wait too long and those hands will come back to life! When both hands are immobilized, the head comes to the ground too. Make yourself small with the Minish portals at the corners of the room, then step into the head's "mouth" to go inside. Inside there, there's a bunch of pillars, one of which has an eye on it. Slash away at the eye until there's an explosion, and you're carried outside of the head. Hurry to the portal to make yourself big again, then repeat the process (the hands are back to life too). The second and third times you do this, the head will be filled with dirt and you gotta dig through it with the Mole Mitts to find the eye. The third successful attack is fatal, and you're all done. Take the heart container, and step forward to the outside. A stone tablet awaits you on top of the platform. Check it out: "We are the tribe of the Winds. Long have we lived with the winds. We have mastered them. Now, we join them. Together with the great winds at our backs, we head for the skies. Those who come seeking our power must play the notes Zeffa teaches May they lead you onward to the power that you seek." A bird flies by, rewarding you with the OCARINA OF WIND! Hey this isn't an element. :| Anyway, it's something. You are teleported outside of the Fortress of Winds. mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm <<<<<<<<<<<<<<<<<<<<- WATER ELEMENT ->>>>>>>>>>>>>>>>>>>> mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm Ok, so we didn't get any element from that last dungeon, but at least we got the Ocarina of Wind, right? Now what does this Ocarina do... Remember all those stone markers that blow up when you check them? They leave behind a mark on the floor, called a Wind Crest. If you play the Ocarina of Wind, Zeffa the bird comes to pick you up and fly you away. That means you can have Zeffa carry you to any other Wind Crest you've seen! Try playing the Ocarina and you'll see a map showing the locations of Wind Crests (you may be missing some from your map if you neglected to check some stone markers): - Minish Woods - Outside the Minish Village - Mt. Crenel - Outside Melari's Mines - Hyrule Town - Beside the north exit of town - South Hyrule Field - Just to the north of your house - Castor Wilds - South end of the area - Lake Hylia Waitaminute-- Lake Hylia? You never encountered a stone marker at Lake Hylia before! Let's check it out.. transport to that Wind Crest. Turn small and enter the Minish house here. The Minish inside tells you that the next element is in the Temple of Droplets in Lake Hylia, and the one who can help you get there lives in the Hyrule Town library. -- QUEST FOR THE OVERDUE LIBRARY BOOKS -- That's right, my heading for this part of our adventure is "Quest for the overdue library books". Try to stay awake. Use the Ocarina of Wind to transport to the Hyrule Town, then go to the library-- it's the building just to the left of the town's northern exit. Go to the second floor of the library, then to the outside balcony. Use the Cane of Pacci on the vase to turn it over, then use the resulting portal to turn Minish-sized. Re-enter the library through the mousehole, then go close to the upper-left bookshelf... there are Minish living here! Speak to the closest one (wearing gold) and he'll reveal that you can't get to Elder Librari because some books are checked out. Hmmph. Go back outside and turn yourself big again. Go back to the first floor of the library and talk to the receptionist at the left of the entrance. She is in charge of returns and she will tell you that the missing book is "A Hyrulean Bestiary", checked out by a girl with a new cat at her house. So, finding "A Hyrulean Bestiary" is our next task. "A Hyrulean Bestiary" --------------------- In the southeast part of Hyrule Town there's two houses with a wooden plank connecting their roofs. Go into the left house, with the purple roof. Talk to the girl here, and she admits that she was the one that checked out the book! But it's in her house next door, and getting it is going to be a bit of a hassle. :/ Now, go outside and scoop up some water (yes, water) into a spare bottle, then return into that same house and use your water to put out the fire in the right fireplace. Use your Cane of Pacci on the vase here to flip it over into a portal, then turn small and climb up the fireplace to the roof. Cross the bridge over to the other roof, and go into the other chimney to enter the house. Careful with the cat in here, it will attack you if given the chance! Climb up the small ladder on the wall, up to the top of the bookcase, then push the book down to the floor. Hmm, you still can't carry the book in your Minish-sized state, so return back to the other house (through the fireplaces) and use the portal there to turn normal-sized. Then you can go back there and get the book. Return to the library and talk to the receptionist again. She's ecstatic about you returning the book! But there's still more... talk to her again and she'll reveal that the next overdue book is "Legend of the Picori" checked out by an absentminded scholar. "Legend of the Picori" ---------------------- The absentminded scholar the librarian refers to lives in the western part of Hyrule Town. [Now, I must ask, is there a dog blocking your way to the western area of town? If the answer is yes, then do this: Go into the coffee shop and turn over the pot with the Cane of Pacci. Turn yourself small and exit through the mousehole. Go west, crossing the narrow bridge, and talk to the dog to get him to move.] The scholar's name is Dr. Left and he lives in the purple-housed roof at the west end of town. If you ever tried to get in previously, the door would have