_______________ / ________ / T H E L E G E N D O F /.-‘ / /________________ _______ ___ / / / \ ___ | \ / \ _ \ \ \ / / / | | \ | | | | | \ \ / \ / / / | | \| | | | | | | / /\ \ / / / | |_/| | | | | | | / / \ \ / % / | _ | | | | | | | / /____\ \ / / / | | \| | | | | | | / _______ \ / / / | | /| | | /| | | | | / / \ \ / / / | |___/ | | |_/ | | |_/ // / \ \ / / / /________| /______|/_______//___\ /___\ / /________.-‘/ T H E /_______________/ W I N D W A K E R ------------------------------------------------------------------------------- The Legend of Zelda: The Wind Waker for Nintendo Gamecube FAQ/Walkthrough Written by DarthMarth Version 1.0 Started: Sunday, January 11, 2004 Finished: Saturday, June 5, 2004 ------------------------------------------------------------------------------- 1. Table of Contents (press Ctrl+F and type in the code next to the section, in parentheses instead of hyphens, to jump to it. On Mac browsers, use Command+F.) --- 1. Table of Contents (you’re reading it) 2. Introduction -Intrd- 3. FAQ –Frakq- 4. Walkthrough –Wlkth- a. The Beginning -Thbgn- b. Storming the Forsaken Fortress -Frsk1- c. The First Pearl -Dgnic- d. The Second Pearl -Fohfw- e. Old Hyrule -Twotg- f. Return to the Forsaken Fortress -Frsk2- g. Restoring the Master Sword -Erttm- h. Blade of Evil’s Bane -Wndtm- i. Gathering the Triforce -Gttri- j. The Final Showdown -Gnstw- 5. Game Controls –Gmeco- 6. Objects –Objct- 7. Items –Keitm- 8. Pieces of Heart –Piohe- 9. Charts –Chrts- 10. The Nintendo Gallery –Tniga- 11. Enemies –Enmis- 12. Secret Caves –Scrcv- 13. Sea Platforms –Seplt- 14. Submarines –Sumri- 15. Blue Chuchus –Blchu- 16. Big Octos –Bgoct- 17. Fairies –Fairs- 18. Islands –Islnd- 19. Minigames –Mngms- 20. The Tingle Tuner –Tntnq- 21. The Savage Labyrinth –Tsvlr- 22. Beedle’s Shop Ship Guide –Shogi- 23. Fun and Useful Tricks –Fuutr- 24. Legal Information/Contact –Legin- ------------------------------------------------------------------------------- 2. Introduction (Intrd) Welcome to my FAQ for one of my four favorite games of all time, The Legend of Zelda: The Wind Waker. I’ve put virtually everything you could need to know about the game into it. Hopefully, it will help answer any questions about items, Heart Pieces, Charts, where to go next, or just about anything else you have. With the insider tips and in-depth information provided by this FAQ, even a total newb should be able to beat the game with ease. If you find any errors or confusing parts, please don’t hesitate to E-mail me at dpitch40@yahoo.com. ------------------------------------------------------------------------------- 3. FAQ (Frakq) FAQ: What’s the letter-number thing you put after islands? A: That’s the coordinate system. The letter (from A to G) tells you how far down on the Sea Chart the island is, from the first to seventh row. The following number shows how far to the right it is. FAQ: I just visited the helmet-wearing Beedle at Rock Spire Island, and he says he closes in X days! How do I get enough Rupees to buy him out before then!? A: Don’t worry, crazy Beedle’s only saying that as a marketing gimmick to attract customers. He does “close,” but instantly reopens after remodeling. FAQ: How many saplings are there in the game? A: 346. I don’t have very many FAQs here, but if I answer a question online too many times, I’ll answer it here. ------------------------------------------------------------------------------- 4. Walkthrough (Wlkth) This is but one of the legends of which the people speak... Long ago, there existed a kingdom where a golden power lay hidden. It was a prosperous land blessed with green forests, tall mountains, and peace. But one day, a man of great evil found the golden power and took it for himself. With its strength at his command, he spread darkness across the kingdom. But then, when all hope had died, and the hour of doom seemed at hand... A young boy clothed in green appeared as if from nowhere. Wielding the blade of evil’s bane, he sealed the dark on away and gave the land light. The boy, who traveled through time to save the land, was known as the Hero of Time. The boy’s tale was passed down through generations until it became legend... But then...a day came when a fell wind began to blow across the kingdom. The great evil that all though had been sealed away by the hero...once again crept forth from the depths of the earth, eager to resume its dark designs. The people believed that the Hero of Time would once again come to save them. ...But the Hero did not appear. Faced by an onslaught of evil, the people could do nothing but appear to the gods. In their last hour, as doom drew nigh, they left their future in the hands of fate. What became of that kingdom? None remain who know. The memory of the kingdom vanished, but its legend survived on the wind’s breath. On a certain island, it became customary to garb boys in green when they came of age. Clothed in the green of fields, they aspired to find heroic blades and cast down evil. The elders wished only for the youths to know courage like the hero of legend... a. The Beginning (Thbgn) OUTSET ISLAND As The Legend of Zelda: The Wind Waker begins, you find a young girl named Aryll searching for her brother, who I’ll call you or Link, who happens to be sleeping on a watch tower. (he must be sore) As Aryll runs down a ramp, looks through her telescope, and climbs up to the tower, you slowly wake up. She tells you that this tower is her private lookout, where she gazes at the sea with her telescope. As she asks you what day it is, she notices you’re still half-asleep. When she says it’s your birthday, you seem surprised. (what were you doing last night, anyway?) Apparently, your grandma has been waiting for you to go back to your house; you’d better hurry! You now assume control of Link; climb down the ladder and run up the dock, to Outset Island. Now, head west, across a long bridge connecting the island’s two halves. On the western half, you should be able to see two houses; enter your house, the right-hand, single-story one. In here, climb the ladder to the loft, where your grandma is waiting for you. As a birthday present, she gives you the Hero’s Clothes! Link doesn’t look too happy about coming of age, though. Grandma tells you about the traditions the Hero’s Clothes symbolize, and how Orca is the only one on the island who still practices with weapons in this peaceful time. After you put the Hero’s Clothes on, Grandma tells you about her plans for your birthday party, then to go get your sister. Leave the house and go back the way you came, to the watch tower. You will want to collect the island’s pigs for Rose and get the Orange Rupee under your Grandma’s house; it will pay off later. Consider visiting Beedle’s Shop Ship offshore to get some Bait. Climb up to the tower and talk to Aryll. She compliments your new clothes, then lets you borrow her most precious belonging: her telescope! Go ahead and try it out by zooming in on your house from the watch tower. Aryll asks you to zoom in on the postbox just outside your house, where a winged postman has delivered your mail and struggles to take off. After Aryll’s comments on the postman, she screams for you to look up in the sky! Zoom out and do so, and a cinematic of you spotting a massive, colorful bird clutching a girl plays! Suddenly, cannon fire whizzes past the bird; a pirate ship is pursuing it! The bird soon gets hit by a cannonball, dropping the girl into a forest high above the island. Aryll says the girl needs help, but it’s too dangerous in the forest without something to defend yourself. If you recall your Grandma’s comment about the island’s only swordmaster, you’ll know where to go. Head back to the west side of the island, but as you leave the bridge enter the bottom floor of the two-story house, where Orca lives. He notices your worried expression when you talk to him, and offers to train you in the way of the sword. After you accept and bow, you’re challenged to do a horizontal slice. This should be easy; don’t touch the control stick or L button and press B. Continue this a few more times to advance to the next lesson. Next is the vertical slice. L-target Orca and hit B to do this one. Next, you must thrust your sword at Orca. L-target Orca and hold the control stick forward, then press B to do one. After you repeat this attack, you have to do a spin attack. Hold B instead of tapping it, then release it to perform one. The next technique, a parry attack, is slightly hard. L-target Orca, but don’t attack. Wait until he prepares to attack, the A button icon in the top right corner changes shape, and you hear a distinctive noise, then press A to parry his attack, dodging and countering it. The last move is the jump attack. With your sword drawn, L-target Orca and press A. After you finish your training, Orca lets you keep the Hero’s Sword! Now, leave Orca’s house and once again