been locked, but this time he'll let you in. He admits to borrowing the book, but hasn't seen it in several days. Go out and get a bottle of water from the stream outside, then use it to put out his fireplace. Now go out again and enter the nearby wooden house with the waterwheel. Use the portal to turn small, and go out through the back mousehole exit. Go into Dr. Left's house through another mousehole entrance, then go into the mousehole behind the bookshelves. The Minish there tells you to "Cross the bridge that spans the rapid flow... Through the land of the fearsome beast... Until you reach the misty falls... The treasure sleeps on the other side of the entrance there". Quite an oblique clue. Let's do it. Go into Dr. Left's fireplace to get up to the roof. Go north and enter the house with the golden roof... and go through it, out to the back entrance. Go south and cross the plank over the river ("the bridge that spans the rapid flow"), then get through this grassy area with the cats ("land of the fearsome beast"). Climb down the vine, then pass around the edge of the fountain ("the misty falls") and into the little opening to a cave. Enter the door at the right. Use the Cane on the hole in the ground here (careful with those blade traps!), then flip yourself up to the ledge. In the next room, you'll need to beat four of these wimpy enemies-- just three sword hits each-- to make a treasure chest appear. It gives you the POWER BRACELETS! This lets you move heavy things when you're small. Go on to the left, jump off of the ledge, then go south and exit the cave. Make your way back to Dr. Left's house. In Dr. Left's house there are two drawers against the back wall. You can now push them both to the left, giving you a path to the mousehole up there! Go on... There are some Minish secretly living up here. The one Minish standing on the green book is trying to get it to drop down, and he needs your weight to help. Go to the lower-left of this place and use the Gust Jar to clear away the dust, revealing some flashing tiles. Use the tiles to duplicate yourself (in a vertical alignment), then quickly get over to that green book and stand on the edge of it for a few seconds. It'll finally drop to the floor. You'll need to go back out to the wooden house for the portal to make you big again. Then return to Dr. Left's house to pick up the book. Return it to the Library for another fistful of thanks from the receptionist. But there's still just one more... talk to her again, and she'll tell you the last book is "A History of Masks", checked out by Mayor Hagen. "A History of Masks" -------------------- Mayor Hagen lives in the northeast of town, just south of the school. Getting the book back from him will not be easy... he don't even admit checking it out. Use your Pegasus Boots to ram into the north wall of his house, making the four masks fall and revealing a path to a mousehole. Flip over the pot at the left of the room and use the resulting portal to turn small, then you can climb up the ladder at the right and walk the path to the mousehole. The Minish inside tell you that that mayor brought the book to his cabin by the lake, and he marks its position on your map. Let's go... Turn yourself normal-sized again using the portal, then get out of the house. Exit Hyrule Town through the northeast exit, into the Lon Lon Ranch area. Go to the south part of Lon Lon Ranch, then take the eastern exit into the Lake Hylia area, then go onward south to the Minish Woods. This is the area with Syrup the Witch's hut. Before going up the steps, to the right you see a cave that can be dug through with Mole Mitts! Dig through there and go up the ladder at the other end. Follow the path until you finally reach the cabin. Behind the cabin is a suspicious sparkling tree... ram into it with the Pegasus Boots! A tree stump is revealed. Use it to turn small, then enter the Minish-sized passage behind the cabin. Use the Gust Jar with the lily to get passed the area, and into Mayor Hagen's cabin. Use the lily platform to get across the water. Now, at the back wall of the cabin there's a sort of bookshelf thing... push it to the right (towards the fireplace), revealing a ladder that you can use to get up to the book. Push it off the fireplace, down to the ground. Take the trek back to the outside (same way you came in) and use the tree stump to get big again. Enter the cabin the normal way, and collect the book! Return to Hylia Town (Ocarina of Wind!) and bring the return the book to the receptionist. That's all the overdue books! They are returned to the shelf on the second floor. Getting the flippers -------------------- Again, go out to the second floor balcony of the library and use the portal to turn small. Go back inside and check the bookshelf beside the old guy. Now that all the books are back in place, you can climb up on the path to the elder, Librari. After talking to him, you stand on the clover in front of him... and he opens a trap door, dropping you into a cave. What a bastard, eh? Push the blocks at the lower left corner to get out of the box, then go down to the southern screen. Use the Gust Jar to latch on to the mushroom across the stream, which flips you over to the other side. Continue to the left, and go into the door. You have to defeat the two scorpion-like enemies here. They can't be damaged from the front because their pincers act like shields, so get around to attack them from the sides, or hit them when they throw out their pincers like boomerangs. When they're both defeated, a chest appears, at long last giving you the FLIPPERS! These allow you to swim in deep water (and when Minish-sized you can now swim in the shallow