cross the bridge. Continue past the dock to the watch tower, up a hill and behind Mesa’s house. When you reach a line of saplings blocking the way, cut them down with your sword. Follow the path to the top of the hill, and go across the long rope bridge to your left at the top. This bridge leads to the forest the giant bird dropped the girl into. FOREST OF FAIRIES As you enter the forest, Link notices the girl hanging from a tree branch high up. Judging by her clothes and the pirate ship, she must be a pirate! Run up a ramp to the right, and drop down into a large area. You’ll have to fight an unarmed Bokoblin here; if you L-target it and use the attacks Orca taught you, you should defeat it easily. Climb up onto a short tree stump, and jump onto a ledge. Keep going and jump off a log ramp to another grassy area. Some Kargarocs drop two unarmed Bokoblin here; try to stay away from one as you engage the other. This fight shouldn’t be too hard. When you beat both of the Bokoblin, the pirate girl wakes up. Seeing that she’s stuck on a branch, she struggles to get free and ends up falling to the ground. She immediately asks what’s with your green getup, then starts to remember how she got here. Suddenly, one of her pirate flunkies from the ship (Gonzo) runs in. When he calls, her, you realize the pirate girl’s name is Tetra, and she seems to be Gonzo’s superior. When Gonzo tells Tetra the bird dropped her on a mountain, she gets mad and for revenge. When you leave, you see that Aryll has followed up you, and is making her way across the bridge. From out of nowhere, the giant bird swoops down and grabs Aryll! Link runs after her, but nearly falls off a cliff without thinking. OUTSET ISLAND You soon find yourself with Tetra and Gonzo back at the beach. Tetra is shocked by Link’s asking to come along on her ship to chase the bird. She first says that being a little kid, he’ll only bring a headache, but then the postman from earlier swoops down. He butts in and reasons that the bird wouldn’t have come at all if the pirates hadn’t led it here. He further explains that being so well-traveled, he’s heard that the same bird has been capturing blonde-haired, pointy-eared girls all over the Great Sea and mistook Aryll for Tetra. He happens to know that the bird’s next is to the north, at the Forsaken Fortress. Tetra reluctantly decides to take you along if you can find something to defend yourself in the dangerous Forsaken Fortress, but where would you find something like that? The shield in the family crest, of course! !!!!!!!!!!!!!!!!!!!!!!!!!!! !TWO-TIME PICTOGRAPH ALERT! !!!!!!!!!!!!!!!!!!!!!!!!!!! If you’re in your second quest, you can easily get a Pictograph of Tetra while she’s standing on the beach. If not, you’ll have to wait until you beat the Helmaroc King to get her Pictograph. Return to your house and climb up to the loft; the shield is gone! When you climb back down to the first floor, your Grandma is holding the shield. She knows what’s happened, and gives you the Hero’s Shield. Now, return to Tetra and say you’re ready to set off. As the pirate ship leaves Outset Island, Link waves goodbye to everyone on shore; his Grandma even comes out to watch him go. Tetra interrupts this touching moment and taunts you about being so sentimental. She then tells you to find another pirate called Niko below deck. PIRATE SHIP Go through the door on the ship’s front end. Yet another pirate, Nudge, guards Tetra’s cabin, so go down the stairs to Niko. Since he’s normally the bottom- feeder on the pirate ship, he’s happy to have someone to boss around. He then decides to give you the standard swabbie test. It involves stepping on a switch, then jumping from platforms and swinging from ropes to reach the other side. After he finishes his instructions (listen carefully), he taunts that it will take you an entire year to complete, then tells you to start. When you hit the right-hand switch on the starting ledge, several platforms rise up from the ground to connect some swinging torches. You have 1 minute to navigate across them to reach the far ledge, where Niko awaits you. It shouldn’t be too hard to get from rope to rope; it’s just a matter of jumping to them. Keep the camera centered behind Link to line up your jumps. Though you can stop with R and line up your swing after you grab onto the torches, it’s far easier and faster to carefully aim your jumps before hand so you can immediately swing across, saving time. When you hear a clock start ticking, you have 20 seconds left. When the ticking quickens, you have 10 seconds. It will probably take a few tries to do, unless this isn’t your first time playing the beginning. If you mess up and fall before the platforms retract, climb the ladder to the starting ledge and hit the switch in front of it to retract the platforms and reset the timer so you can try again. Once you make it to the far platform, Niko is amazed by your skill. He thinks for a moment, and decides it’s okay to give you something. When he steps aside, go to the treasure chest behind hi and open it to get the Spoils Bag, which lets you carry battle spoils from enemies. Right after you get it, Tetra calls you to the deck; you reached the Forsaken Fortress. b. Storming the Forsaken Fortress (Frsk1) Once you’re on deck, Tetra calls you up to the crow’s nest. Tetra doesn’t seem to appreciate Niko’s “training,” but she lets it go to show you the Forsaken Fortress, in all its foreboding evil glory. Several searchlights around the perimeter of the fortress prevent the pirate ship from getting any closer. Link also notices the Helmaroc King nesting high up on the fortress’ tower! Tetra points out a high window your sister is probably being kept in, but wonders aloud how to get you in. Suddenly, Link find himself stuck in a barrel mounted on the ship’s catapult! Tetra reassures him that pirates do this all the time (which I doubt), and starts the countdown. Soon after, Link finds himself flying through the air in the barrel, aimed at the Forsaken Fortress! Unfortunately, things don’t quite go as planned. He smashes into the tower and slides into the moat; even worse, his sword flies off onto a high ledge! In one of the unnecessarily most hated parts of the game, you’ll be exploring the Fortress without it. FORSAKEN FORTRESS As you climb onto the shore near where you fall into the water, something in Link’s pocket start vibrating, scaring the heck out of him. Link discovers that Tetra is talking to him through a pendant she slipped into his pocket, the Pirate’s Charm. (and you thought you had finally gotten away from her) She apologizes for her bad aim, then gives you instructions of using the Pirate’s Charm. After Tetra is finished talking to you, it’s time to storm the Forsaken Fortress. Since you’re unarmed, you’ll have to use stealth to get through. If you’re caught in one of the spotlights or by a patrolling Moblin, you immediately get thrown in jail. To escape, climb onto the table in the center of the cell, then jump to the shelf. Break or displace the vase on top of it to reveal a crawlspace; go through this to emerge on the other side of the bars. Luckily, the searchlights are only in the courtyard, which you should have to enter anyway, and the Moblin only patrol the first-floor hallways, which you don’t need to explore at all. Just in case, grab one of the barrels near where you came ashore. If it’s hollow, Link will put it over him as a disguise. As long as he stays still under the barrel, enemies can’t see him. (unfortunately, the ever-annoying Rats can; they can also cheaply break the barrel) After you get the barrel, climb the flight of stairs. Don’t go into the courtyard ahead; all that’s there are some tempting but poisoned Rupees. Instead, climb another flight of stairs next to the first to reach the safer second floor. Be sure to stop before the searchlight passes over you. Once you reach the top, don’t enter the covered hallway; instead, look to the right (southwest) for a ramp. Keep your barrel on and run up it. Once you get to the top of the ramp, look right; there’s a ladder ahead leading up to one of the searchlights. A Bokoblin is operating the controls, and when you get too close he attacks you with a Boko Stick. Either approach L-target him and deflect his attack with your shield (hopefully knocking the stick out of his hands) or run left around the searchlight and look for a pot of Boko Sticks. Pick it up and throw it. Either way, once you manage to get a Boko Stick, pummel and defeat the Bokoblin with it. (it takes 5 hits) The searchlight he was operating stops works and faces up; only two more to go. Next, head back down the ladder and to the covered hallway you saw earlier. Go through the door to the right here, closest to the ramp you’re coming down. In this room, look across the gap in front of you for a treasure chest. Remember what you did with Niko; swing across