water). Head into the water, then swim your way straight south until you're out of the cave. Use the portal on the second floor of the library to return to your normal size. -- OPTIONAL STUFF -- Once again, at this point in the game there's a lot of optional stuff you could do to help beef up your inventory or stuff you could do to just take a break from the main quest. MAGICAL BOOMERANG: * It's now possible for you to get the Magical Boomerang, which has basically the same function as the regular boomerang except you can throw it much further and even control it's direction a bit! So, to get this magical boomerang, you need to fuse Kinstone pieces with the four Tingle brothers: Tingle, Knuckle, Ankle, and David Jr. -> Tingle - In South Hyrule Field, you'll find Tingle (wearing green) on a ledge to the east of your home. Use the Cane of Pacci on the hole in the ground to flip up and get to him. Fusing Kinstones with him opens a cave in the upper-left tree in North Hyrule Field. Inside there, hit the switch to light the torch, and get a red Kinstone piece. -> Knuckle - In Trilby Highlands, use the Mole Mitts to dig into a cave at the northeast of the area. Climb up a ladder in the cave to reach Knuckle (wearing blue). Fusing Kinstones with him opens a cave in the lower-left tree in North Hyrule Field. Inside there, hit the switch to light the torch, and get a red Kinstone piece. -> Ankle - In Lon Lon Ranch, enter a cave at the north-west of the fenced area of the ranch. Duplicate yourself on the flashing tiles and push the block away. Continue up the ladder to meet Ankle (wearing pink). Fusing Kinstones with him opens a cave in the upper-right tree in North Hyrule Field. Inside there, hit the switch to light the torch, and get a red Kinstone piece. -> David Jr. - In Lake Hylia, you'll find David Jr. (wearing white) overlooking the lake from the north side. Fusing Kinstones with him opens up a cave in the lower-right tree in North Hyrule Field. Inside there, hit the switch to light the torch, and get 200 Mysterious Shells. Once all the torches are lit, a ladder drops down in the center area of the cave, and there's an entrance at the center of the trees. Go down there and open the big chest for your new Magical Boomerang. QUIVER UPGRADE: * You now have the bow, so the shop in Hyrule Town now offers the larger quiver. It comes at the hefty price of 600 rupees though. If you don't have the money for this just yet, keep it in mind and remember to come back to the shop to get it at some point when you actually do have the money. The quiver increases your capacity of holding arrows from 30 to 50 (or from 50 to 70 if you already got the other quiver upgrade). SIMON'S SIMULATIONS: * Simon's Simulations is now open in Hyrule Town. It's the building just south of Rem's Shoe Repair place. Talk to Simon inside there and he'll give you a briefing... basically you're put into a simulation, and you are faced with fighting a small army of enemies. Simon says "If you dispatch a monster skillfully enough, you might get something nice". Among the possible prizes are a Piece of Heart, Kinstone piece, and 20 rupees. CHEST MINI-GAME SHOP: * The chest mini-game shop is now open in Hyrule Town. It's the building just south of Wheaton & Pita's Bakery. This place is run by Borlov, the brother of Carlov (the guy managing the figurine place). It's 10 rupees to play the game... what you do is choose between two treasure chests. If you pick the right one, Borlov will double the amount of your bet. If you pick the wrong one, your winnings go down to zero and the game is over. If you win, you have the option to keep playing, with your winnings doubling every time. It's possible to win 999 rupees here (though the chances of that happening are 1 in 128). The chances of winning big here are just the same as your chances of losing big... and the risk of losing big is enough to keep me away. The game isn't even any fun anyway. PERIL BEAM: * If you have 10 heart containers, it is now possible to get the next sword technique, the Peril Beam, from Waveblade. This Waveblade fellow is found in the Lake Hylia area. From Mayor Hagen's cabin, hop into the lake, swim to the left to the end, then climb up onto the land where there are steps leading north. Enter the cave in the tree here to find Waveblade's place. This technique allows you to shoot a beam of energy from your sword when you have only one heart left. PIECES OF HEART: * Now that you have the flippers, a whole lot of Pieces of Heart are opened up for you to get. At this point in the game it is now possible for you to get the first 33 Pieces of Heart as listed in the "Pieces of Heart" section of this guide. This brings your total Heart Container count up to 14. -- TEMPLE OF DROPLETS -- Here's how to get to the Temple of Droplets: Again use your Ocarina of Wind to go to the Wind Crest at the Lake Hylia area. Drop off the ledge and make your way north... and around... into the waters of Lake Hylia. Swim around until you get to the dungeon entrance (it's just to the right of the Wind Crest). To get into the dungeon, hop onto it and press R... just like a tree stump, it turns you small and you drop into the hole! Welcome, at last, to the Temple of Droplets. [NOTE: If you ever need to exit the this place, just come back to the dungeon entrance room and step into the light.] Climb down the steps and make your way across the slippery ice, to the north, and on to the next room. Watch out for all the stuff that attacks you, then proceed to the room at the right... then go on down the stairs. There's a lever here... push it to the left, and a trap door will open above, allowing light to shine though to the ice. Return upstairs, then fall down into the hole. Push the ice block south, then right into the light, melting it and giving you a small key! Push the block at the lower right, then go on upstairs, then to the room at the left. Avoiding all the obstacles, use your key to proceed past the locked door at the left. Drop into the hole here. There are three ice blocks at the right of the room. Here's what you need to do: Push the upper block to the left; Push the lower block to the south, then to the left; Push the middle block to the left, then north, then left, south, left, north (against the switch), and finally right... into the light, allowing you to get the big key. Whoa, the big key already? Yes, already! But we're not nearly done yet. Push the lever in this room to the north to close the trap door above, then go up the stairs. Go to the room at the right, then proceed south to the dungeon's entrance room. The big door is right here at the south side of this room... now with your big key, you can open it and go on through. What a funky dungeon... not only is the big door in the entrance room, but the element is right here frozen in a block of ice. And at the south end of the room, also frozen solid, is the dungeon boss! What a crazy place. Go through the door at the lower-left of this room. Go on to the south screen, proceed through the tunnel and open the chest for the dungeon map. Return to the north where there's a spiked log moving over the water... to get passed this unharmed, you need to press the button to dive underwater. Continue swimming through the water until you reach land, then go up the steps. Then swim to the right, continuing until you reach the end. Whip out your Gust Jar and use it to latch on to the mushroom across the water, flipping yourself to the right. Step on the switch to remove the barrier in the water. Now jump down that waterfall. Keep swimming south (diving down again to get past the spiked log), then hit the switch at the left to remove another barrier. The stone slab here gives an oblique clue: "The way forward is hidden in the bottom of the pot". What does that mean? Swim over to the screen at the right to find out... there are barriers in the shape of a pot. Go to the bottom of that pot and dive down to find a small key! Excellent. Swim your way back, retracing your steps... when you get to the waterfall, just climb up the rough wall to the left of it. Push away the block when you reach the top, then keep going north until you reach a locked door. Use your small key and go through it. Proceed south and hit the switch to remove the barrier. Get onto the water lily and use the Gust Jar to ride the lily through the water path. It's a long ways to go... ride it down the waterfall... past the spiked log (it'll take some good maneuvering to get past that unharmed)... past the pot-shaped thing... then hit the switch, again removing the barriers. Ride the lily over to the screen at the right. Here you'll encounter Madderpillar... remember him? The mini-boss from the first dungeon? Here they're treated just like regular enemies, made extra tough with the slippery ice floor and bouncy webs on the walls. Beat it just like before (first the nose, then the tail), and the door opens when you're done. Go through it and open the chest to get the dungeon compass. Return to the water lily, and ride it over to the left screen. Now ride the lily on the path to the north. Hit the switch at the right to remove the barrier, then continue riding the water lily as far as you can on the path of water... you reach a dead end at yet another barrier. And yes, you have to hit that switch at the right to remove the barrier, but the switch doesn't stay down! You need to use the ice blocks to keep the switch down here, and here's how you do it: 1. Push the uppermost block to the south 2. The block that the first block bumped into... push it to the left 3. The block just north of the switch... push it to the left 4. The block from step 2... push it north 5. The two blocks lined up to the right of the switch... push them left With the block holding the switch down, the barrier stays down. Get back on the lily and ride it north, and keep going until you reach the upper right corner of the room, then go through the door there. Watch your step in this room... it's all dark, and you can only see the the immediate area around you. Carefully make your way to the north exit and onto the next room. Go up the steps, then up the staircase to the upper floor. Now you gotta beat three of these guys. Remember, the blue part acts as a shield, so you need to hit them from the back or side, or hit them when they throw the blue part out as a boomerang. Speaking of which, you can use your boomerang to stun them. When they're all defeated, a blue portal appears (a shortcut to the entrance), and the door opens, allowing you to go on to the south room. Continue and you'll come to a switch that's larger than usual... use the flashing tiles to duplicate yourself, then you and your clone must push the switch together. This opens a hole in the ceiling that allows sunlight to come shining through... melting some ice and opening a new path for you! Jump off of the ledge, then go take the room exit at the bottom right. Keep going down the path, and there's a chest you can open for a Kinstone piece. In the next screen, you gotta carefully maneuver yourself through the path of ice-- if you fall off, you're transported back to the beginning! There's another chest with a Kinstone piece. Make your way past the scary blade traps (there's yet another Kinstone piece under the pot at the right if you care to get it). Go on to the next room, then go to the room at