the lantern in here to the chest, which contains the Dungeon Map of the Forsaken Fortress. Now swing back across and enter the door you didn’t come in through. To the left, through an opening in the hallway, is a balcony with a ladder leading to the second searchlight. Climb it, and don’t move when you get to the top; the Bokoblin is close. Inch around to the right to the Boko Stick pot. Repeat what you did before to disable this searchlight. Next, look for a wide ledge (not the narrow one you climbed up through) and jump back down to the walkway/ramp you climbed before. SIDEQUEST: PIECE OF HEART Go back down to the covered hallway, and enter the door you entered before, on the southwest end of it. Now, jump down to the lower level of this room. Behind some barrels in the northwest corner here is a switch; press it to open a nearby jail cell. Inside is a chest containing a Piece of Heart, likely your first one. Now that you have that, leave through the northeast door. In the hallway, deliberately get caught by a Moblin so that you get thrown into the jail on the second floor. If you forgot how to get out, look a few paragraphs above. After you escape, run down the hallway back to the room you were just in. You can grab the Dungeon Map here if you missed swinging to it before; either way, swing back across and leave through the northeast door. From where you got the Treasure Chart, go straight across the covered hallway from where and enter the room directly below the third searchlight. In front of you, behind some barrels, look for the Compass in a treasure chest. Now either swing across the gap in the room via the lantern of jump across a long shelf near the Compass. Once you reach the other side of the room, exit once again. Look for the doorway to another balcony on your left as you enter the covered hallway. There’s a ramp leading up from this balcony; like before, a ladder to a searchlight is at the top. One last time, disable the searchlight. Look just to the left for a pot of Boko Sticks. Now, climb down and go back down the ramp and the northwest door across from where you entered. As usual, swing across the lantern in this room and exit. Out here, look to the left balcony. You’re right above a ladder to the courtyard, but it’s a short ways off the ground. Push the crate next to the ladder off the ledge, then jump down and push it under the ladder to make a helpful shortcut. Now that the searchlights are all disabled and you can get back up, go ahead and grab the Rupees in the courtyard. When you’re ready, climb back up and continue on through the next door. SIDEQUEST: YELLOW RUPEE Now that you have access to the courtyard, you can easily reach the room where you got the Treasure Chart, connected to the jail. Go through the northwest door here, down a hallway to another room. On the first floor of this room’s west side is a treasure chest with a Yellow Rupee, on a bed. Be careful when jumping down to claim it. A statue above the room’s double doors fires deadly accurate laser beams at you if you get too close. Stay along the side of the wall to hopefully dodge the attack as you claim the Yellow Rupee. You can reach a ledge from which you can swim back to the KoRL, but this involves running to the door the statue guards; save and quit instead, then run back and use the shortcut you opened to resume your quest. The next room is a shipyard patrolled by two Moblins. Be very careful, but don’t bother with the nearby barrel. You’ll only have to sneak past one of the Moblin guards to reach the far door, but you’ll have to watch out for Rats. Sneak past the Moblin when he’s walking away from the door; if you run and roll fast enough while his back is turned, he won’t notice you. Once you get past him, climb the stairs to the left and go through the door. You’ll have to climb three staircases now, and there’s a Moblin above them. Move the camera so you can see where he’s going. Between the second and third staircases and on the third, either stay close to the wall so the Moblin can’t see you, or wait for it to pass by. Once you reach the top, wait for the Moblin to go away and get in the barrel. Use it to sneak past the Moblin, preferably when it’s far away. Once you’re a very safe distance from the Moblin, take the barrel off and keep going. Eventually, you come across a very narrow ledge. Before sidling across it, jump off to the south to get onto a ledge near one of the disfunctional searchlights. Like before, you’ll notice a crate on the ledge. Push it off to create another, even more convenient shortcut from the walkway near the third searchlight. Now climb back up the ladder to where you were before and sidle across the narrow ledge. Run around a bend in the path and repeat this on another ledge, this time picking up two hearts on the way. You might need them. Climb up another ramp. Up ahead is a Shield Bokoblin-and your Sword! As you enter the area, Link notices his Sword, and starts to jump for joy. Suddenly, spikes seal off the exit and the Shield Bokoblin attacks! L-target it and keep your Shield up as you circle around it and dash for your Sword; pick it up with A. Once you have your Sword back, defeat the Shield Bokoblin. (try parrying its attacks, or play it safe by shielding yourself from its attacks, then immediately dropping your guard and slicing it) Once you defeat the Shield Bokoblin, a bar lift from the lock of a large wooden door near you. Enter it to emerge in a tall room, with a jail cell containing your sister and several other kidnapping victims! Link runs to Aryll, but before he can get to her the Helmaroc King returns and grabs him in its beak! It flies to the top of the tower, where a mysterious robed man with greenish skin and a red beard is standing. This man must be the Helmaroc King’s master; with a simple nod of his head, he commands his pet to fling you away, far off over the Great Sea... +-----------------------------------------+ |THINGS TO GET AFTER THE FORSAKEN FORTRESS| +-----------------------------------------+ Picto Box: Windfall Island (B4) Piece of Heart: Windfall Island (B4), Squid-Hunt Minigame Piece of Heart: Pawprint Isle (B5) Tingle Tuner: Windfall Island (B4) Tingle’s Chart: Windfall Island (B4) Treasure Chart 7: Windfall Island (B4), Squid-Hunt Minigame Treasure Chart 23: Windfall Island (B4), Squid-Hunt Minigame Treasure Chart 34: Pawprint Isle (B5), Salvage Corp. c. The First Pearl (Dgnic) WINDFALL ISLAND After his unscheduled flight across the Great Sea, Link finds himself floating unconscious in the middle of the ocean as a red boat hull pulls up to him. He wakes up in the boat, as a voice calls his name. As Link wakes up, the bearded figurehead of the boat turns around and speaks to him! It turns out that Link has had the fortune of being found by the world’s only talking boat, the King of Red Lions. (who will be called the KoRL hereafter) The KoRL says he was watching you as you stormed the Forsaken Fortress to rescue your sister, but your attempt was too foolhardy to work. He then tells you the mysterious robed man who commanded the Helmaroc King to throw you is named Ganon. (that’s a typo; since he’s in human form his name is Ganondorf) Ganondorf is the one who tried to obtain the power of the gods and was sealed away by the Hero of Time, as you saw in the intro. The KoRL still doesn’t know how Ganondorf was able to return. (but I do; it’s a plot device) After you confirm that you still want to save your sister, the KoRL agrees to guide you, but warns you that the key to beating Ganondorf is locked away. Once the KoRL has told Link all this, it’s time to leave! There’s one problem: although the KoRL possesses the power of speech, he doesn’t have a Sail. Without one, it will take you days just to cross a single quadrant. You’ll have to search around in this town of merchants and buy one. Don’t listen to the KoRL’s warnings to hurry; take your time. If you’re feeling lost on Windfall, check out the “THINGS TO GET AFTER the Forsaken Fortress” section just above, or the Islands section. Okay, now I’ll assume you’ve done any sidequests you want to do, namely *shudder* visiting Tingle to get his items and the Picto Box, and playing the heck out of the Squid-Hunt game. Once you’re ready, look for an outdoor stall under the Cafe on the northeast side of Windfall. It is owned by Zunari, a strange merchant in a parka and enormous hood. When you talk to him across his counter, he tells you that he sailed here from a cold land far away, but was marooned. Only he and “that” survived the storm. Since he notices you’re a traveler, he offers to sell you “that” for 80 Rupees. When you buy it, you find that “that” is a Sail! If you don’t have enough, smash the pots around Windfall, then enter a building and do it again. Once you have the Sail and are finished with any sidequests, return to the KoRL. After he tells you how to use the Sail and your