the north, then go down two flights of staircases. Push the switch here and the trap door in the floor above closes. Return back upstairs, then you can walk over the closed trap door to get to the switch, then push it to allow sunlight to shine through. Return downstairs again and push the switch to open the trap door above, allowing sunlight to shine through and melt the ice surrounding the chest. Open it for a small key. Go back up two flights of staircases, down to the southern room, and you can now go through the locked door. Push the switch at the south end of this room and you'll face... a totally unexpected giant blue Chuchu! Plus, this guy is livid with electricity. Beat him just like you beat the one at the first dungeon: Suck away at the base using the Gust Jar, then swipe at him with the sword when he falls. You can only suck at him with the electric sparks die down. Other than that, and the blue color, he's the same as the guy you fought before. When he's defeated, a chest appears, giving you this dungeon's item: the FLAME LANTERN! This item lights up dark places, and melts blocks of ice (and doesn't consume any magic power like it does in A Link to the Past). Return to the northern room. There are blocks of ice at your left here... try out your new item, melt them away! Piece of cake. Go down the staircase. Melt the ice surrounding the chest, then open it for a cool 100 rupees. Melt the other ice at the right then go on to the next room. This room is dark... use your flame lantern to open up a large circle of light around you, then use the lantern on the torches around the room to light things up properly. You need to defeat another three of these fellows. The torches don't stay lit for very long, so you should be continuously lighting them as you make your way around the room fighting the enemies. When they're all done, the doors open again, so go on to the right. This is another dark room, and you gotta get through the maze of barriers. And lighting the torches doesn't light up the room, it gets rid of the blocks that are in your way. So, holding up your lantern for light, go to the lower-right corner of the room and light the torch to get rid of the block. Go north through the maze and light another torch to get rid of another block. Make your way to the wall at the left... there's a part of the wall that's bombable! Bomb it to blow open a passage, then go in there. You gotta defeat all the enemies here (there's a lot, like 5 or 6 of them) then you get a small key. Return to the previous maze room and keep going north (lighting another torch to get rid of a block, blah blah... and then doing it again...) until you reach the locked door at the upper-left. Using your small key, go on to the next room. I'm starting to miss the light. Nothing to do in this room, just avoid the enemies and go on to the next screen. Then make your way over the tricky path of ice, north to the next room. Ah good, light again. Go through the tunnel, exiting at the upper left, then go on to the next room. Here we've got a puzzle with these big blocks, and you need to duplicate yourself with the flashing tiles and use your clone's help to move them. Move the upper block two tiles to the left, then move the other block two tiles down. At the left side, move the left block one tile down, then finally move the upper block one tile right, clearing your path to the exit. In the next room, before anything else, you need to move the ice blocks into position. At the left side of the room, push the ice block down then left, onto the bottom switch. At the right side of the room, push the block left against the rock (just to get it out of the way). Now, use the flashing tiles at the right to duplicate yourself-- use the 1st and 3rd tiles from the top. Then move south against the lower wall, then make your way over to the left side of the room and step on both of the switches, opening the way forward. In the next room, there's one block that's out of place... push the upper-right block to the north, and the exit opens for you. Proceed to the next room. This place is annoying, there's a path going through the middle that's blocking a lot of your view. Torch the ice block at the upper-left, revealing some flashing tiles. Use them to duplicate yourself vertical-like, then push the big block three tiles to the right. That's enough to clear your way, then you can go south, up the steps, and onto the next screen. Your challenge in this room is clear, and it's pure skill: Light all nine torches in the room. After lighting the first one, you have only 12 seconds to light all the rest before the first fire dies. This is not an easy task. When all the torches are lit, go on left through the door that opens. Dive underwater here to get passed all the spike logs unharmed. Once you're past those, you don't need to defeat the insect enemies... just get past them and go through the room exit at the lower right. If you destroy the pots in this room the way forward is clear: Spelled out for you in a huge arrow on the floor. Bomb the fragile part of the north wall of the room, then go through the passage that opens. Darkness again! Whip out your torch lantern... The torch lantern, by the way, can also be used to burn these spider webs. You don't need to burn them all in this room though. Just defeat the two Madderpillars as you usually do (hit the nose, then the tail). The gimmick this time is the darkness. When they're both defeated, go on to the right... then to the north... then across the ice path and up the staircase. Go up the steps and on to the south, then follow the path to the right. Here's another one of those huge switches. Duplicate yourself with the