Sea Chart, it’s time to set sail to the first destination he marked, Dragon Roost Island, two quadrants to the west. Consider stopping on Pawprint Isle in between Windfall and Dragon Roost Islands for an easy Piece of Heart. DRAGON ROOST ISLAND As you approach the towering Dragon Roost Island, the KoRL announces it to you. A great sky spirit named Valoo lives here and has a jewel called Din’s Pearl. You’ll have to ask the native Rito people to see him. As you start to leave, the KoRL almost forgets to give you a baton called the Wind Waker. In ancient times, people used it to borrow the power of the gods. Now it’s your turn to use it. First, the KoRL has you conduct a practice melody, in 3/4 time. Use the C-stick to point the Wind Waker the right way. It has to be the correct direction when the counter above you passes the center. Instead of trying to time it, just hold the C-stick until you play the right note. The KoRL also has you practice in 4/4 and 6/4 time. Use the D-pad or control stick to switch rhythms. After you’ve finished all this, the KoRL gives you the Wind Waker to keep! Although you now have the Wind Waker, you still don’t have any songs for it; it’s time to get one! Look for a nearby tunnel directly through the island; off the shore on the other side is a small island with a shrine. Swim out to this island. There are two blue stone tablets out here, but one is broken. Pull out your Wind Waker in front of the unbroken one. Out of nowhere, a song plays. Imitate it on your Wind Waker to learn the essential Wind’s Requiem, which allows you to change the direction of the wind! It will be perfect for sailing! After Link learns the Wind’s Requiem, a crazy frog riding a cloud swoops down next to Link. He introduces himself as Zephos, the god of winds. He tells you what the Wind’s Requiem does, then about his brother, Cyclos. He’s angry that his monument was broken, and now has fun by summoning giant cyclones around the Great Sea. Zephos requests that you chastise his brother for him if you ever meet Cyclos, then flies off. Now, go back to the other side of Dragon Roost Island. To your left, at the bottom of a ramp, a giant cracked boulder blocks the path. Just to the left of this on the shore of a pond are some Bomb Flowers. Pick one, set it next to the rock, and get the heck away! If you set it close enough (you can also try throwing the Bomb), the rock gets blown to kingdom come and you can pass. Make sure to get rid of the Bomb in time. Like all the large rocks, it leaves a Yellow Rupee behind for your trouble. Continue up the slope, and use the next Bomb Flower to blow up the two nearby cracked rocks. Keep going through the right-hand one, to a third Bomb Flower on the slope. Grab the Bomb while facing towards the cliff face but slightly to the right, then side jump until you can throw the Bomb on top of the ledge, near the last cracked rock. It should get blown up if you were facing the right way. Get the Yellow Rupee, then sidle across the narrow ledge and get the Blue Rupee at the end. Walk towards the ledge facing out to sea so that you fall instead of jump, landing near a Bomb Flower. Throw the Bomb at the rock below two blocks up ahead. When it blows up, the blocks fall into an indentation. Jump down to where they fell and pull the lower one out to create a shortcut. Now climb up them and keep going, through a short tunnel. Someone is waiting for you at the other side of the tunnel; it’s none other than your postman! He’s pleased that you’ve traveled this far, then asks about your sister. He reassures you that she’ll be okay, then decides to fly ahead and tell the rest of the Rito that you’re coming. Follow him by running up the long balcony and into the Rito aerie. As you enter, the Rito Chieftain is asking someone if he’s discovered the cause o the great Valoo’s anger...this can’t be good. He then notices you, and says Quill (the name of your postman) has told him all about you. He says the Rito will help you, but they’re dealing with a problem of their own right now. To grow their wings and begin their life in the sky, young Rito must climb Dragon Roost Island must get a scale from Valoo. Unfortunately, he has become violent and enraged, preventing this from happening. Without any new flying Rito, their whole way of life will eventually be threatened. Before the Rito can help you with your problem, they must deal with theirs. Quill and the Chieftain decide to let you visit the Chieftain’s son, Komali. He is at the age to get his wings, but because of this situation he might just give up. The Chieftain also asks you to give his son something for him, but you’ll have to find a young girl named Medli to get it. Lastly, Quill gives you the Delivery Bag, which lest you hold letters, documents, and Windfall Island decorations. After this conversation is over, ascend the ramp winding around the edge of the aerie and enter the first door you come across. Medli is standing directly in front of you here. Medli seems to recognize you and your Hero’s Clothes, then introduces herself as the attendant of Valoo. Actually, that’s not accurate; she’s still studying to become one. She then remembers the things the Chieftain gave her, and gives you a letter addressed to Komali. She also asks you to do her a favor and meet her outside the entrance to Dragon Roost Cavern later. Now, leave the Chieftain’s room and jump back down to the first floor. Run down a tunnel opposite the main aerie entrance and enter Komali’s room. Komali is sitting on his bed, holding what looks like a big orange ball. Players of Oracle of Ages should recognize the symbol on it; could this be Din’s Pearl? When you give Komali the Chieftain’s letter, he reads it and doesn’t seem to care about his father’s encouragement; he doesn’t have to get a scale from Valoo. He also doesn’t care about you saying you can calm Valoo down. Komali will only listen to you if you can find someone who can reach Valoo on top of Dragon Roost Island. Now leave Komali’s room and go through the other exit to the aerie’s first floor, a tunnel with light at the end. Ash continually blows through the air in this barren area; there are also several wilted Bomb Flowers near you. Turn left and jump down into the lower part of the area, where Medli is waiting. She tells you there used to be a spring here, but Valoo knocked a boulder down, blocking it off. Only a tiny bit of water trickles out from beneath it now. When you tell Medli about Komali, she seems concerned... She tells you she feels guilty about the way Komali is. His grandmother was a great attendant who taught Medli; if Medli was as great an attendant as her, Komali might feel more confident about seeing Valoo. She wants to go to a shrine on top of Dragon Roost Island, but needs some help getting up a high ledge. Agree to help her, but note the crazy wind that switches direction often. Get out the Wind Waker and play the Wind’s Requiem to set the wind to the north, towards the ledge. Now pick Medli and throw her at the ledge from the raised rock. For a laugh, make her crash into the ledge. Once you get her on top of the ledge, Medli says she’s going to meet with Valoo and try to calm him. She also gives you your first Empty Bottle, which can hold all kinds of useful things. Useful things like water, for instance. Use your Empty Bottle to scoop up some water from the spring, then climb to where you entered and water one or more of the withered Bomb Flowers. Pick the Bomb from it, wait a few seconds, then throw it at the boulder from the railing. It may take a few tries to get the timing, but you’ll eventually blow up the boulder and free the spring. With water filling the lower area, you can now swim across to the ledge where Medli was. A short distance behind it is a small lake of lava with two jar-holing statues on either side of it. Pick one of the Bomb Flowers next to the pool and throw it into the right-hand, nearest statue’s jar. It will probably take a few tries to get the distance right. Once you do this, the statue falls, creating a bridge across the lava. Pick another Bomb and jump onto the statue so you can repeat this with the far one. Throw the Bomb in from the middle of the statue. Once both statues have fallen, you can use them to get across the lava and enter the cave up ahead to... DRAGON ROOST CAVERN As the first real dungeon of the game, Dragon Roost Cavern will provide you with plenty of thrills and chills...well, maybe not chills. The entryway is fairly boring, and players of the Wind Waker demo should recognize it. Break the pots around it for Rupees or heart, then look at the 3 statues in the middle part of the room. Grab onto the left one with R, then pull it away from the wall. (how does Link grab onto it?) Then get behind it and pull the middle one to where the left one was to open a doorway to the second part of the room. In here, you’ll have to fight two Bokoblin holding flaming Boko Sticks. Stay moving, keep your shield up when not attacking, and try not to get caught between both of them. If you have trouble in this fight, I sure hope this game is a rental... After they’re both defeated, pick up one of the flaming Boko Sticks and use it to light the two torches in the northwest corner of the room. When both of them light, a chest appears containing a key you can use to unlock the nearby door to the next room. If the stick goes out, relight it at the torch on the northeast side of the room. As you go through the short hallway and enter the next room, you’ll notice the dungeon’s concentration on fire. The Wind Waker follows suit from Ocarina of Time, in that its first three Dungeons focus on the elements of Fire, Earth and Water. They also take place in the same settings: a giant tree, a searing volcano, and-um, if a huge tower can be counted as a leviathan fish-god, they all happen in the same places. Anyway, this room is a massive lava cavern, the central room of Dragon Roost Cavern. Start by going left across the wooden walkway. The door up ahead is locked; keep going on the passage to the right of it. There’s a ledge on the wall between a sizeable gap in the walkway ahead. Jump down and pull a block out from the cave wall. Climb onto this block and jump from it to the other side of the interrupted walkway. Keep going until you reach a short gap. When jumping it, make sure the lava geyser isn’t going off to avoid great pain! Before the long rope bridge, you’ll undoubtedly attract the attention of some Keese. Defeat them with vertical slashes as they get close; try to do it from a platform and not the bridge. On the other side of the bridge, there are a few Bomb Flowers grab a Bomb and throw it at the boulder at the other side of the short bridge to blow it up. Then enter the door behind it. The next room consists of three alcoves with a pool of lava in between them. If you grab one of the large jars near you and run around, you’ll see that it’s filled with water. Throw it about halfway between the ledge you’re on and the one to the southeast to solidify some of the lava into a temporary platform. Jump across this to the next ledge, but make sure it’s positioned right. If it isn’t, wait for it to melt and try again. If you ever run out of pots, exit the room and reenter to make more appear. Anyway, the ledge you’ll reach next contains a chest with the Dragon Roost Cavern Dungeon Map! Repeat the same process to get to the final ledge using the pots on this ledge. Don’t climb the ladder to the next room yet; instead, walk around the bottom and a Red Chuchu will probably jump down. Slay it, then keep going to the next room. There are some wood beams ahead of you here. Keep your shield out as you walk towards them; a Bokoblin holding a sword will smash through them. Defeat it as usual with sword attacks, then grab its sword and use it to smash the room’s other wood beams. In the second part of the room, drop the sword. There are two Red Chuchus on a ledge to the left; either lure them off it or climb up, then defeat the either way. Go back and get the sword and smash the wood beams behind them, then open the treasure chest behind them. It has a Small Key inside, just what you need to open the door in the lava cavern! Now, exit through the northwest to the aforementioned cavern. There’s another cracked boulder sitting on a ledge up ahead, but the only Bomb Flowers nearby are growing on a wall, out of reach. Look east of where you came in from a couple of rocks. Throw one at one of the Bomb Flowers to detonate them and blow up the rock. If you keep missing and run out of rocks, exit and reenter the room. Once you get past the rock, you’ll be back where you first came in. Keep going ahead and through the locked door. In the next room, note the lava-filled side passage to the right. You’ll be returning to it later to get a Treasure Chart. Keep going ahead, defeating the Red Chuchus as you go. Behind some boards to the left, another Bokoblin is prepared to ambush you. Once again, keep your shield in front of you and draw him out. Once you defeat the Bokoblin, take its Boko Stick and light it on one of the torches on either side of the sealed exit. Once it’s lit, use it to burn away the other boards in the room. Behind them, there is a switch; press it to unseal the door. When you go through that door, you emerge outside! Be very careful not to fall as you cross the rope bridge to the right. Defeat the Bokoblin at the end with sword thrusts so you don’t cut any of the ropes. After that, climb the ladder ahead but be careful. Periodically, a jet of lava spurts from the cliff side and through the ladder. Stop climbing just before it, then quickly continue as soon as it stops. Once you get to the top, defeat the Kargaroc with vertical slashes or a jump attack; remember to shield its attacks. There’s a narrow board sticking out of the wall, beyond the top of the ladder. Sidle across it, but look out for the lava jet like before. Walk around a large cracked boulder to the next ledge, which is too narrow to even sidle across. Move up to it so Link grabs on, then move across it while hanging from your hands. Once across, climb two ledges up to a Bomb Flower. Pick a Bomb from it, wait a second or two, then throw it at the cracked boulder. Try to get the Bomb to land on the boulder, or time it so it blows up as it falls past. Once the boulder blows up, it reveals a door behind it. Enter this door to reenter the Cavern. Once you climb up two ledges in the next room, you find 3 stacks of blocks. The side stacks have 3 blocks; the middle has 4. To get past this minor puzzle, pull a block out from the bottom of the center and one of the side stacks. Climb onto the top of the side stack, then the main stack from there. The door to the next room is just in front of the top block. The next room is swarming with Rats. Now that you have your sword back, you can defeat the Rats, but they are constantly moving which makes it hard. If you got some All-Purpose Bait from Beedle, spread it in front of the nearby rat hole on the lowest part of the room. The Rats not only stop attacking you; another Rat will sell you more Bait or Potions! After the Rats are somehow taken care of, pull the block out from the north wall and use it to climb to the top part of the room. In the east side of the room, on a wood-floored alcove is a treasure chest containing the Compass! To reach a chest in the south part of the room, you’ll first have to get rid of the wooden boards in front of it. They aren’t cracked and there are no Bokoblin with swords to be found, so you can’t smash them. Instead, break the pot of Boko Stick next to the locked north exit and light one on the torch near the Compass chest. Then face the boards and throw the flaming Boko Stick at it to burn them up. Once the boards are gone, jump down and climb the ladder up to the chest; inside is a Small Key you can use to open the north door. For the next room, you find yourself outside again. Go up the stairs to the right; some parts have fallen away, so you’ll have to jump them. At the top, a Kargaroc nests on the end of a narrow, projecting rock. Run up to the bird to make it chase you, then lure it back to the main ledge before defeating it so you don’t risk falling. After the Kargaroc is defeated, grab the Small Key it was sitting on and use it to open the next door. The next room is extremely dark. Run southeast to the eastern part of the room, where several Keese attack you. Defeat them with vertical strikes as usual. Be sure to open the chest in an alcove to the east containing a Joy Pendant. Then go back to the entrance, smash a Boko Stick pot, and light one on the nearby torch. Run back to the formerly Keese-filled part of the room, and light the torch in the center of it. Keep running to the south part and light both torches there to unseal the door. If your Boko Stick burns out, relight it on he last torch you lit. Once you go through the unsealed door, you find yourself high up in the main lava cavern. To your right is a Bomb Flower; to your left, a Warping Jar as seen in the dungeon’s first room, with a cracked boulder covering the entrance. Pick a Bomb and throw it next to the jar to blow up the boulder. You can now use the Jar to warp between here and the first room! Convenient, huh? Now is a good time to save your game; after that’s done, run across the rope bridge to the next room. Right off the bat, defeat the Bokoblin in the next room. I shouldn’t have to give you any tips by now. After that, go around the room and smash all the pots; several more Bokoblin to defeat hide in them. To get the one on a shelf east of the entry door, roll into the wall below it. When you beat all the Bokoblin (there are three total), the entry and exit doors unseal. Before you climb the ladder to the exit and leave, get