flashing tiles, then push the switch. As expected, this lets even more sunlight shine into the room-- melting the ice that encased the element! And also melting the massive Octorok! The Octorok takes the element and brings it with him to the south room. You know what to do... If you're low on health, destroy some pots in this room to hopefully get a few hearts. If you're all set, go on to the south to face the dungeon boss. BOSS: BIG OCTOROK ----------------- This boss is not easy. Not quite easy to figure out how to beat him, and even once you do, defeating him is no walk in the park. Now that I think of it though, it's a classic Nintendo boss: Deflect its projectiles back at him, the use the item you acquired in the dungeon. The battle can be broken down into 5 phases: 1. Rock spitting, part 1 2. Ice phase, part 2 3. Rock spitting, part 2 4. Ice phase, part 2 5. Rock spitting, part 3 Big Octorok begins by spitting out rocks at you-- rocks that bounce off of the first wall they hit, then break upon the second wall they hit, scattering painful spikes all around the room. For this phase, your task is to deflect the rocks back at him by hitting them with your sword (No, letting the rocks bounce of the wall and then hitting him does not work). Hit him three times to start the next phase. The ground turns to ice and Octorok freezes too, staying stationary but rotating in place. Avoid his snout, because he attacks by trying to suck you into him. What you need to do is get around to his tail and burn it with the flame lantern. To get around to his tail, it's best to lure him into spinning one direction, then quickly changing your direction. The floor is slippery so Octorok will continue spinning in one direction for a while, allowing you to get to the tail. Once you've burned the tail, Octorok smashes against the wall, causing rocks to fall from the ceiling. Avoid them by watching the shadows on the ground. Then it's on to phase 3. Now Octorok won't be stationary anymore-- he moves around, following you. He also tries to suck you in addition to spitting rocks at you. Hit him three more times then it's on to phase 4, which is the same as phase 2 except Octorok gets a bit faster. Once you're done with that, Octorok learns a new trick: turning the room dark with the rocks falling from the ceiling. That happens a lot on phase 5. Deflect his rocks back at him three more times and he's finished. You got the WATER ELEMENT! Water quenches thirst, ends drought, and nourishes life. The Water Element is the embodiment of that power. Take the heart container, and step into the green portal, teleporting you to the entrance of the Temple of Droplets. Step into the light, bringing you back outside. mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm <<<<<<<<<<<<<<<<<<<<- WIND ELEMENT ->>>>>>>>>>>>>>>>>>>>> mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm The world turns dark and the ghost of Gustaf, a former King of Hyrule, appears in front of you. He marks your map and tells you to go there. Very direct. But before going to the mark on the map, you need to first return to the Elemental Sanctuary. -- ELEMENTAL SANCTUARY -- Use the Ocarina of Wind to transport yourself to Hyrule Town, then head north to Hyrule Castle Garden. The soldiers are no longer friendly to you, so you can't just waltz into the castle anymore. Go to the lower left part of this area, and there's and entrance into the garden with soldiers patrolling the area. You need to get through this area without any of the soldiers seeing you. If a solider does see you, you'll be brought back to the garden entrance-- no biggie. Anyway, sneak through the area without being seen by the guards until you reach the upper-left corner of the Hyrule Castle Garden area. Cut away at the bushes to reveal an underground passage. Go down there. Make your way through this underground passage and hit the switch at the end to open the door. The next room is-- surprise! You're in Hyrule Castle! And right beside the entrance to the Elemental Sanctuary too. Enter the first open door you come to, then go straight north to enter the Elemental Sanctuary. Just like last time, place the sword into the pedestal. The power of the Water Element is infused into your blade, and you can now split yourself into three copies using those flashing tiles. Try it out at the bottom of this room. Use your clones to step on the switches and open the door, then head outside of Hyrule Castle, the same way you came in. Once you're back in Hyrule Castle Garden, just let yourself be seen by a soldier so you can get back to the garden entrance. Head south, to North Hyrule Field, and go to the northwest corner of North Hyrule Field where there's a ladder to an underground area. Go down the ladder. Use the flashing tiles to split yourself into three copies, then push the big block to the left. Head up the ladder on the other side. Head up the steps, then go left into the Royal Valley. -- ROYAL VALLEY -- Pretty dark and spooky, isn't it? You may want to use the Flame Lantern to light things up a bit. Watch out for the ghost enemies here, if they catch you they'll, umm, lick you. And the crow enemies... if they hit you, you'll lose a big bunch of rupees. Go down the steps. Notice that there are fence posts highlighting a section of the wall for no particular reason? Bomb the wall between the fence posts to blow open an entrance. Inside there's a curious fairy who asks you a whole bunch of questions: - The first element you found was the Fire Element, was it not? (No, it was the Earth Element!) - Your grandfather's name is Smee, isn't it? (No, his name is Smith!) - Melari of Mount Crenel has seven apprentices, does he not? (Yes!) - The Blabber Nut gives one the ability to understand the Minish, does it not? (No, it's called the Jabber Nut!) - The robe of the current king of Hyrule, Daltus, is white, is it not? (No, it's red!) If you answered any of the questions wrong she'll zap you and take away all your arrows. But answer them all correctly and she'll reward you with the "power" of a larger quiver! This increases your arrow carrying capacity by one notch, depending on how many other upgrades you got so far (30 -> 50 -> 70 -> 99). Hurrah. Exit the cave. Follow the dirt path through the Royal Valley, go north at the fork, into an area between trees. To get through this maze, what you need to do is read and follow the signs! Or just follow my instructions: Up, left, left, up, right, up. You'll emerge at the other end of the woods. At the north end of this area is a locked gate, and just to the right of that is a house. Go inside there and talk to the guy inside... it's Dampe the gravedigger. He gives you the graveyard key, simple as that. Or is it? Take a step outside and some damn crow flies along and takes your key. Equip the Flame Lantern and Pegasus Boots, and go around the graveyard looking for that crow... when you see the crow with your key in a tree, charge at the tree and the key will come falling down. Pick up the key and talk to Dampe, who's waiting for you beside the gate. He'll open it for you, giving you access to the graveyard. There's a Piece of Heart you can get, since you're here anyway. Push the gravestone at the upper left of the graveyard to reveal some stairs. Go down there, and push away the big block by duplicating yourself on the flashing tiles. Ta da. Piece of Heart. Push the gravestone that's straight ahead from the graveyard entrance. Notice there's three switches in front of the big gravestone at the north end of the graveyard? Get rid of the rocks at the lower right of the graveyard, revealing some flashing tiles. Duplicate yourself into three, then make your way over to the left (past the gravestone you pushed) and around to step on the switches. Yay, you've just opened the entrance to the Royal Crypt. -- ROYAL CRYPT -- This place may have keys, and puzzles, and multiple levels, but it is not a major dungeon. In fact it's only six rooms. You and use your Flame Lantern on the mummy fellows in the first room to reduce them to less-dangerous Stalfoses, then finish them off with the sword. Be sure to get the small key from one of them before continuing to the next room. The left mushroom is the correct one to take here. Pull it back, then fling yourself to the other side. You can go through any of the three locked doors here, it really doesn't matter. You'll end up in the same room anyway. At both sides of this room are challenges involving duplicating yourself. At the left, duplicate yourself into three, ride the moving platforms across without destroying any of your clones or falling off, then step on the switches to get a small key. You can push aside the blocks for a shortcut back to the middle of the room. At the right, duplicate yourself into three, make your way to the top while avoiding the blade, then step on the switches for another small key. Now, blocking your path in the middle are two blocks with keyholes... use the keys on both of them to make them disappear. Go on downstairs. Watch out for the barrage of snakes, and go to the next room. Light the torches at the four corners... and two mummies appear! Lucky you already have your torch out, eh? Burn them, then slash them dead. Also watch out for the energy balls that fly at you from the torches. When the enemies are dead, go on to the next room. Go up the steps here, and the dead king Gustaf appears to you. Blah blah blah, he gives you a Kinstone and tells you to seek the "source of the flow" in Hyrule. You are teleported back out to the graveyard. -- OPTIONAL STUFF -- It's that time again... time to go around the world doing a whole bunch of optional stuff! Or not, whatever, it's optional! LIGHT ARROWS: * You can't actually get the light arrows yet, but there's something you need to do at this point if you want to get the light arrows EVER! At the west part of Hyrule Town, go into the yellow-roofed house and fuse Kinstones with the dude inside there. Some sort of warp egg appears in South Hyrule Field, north of your home. Check it out, and you'll be transported to a mysterious place in a corner of the map you haven't explored yet. You can get Kinstone pieces from the chests. Head for the top floor, where "Gregal the Great" is sick in bed. Use the Gust Jar to suck away the ghost floating over him (it's stubborn, but just keep sucking and it will eventually succumb). And suddenly Gregal is feeling much better! Talk to him to get 100 Mysterious Shells. You will return here later for an even better prize. For now, just exit the same way you came in. SWORD BEAM: * Go over to the southeast corner of Hyrule Castle Garden... If you haven't already done so, cut away the bushes to reveal a ladder to an underground room. Down there is master swordsman Grimblade! It was actually possible to come down here much earlier (and collect the Piece of Heart), but only now that you have the Flame Lantern can you learn a sword technique from this guy. Light up the torches at the corners to light up the room so Grimblade can see well. He teaches you the sword beam technique! This is wonderful, when you have full health you can unleash a beam attack from your sword! Just wonderful. REMOTE BOMBS: * The remote bombs are another wonderful invention... instead of just laying bombs and waiting a fixed number of seconds for it to blow up, you could simply press a button to