a Boko Stick either from one of the hiding Bokoblin or from a jar on the walkway above. Go to the plinth in the west side of the room, and light the Stick on the lit torch. When you light the unlit one next to it, a treasure chest containing Treasure Chart 11 appears between them! After you get it, exit the room. The small lava cavern you arrive in next can be one of the trickiest rooms in the dungeon if you don’t know what you’re doing. The ledge you enter on has quite a few jars of water. A small, circular platform has a Magtail crawling around on it, and after that a lava geyser periodically spouts up. The platform the Magtail is on is too small for you to defeat it with a parry attack without cheaply falling into the lava. Instead, grab a water jar, L-target the Magtail from the ledge you’re on, and throw the jar at it to stun it. Once it’s stunned, ump over to the Magtail, pick it up, and carry it back to the bigger ledge, where you can set it down and defeat it with your sword easily. Once the Magtail has been dispatched, grab another water jar, jump to the small platform with it, and throw it over the spot where the lava geyser shoots out. (preferably not while it’s doing so) Then jump on and wait for it to lift you and the solidified lava up. From there, you can easily jump onto a wooden walkway and continue to the next room. This room is one of the last in the dungeon; you can even see the giant gold lock of the boss door on the north end of it! Unfortunately, not only do you not have the key to open it, you also can’t cross the expanse of lava in front of you. You’ll be taking care of both of these problems soon, however. For now, look for a Bomb Flower just to the right of where you enter. (make sure you don’t jump straight to it, or you’ll hit the lava) Use the Flower to uncover both a nearby Warping Jar (save afterwards) and the door to the next room, in the south. The next room actually isn’t a room at all, but another outside part! The only way to go is up a staircase, but be fast. The stairs crumble moments after you step on them; keep rolling to stay ahead of the collapse. When you get to the top, look through the doorway to a large clearing just below Valoo. Two Shield Bokoblin are holding Medli prisoner! Enter the clearing, which closes off behind you, and fight them. With your Bokoblin-slaying experience, you should be able to defeat them easily. After that, a Kargaroc airlifts a hulking Moblin into the arena to fight you! Since you don’t have the Boomerang yet, defeating it can be slightly hard. Try to keep shielding its attacks from a short distance away, then jump attack the Moblin right after it attacks. Stay away from it when you knock its spear away; the Moblin can attack you with an insanely powerful punch when unarmed. If you keep attacking it right after It attacks, or try parrying its attacks, you should be able to beat the Moblin. If you’re having trouble, the pots around the edge of the area contain hearts. Once you defeat the Moblin, the door to Medli’s cage opens. When you talk to Medli, she tells you she’s found the cause of Valoo’s anger. Something in the cavern below him is hurting his tail. Medli decides to go back down and tell everyone what’s happening. To help you out, she gives you the device she used to get this far. It was also used by Ritos before they evolved wings. Without further ado, please welcome out special guest...the Grappling Hook! Medli then tells you to climb to a ledge to the left, and flies up to help you learn to use the Grappling Hook. To Grapple across an overhanging branch in front of the ledge, first press the Grappling Hook button to aim it in first-person mode. (you can also use it in third-person mode while L- targeted) Move the red targeting dot (it’s got laser sighting!) over the middle part of the Grapple post until you gear an audio cue and a yellow sparkle appears, then press the Grappling Hook button again to let it fly and Grapple onto the target. Once you get swinging, the controls are exactly the same as for swinging from lanterns like in the Pirate Ship and Forsaken Fortress. Once you swing across, run ahead and repeat the step, then smash through some boards with your sword. Jump down, and you’ll be directly in front of the door you came out of. Don’t go through it, though. Look to the east for some more ledges with Grappling posts in between. Use the Grappling Hook to travel down the ledges and enter the door at the end. Remember to stay on the outside of every ledge when Grappling, so you don’t fly off the ledge. Run across the rope bridge, defeating the Bokoblin on the end with sword thrusts. Keep your shield out as you approach the pots beyond him, as a Shield Bokoblin will attempt to ambush you from one of them. When you defeat it, a chest appears in the room, directly below you. Run back to the bridge and cut all the ropes on it with horizontal slashes. Normally this would be a bad idea, but when the bridge here collapses, Link jumps down to a walkway below. Open the chest you made to get a Joy Pendant, then leave through the west door to reenter the main lava cavern. Turn right and jump onto a large, circular platform hanging from a large birdcage-like structure. Periodically, a massive lava geyser buffets this platform. You have to cut all the ropes to free the platform, but if you only cut one or two it dumps you into the lava. Charge up a spin attack facing away from the ropes, then edge in between them and unleash it to slice all 3 at once. Once the platform reaches the surface of the lava, jump off it to a ledge to the northeast. Jump across two hanging platforms and climb a ladder to reach a sealed door in the shape of a monster head. Then, look to the south for an elaborate Grapple post. Grapple onto it to unseal the door, then swing back onto the ledge (you’ll probably have to battle some Keese first). There’s a Grapple post just ahead of you over some lava, but it only takes you to a dead end. !!!!!!!!!!!!!!!!!!!!! !TINGLE STATUE ALERT! !!!!!!!!!!!!!!!!!!!!! This end isn’t dead if you have the Tingle Tuner, which can be used to find a Tingle Statue. You can uncover a hidden chest containing a it using a Tingle Bomb on the right spot. Anyway, rather than swinging directly across, hold R to stop and turn 90 degrees to face east. Then release R and start swinging until you can release yourself and get to the ledge in front of you. Jump across 3 hanging platforms, and from there use the Grappling Hook on a post high up to reach the exit. The next room contains an elaborate blue chest with the dungeon’s Boss Key, but it’s surrounded by flames. A continuous pressure switch next to the flames extinguishes them, but you obviously can’t be in two places at once. Instead, L-target the Magtail that will crawl from the lava and lure it so that it’s between you and the flames/switch. When the Magtail rears up to attack, keep your distance and stun it with the Grappling Hook. Quickly pick the curled-up Magtail up and set it on the switch to drop the flames, then grab the Big Key. Now that you have it, you could backtrack all the way to the room with the boss door, but there’s an easier way: just save and quit to reappear in the beginning of the dungeon, where you can use the Warping Jars to easily reach the final room. SIDEQUEST: TREASURE CHART 39 Before you enter the first jar, however, use your Compass to locate an unopened treasure chest in a nearby room. Go to the lava cavern, then turn left to the room. You should remember the lava-filled passage to your right as you enter the room, and now that you have the Grappling Hook, you can reach it using the Grapple post on the ceiling. Once again, smash the wooden boards on the other side, then open the treasure chest to get Treasure Chart 39. Now, go back to the first room and take the Warping Jars to the boss door room. Back in the Boss Door room, you know the drill; cross the previously impassable lava moat in here by Grappling the post above it. On the other side, defeat the Magtail with a parry attack and open the treasure chests. The west one contains a Yellow Rupee; the east one has a Knight’s Crest. If you didn’t buy a Blue Potion from the Rat earlier, smash open the pots at the top of the stairs to get FAIRIES!!! Be sure not to accidentally have them heal you as you catch one. After you have a Fairy, save and go through the boss door. It’s quiet in the boss room...too quiet. It seems to consist of a ring of land around a pool of lava, with wooden platforms high up on the walls. Hanging from the ceiling is Valoo’s tail; the creature torturing it must be here, meaning it’s the boss! As you walk forward, the lava begins to heat up, and a massive lava scorpion emerges from it, spewing fire and knocking Link backward with its claws! (nice entrance) Get ready to fight... +-----+ |GOHMA| +-----+ Difficulty: * This giant scorpion is a very easy boss if you know the right way to beat it. Without one, Gohma is nearly impossible. Basically a huge Magtail, it’s been spewing lava around its cavern and tormenting Valoo, even solidifying some rock around his tail. If you want to calm Valoo and get Din’s Pearl, you’ll have to defeat Gohma. -Defensive Strategy- First, its attacks. Gohma has four attacks. Its main attack is to slam one of its claws at you. Don’t L-target Gohma; instead, run around and roll when you hear Gohma grunt and prepare to attack. Its second attack is identical to the first, but it gets its claw stuck in the ground for some time, which is very helpful later. I don’t know exactly what determines when its claw gets stuck; if you do, E-mail me about it. Its third attack is a cheap, quick claw attack that’s nearly impossible to dodge unless you roll as soon as you hear the distinctive sound. It also sometimes attacks with its two claws, embedding them on either side of you, then belches forth fire breath to toast you. This attack isn’t too tough to dodge, and is actually quite desirable. When it uses the preliminary claw attack, roll through the openings under either of Gohma’s claws before it attacks with its fire breath. (you have plenty of time) With practice, you’ll be able to anticipate Gohma’s attacks merely by the sounds associated with them. Also, one other thing of note; don’t worry about falling into the lava Gohma swims in; you won’t have to restart the battle if you do. (you’ll still take damage) -Offensive Strategy- As with all Dungeon Bosses, you’ll use the item you got in the Dungeon to make Gohma vulnerable, then unload a beating on it with your Hero’s Sword. The strategies I provided for dodging Gohma’s attacks are all well and good, but with a method partially of my own invention, you won’t need any of them. As the battle starts, quickly whip out your Grappling Hook and look above Gohma. You’ll see Valoo’s tail, twitching and whipping around in pain. Quickly move the cursor to the general area where the spiked end of Valoo’s tail is until you get the symbol indicating a Grappling target. Toss the hook so it grabs onto Valoo’s tail. Swing over Gohma on the rope, then let go as you reach the other side. Your weight makes the rock Valoo’s tail is embedded in fall, right onto Gohma’s ugly mug. This cracks its hard exoskeleton, and makes it fall back into the lava. As it builds up strength and rears up to replace the rock, get your Grappling Hook back out and move the cursor to approximately where Valoo’s tail will be when Gohma rears back up. As soon as the rock is back in place, throw the Grappling Hook again and repeat the cycle. The only way Gohma can complicate things is by interrupting Grapple mode by hitting you with one of the flying fireballs as it drops back into the lava, though this doesn’t happen all the time and can be prevented by standing next to the wall. If this happens, you’ll probably notice that Gohma’s normal claw strike hits you too fast and often for you to Grapple Valoo’s tail again. Instead, run to the wall on the outer rim of the arena. Gohma’s claw attacks can’t hit you here, and if it tries to use its fire breath, you can simply roll out of it and Grapple Valoo’s tail. You don’t even have to wait, however. Inch away from the wall until you’re just barely far enough to Grapple Valoo’s tail yet not be in reach of Gohma’s claws. (to do this, alternate between slowly walking away and trying to aim at Valoo’s tail) If you perfect this method, Grappling Valoo’s tail is easy no matter what. Drop the rock on Gohma a total of three times to break its armor completely off. After that, lock onto the beast and use your Grappling Hook on its eye to yank it over to you and stun it, then attack it with your sword. Repeat this attack three times to defeat it. One other thing of note: there are wooden platforms placed all over the cave. If you manage to Grapple onto one, good for you. Gohma has a much harder time attacking you up there (though I think it can eventually burn them off) so you’ll have more time to Grapple onto Valoo’s tail. There are also pots with Hearts on these platforms. When you beat Gohma, it solidifies and turns into black rock, which then superheats and explodes. Link does the happy dance as a Heart Container appears in front of him! Finally, the lava in the middle of the arena solidifies and a windy vortex appears in the middle. Grab the Heart Container to increase your total hearts by one, then enter the vortex to warp out of the dungeon. After you enter the warp, you see Valoo roaring outside as Medli talks to the chieftain and other Rito. Suddenly, the clouds surrounding the mountain clear up and the ash stops flying through the air! DRAGON ROOST ISLAND Link next finds himself back on the beach of Dragon Roost Island. Medli and Komali appear behind him. Komali apologizes for mistrusting you, and adds that he wants to be like you someday. Then he decides to give you the thing he values most, Din’s Pearl, to give him the courage to stand up to bad things. After you get the sacred pearl, Medli tells you that Valoo is also grateful. Medli translates the ancient Hylian he speaks in; he’s telling you to “use the wind god’s wind.” If you followed the walkthrough and got the Wind’s Requiem earlier, you’ll already have done this. He also names you a true hero, and Medli agrees. Komali, filled with new courage, decides to leave for Valoo at once to get his wings. After thanking you, Medli also leaves. Once you’re ready to leave Dragon Roost Island, swim up to the KoRL. He guesses that Ganondorf must have sent the monster to this place. This means you should hurry to the south, before the reach the second pearl! Although you can use the Wind Waker in the KoRL, he won’t let you get on unless you’ve changed the wind to the south. As you start sailing to the south, a voice stops you. A Merman jumps out of the water and surfaces next to you. He comments that your sea chart is downright pathetic; it looks like it has nothing but oceans drawn on it. The Merman pulls a paintbrush out from the water, and draws Dragon Roost Island on your chart. He also tells you of a cave high up on the back side of the Island. He says he’ll send word to all his brethren about you; to get a chart of your current area from them, just spread some All-Purpose Bait on the water while near them. As the Merman suggests, you should definitely make a habit of mapping every area you come across. Before he dives back below the Sea, he says something about repaying a debt to the KoRL...what could he mean? Once you get out to sea, remember to stop at Bomb Island to get the Empty Bottle, and map every quadrant you pass through. Just beyond it in quadrant F6 is your next destination: Forest Haven. +---------------------------------------+ |THINGS TO GET AFTER DRAGON ROOST CAVERN| +---------------------------------------+ Empty Bottle: Bomb Island (E6), Submarine Piece of Heart: Any mailbox Piece of Heart: Dragon Roost Island (B6), Mail Sorting Minigame Piece of Heart: Dragon Roost Island (B6), 20 Golden Feathers required d. The Second Pearl (Fohfw) FOREST HAVEN As you approach Forest Haven on the KoRL, he introduces it and pulls up to its shore. You must find the spirit of the earth, the Great Deku Tree, and get Farore’s Pearl from him. This may not be easy; it’s likely Ganondorf’s minions have already reached this place. Run up some ledges from the shoreline; at the top you’ll probably find a Boko Baba soon. To defeat these plantlike enemies, L-target them and mash B to unleash a sword thrust combo. The first three hits stun the Boko Baba and make its stem vulnerable, while the fourth hit kills it. Make sure not to hesitate too long near the Baba, or it will try and eat you! Climb up a grassy hill, defeating 4 Boko Babas as you go. When you reach a ledge overlooking a waterfall, get out your Grappling Hook and use the post overhead to swing across. You’ll probably have to adjust your direction while hanging. Once you swing to an island on the waterfall, a River Octorok to the right will probably start shooting rocks at you. Draw your sword, and then shield yourself from the projectile to deflect it back at the Octorok, killing it. Then jump across to another grassy platform where you must defeat another Boko Baba. Be very careful when jumping over the river; if you fall in it will pull you over the waterfall and force you to start over. Once it’s dispatched, jump to another island in the middle of the river, climb a ledge, then jump to a circular platform at the top of a second waterfall. Before Grappling onto the post far above, get out your shield and kill another River Octorok by deflecting its rock. Once you reach the shallow, placid water it was floating in, enter Forest Haven through the large doorway. Once you are in the overgrown Forest Haven, run along the shallow river and climb up a waterfall ahead. (as if Link