blow it up whenever you want! This makes it much more practical for fighting enemies. So, to get the remote bombs, fuse Kinstones with Gentari (the village elder!) in the Minish Village. This causes Belari the bombmaker to get a spark of inspiration about to invent a new kind of bomb. Go over to Belari and you can have all your regular old bombs exchanged for sparkly new remote bombs for free! You can talk to him again at any point if, for whatever reason, you want the regular bombs back. BOMB BAG UPGRADE 3: * If you got all the previous bomb bag upgrades, this would be the last. Now fuse Kinstones with Belari the bombmaker. This causes a golden chest to appear in the Wind Ruins, near the entrance to the Fortress of Winds. Open the chest for an upgrade to your bomb bag, which increases your bomb carrying capacity by one notch (10-> 30-> 50-> 99). So at this point it's possible to have the largest bomb bag, carrying 99 bombs. QUIVER UPGRADE 3: * If you got all the previous quiver upgrades, this would be the last. At the southwest corner of the Wind Ruins, use the tree stump to turn your self Minish-sized, then go into the Minish-sized hole at your north. The guy inside complains that his bean doesn't grow. Ha! Fuse Kinstones with him and a massive beanstalk grows elsewhere in the Wind Ruins. Climb up there to find a big chest in the clouds, containing a quiver upgrade, increasing your arrow carrying capacity by one notch (30-> 50-> 70-> 99). PIECES OF HEART: * You've got the flame lantern and the ability to duplicate yourself into three, but unfortunately this doesn't unlock many Piece of Heart opportunities. In fact, there's just two more that you can collect over the last "optional stuff" section. Anyway, you can now collect the first 35 Pieces of Heart listed in the appropriate section of this guide. That would give you a Heart Container total of 15. -- VEIL FALLS -- [NOTE: If you ever want to get the light arrows EVER, see the section above and do the part labeled "Light Arrows".] Go to the North Hyrule Field area, then take the northeast exit into the Veil Falls area. There you'll find a stone slab at the end of the bridge... and you can fuse Kinstones with it! Fusing Kinstones opens up this stone door, allowing you access to the Veil Falls caves. It's dark inside, so whip out that lantern. And be careful with the cracked floors, they'll crumble if you step on them too long. Go up the stairs at the upper right, then out the exit. Climb up the rough rock wall. At the top, check out that stone slab... it's another Wind Crest! Now you can travel here with the Ocarina of Wind. Go into the cave at the north... up the staircase... and out the exit at the lower right. Climb up another rock wall, then follow the path to the left (ignoring the massive Goron head that's peaking into view). Step into the huge vortex, transporting you to the last area of the map you have yet to explore: Cloud Tops. -- CLOUD TOPS -- On more than one occasion I have gotten totally lost here and spent lots of time going around in endless circles. Fortunately I am here to guide you through the mess. See this funny-looking moving cloud surrounded by pinwheels? Well, there are five special Kinstone fusions you must do in this area to get the pinwheels moving, and once that's all done the cloud will clear up, allowing you access to the next area. Oh, and what you see in the map is not the whole picture... this area is composed of two levels that you will be traveling back and forth between. If you know exactly where to go, it can all be over in just five minutes or so. So, let's get started: Step into the red vortex at the right, which whisks you up to the upper level (that's what these red vortexes do, see). Open the gold chest at the right to get a Kinstone piece, then fall into the square hole at the right, which will bring you down to the lower level (that's what dropping down the square holes does, see). Be careful with the cloud shark, then step into the red vortex at the north. Go north a bit and use the Mole Mitts to dig through the, umm, hard cloud, then drop into the hole. Here's where you make this area's 1ST KINSTONE FUSION. When that's done, go back up with the red vortex. Now jump into the tornado and glide to the land at the left (it's center-north on the map). Fall into the hole. Now you gotta defeat these two sharks-- and they're really dumb beasts. The easiest way to beat them is to stand at the edge of the clouds, offering yourself as bait so they'll charge at you, then step aside before you get hit. They'll fall off the edge. -_- When they're both defeated, take the Kinstone piece and go back up with the red vortex. Dig through the cloud to get to the left, then use the tornado and glide to the upper-left corner of the map. Dig through the cloud at the top to find some chests with a lot of Mysterious Shells. But more importantly, dig through the lower clouds to get to a chest for a Kinstone piece. Use the tornado and fly to the land just to your south. Fall into the hole. Go north (you can kill the Lakitu with the Cane of Pacci or boomerang or just roll past him) and you can make your 2ND KINSTONE FUSION. Go back and use the red vortex. Hop into the tornado and glide all the way to the land at the bottom-left of the map. There's another 50 Mysterious Shells in the chest here. Drop down into the hole. Go to the north and you'll find where you can make the 3RD KINSTONE FUSION. Step into the red vortex that's right there at the side, take the Kinstone piece from the chest, then drop back down the hole. Go back to the south, then hop into the red vortex at the right. Drop down into the hole at the right. Defeat the two sharks here, then y