wasn’t already wet enough) Keep going up another waterfall farther on, then climb onto the land beyond that. The massive trunk occupying the center of the dry land here is the Great Deku Tree! As you walk around to its face, you see it has a downright gruesome case of Chuchu acne! Roll into the Great Deku Tree to dislodge the Chuchus, then keep moving as you defeat them. Besides the weak Red Chuchus, you must also fight off some Green Chuchus. They take two sword hits to defeat instead of one, and are only vulnerable just before they attack. Once you beat all the Chuchus, the Great Deku Tree says something to you in Hylian. He quickly starts speaking English (or whatever they speak on the Great Sea) and says that seeing your Hero’s Clothes (or pajamas, in the second quest) caused the ancient Hylian language to emerge. He thanks you for ridding him of the Chuchus, and correctly guesses that the KoRL took you here. He then deduces that you need Farore’s Pearl, and that Ganondorf has returned and sent his minions to claim it. After that, he calls out the so-called children of the woods, the Koroks, from their hiding places to meet you. The Koroks are strange, wooden people who fly around on helicopter-like leaves. They used to assume human forms (players of OoT should know who), but become Koroks when they took up living on the Great Sea. It seems that you’ve arrived in Forest Haven just in time for an important yearly ceremony of the Koroks; the Great Deku Tree will give you Farore’s Pearl after it is complete. Unfortunately, there is a problem. One of the Koroks, Makar, is missing in action. He has fallen into the Forbidden Woods, a massive, thorn-covered tree you may have noticed on your way to Forest Haven. The Great Deku Tree is immediately concerned, and asks you to go to the Forbidden Woods and rescue him. Linder, the Korok who brought the bad news, reminds the Great Deku Tree that you can’t fly to the Forbidden Woods like Koroks can. He bestows on you the Deku Leaf, a special item that will let you fly (or at least glide) through the sky. Conveniently enough, he summons it on his highest branch. To reach the Deku Leaf, look for some Baba Buds around the Great Deku Tree’s base. They look like hiding Boko Babas, but are purple instead of red. Jump into the one at ground level, then use the control stick to aim yourself. You want the next bud (you’re traveling around the Deku Tree clockwise) to be directly in the center of your screen. When it is, hold the control stick up to launch yourself into it. If you aren’t aligned, don’t touch the control stick to fall back into the bud. Launch yourself from bud to bud to make your way around the Great Deku Tree. About halfway, you land on a leafy branch. Use the Grappling Hook to swing from an overhanging branch to the next bud; make sure to align yourself so the rope is right over the bud. You definitely don’t want to fall as you get higher, or you’ll lose some health. After you reach the highest branch, grab the Deku Leaf. It’s uses are twofold: you can use it on the ground to fire blasts of air at enemies or blow away leaves. In the air, you can deploy it to glide through the air for long distances. You are also given a Magic Meter, which is used to power the Deku Leaf’s gliding ability. Now that you have it, look around you for a ledge far below with a grass patch in the shape of an arrow. Glide to this ledge and drop onto it. (use the C- stick to move the camera directly above you) Once you reach the ledge, chop down some grass to refill your Magic Meter and go through the door to Forest Haven’s exterior. You emerge on a ledge high above the sea. Directly ahead of you are the imposing Forbidden Woods, but you aren’t high up enough to reach them by gliding. Instead, you’ll have to stop at an island to the southwest first. Remember to set the wind in this direction; when gliding outside, you’re at its mercy. Once you’re ready, glide to the island, using the C-stick to align yourself for dropping onto it. Now slice down some plants to refill your Magic Meter once again, and set the wind to the northwest. To get the altitude you need to reach the entrance to the Forbidden Woods, you must glide through a whirlwind that circles the island. It’s a little ways out, so when facing the Forbidden Woods jump and start gliding as soon as it enters your field of vision to hopefully go through it. (make sure to L-target so you aren’t looking down over the ledge instead) Luckily, when you’re first entering the Forbidden Woods, a failed attempt at gliding returns you to the island, minus a quarter heart. Once you hit the whirlwind and start gliding, there’s one more obstacle. Some helicopter-like enemies called Peahats are floating near the entrance. I’ve found that the best way to dodge them is to swerve right, then left so you can drop onto the ledge. Once you have reached it, go through the doorway to the Forbidden Woods. FORBIDDEN WOODS As soon as you enter the Forbidden Woods (and hopefully before that), you’ll see that it’s the earth-themed dungeon. The entry room is filled with tall grass and Green Chuchus. Defeat them all as you did at the base of the Great Deku Tree; parrying their attacks works well in beating them. Also, keep in mind that the Deku Leaf can stun them briefly. There are quite a few in the area around the dungeon entrance, a couple more near the room’s Warping Jars, several in the northwest corner of the room in front of a giant nut, and also several in the northeast corner, guarding a treasure chest containing the Dungeon Map. Once you cleared them all out and received the Dungeon Map, look at the door to the next room. A strange blue flower blocks the door with sprawling vines, and closes up in defense whenever you get close. To kill it, pick the Deku Nut from the northwest corner of the room, and throw it at the flower from a distance, when it isn’t closed up. Be accurate though; it begins to rot as soon as you pick it and eventually shatters. (luckily, you can simply pick it again) Once you’ve hit the open flower with the Deku Nut, it blows up and you can continue to the next room. This room is very tall, spanning from the basement to the third floor of the Forbidden Woods. SIDEQUEST: KNIGHT’S CREST If you want to get a Knight’s Crest, jump down to the basement to get a rare Knight’s Crest. To avoid damage from any long falls, intermittently get your Deku Leaf out and put it away to break your fall. (and most likely your arms) Once at the basement floor, you’ll see that the chest in the north side of the room is protected by another viney flower. To get rid of it, defeat the 2 Boko Babas around the room, and preferably the 4 Green Chuchus. Then, take the Boko Stick left behind by one of the Babas and light it on a torch near the treasure chest. Throw the flaming stick at the flower from a distance to burn it away so you can get the Knight’s Crest. To get back up, jump into one of the Boko Buds around the basement. The nearby Boko Buds are too far away to launch yourself into; to reach them, glide over with the Deku Leaf after you’re launched out. Don’t worry about running out of magic, either; it’s partially replenished when you enter a Boko Bud. Use this method to reach a ledge on the northern part of the room, on the second floor. Unfortunately, the exit is blocked off my-you guessed it-another flower. This time, you’ll have to blow it off using the nearby Bomb Flower. It’s guarded by some Green Chuchus, however; defeat them with style by luring them near the Flower, then slashing it with your sword to blow them all to kingdom come. (make sure to run away quickly!) After the Green Chuchus are defeated, throw a Bomb at the flower to blow it up and go through the door. The next room is relatively small. A primitive cable car hangs on the far side of the room. Besides that, the only landmarks of the room are two switches that look like those spinning cups meteorologists use to measure wind speed. They’re used the same way here; blow some wind at the one to the left with the Deku Leaf to start it spinning, moving the cable car next to your ledge. Jump onto it, then blow wind either south towards the entrance or the far wind switch, over to the northeast. Either way, the cable car should move to the opposite ledge, letting you go through. The next room is another dead end; you’ll have to travel up to advance. You’ll find some Boko Babas and some Peahats in here. To defeat the Peahats, L-target and blow a Deku Leaf wind blast at them to destroy their helicopter attachments and make them fall to the ground stunned. Once you done this, it only takes a single sword hit to defeat them. Defeating Boko Babas also becomes easier with the Deku Leaf; you can stun them safely from a distance with the Deku Leaf instead of a sword combo. Anyway, fight your way to the northeastern-most Boko Baba and defeat it; its bud turns into a Boko Bud. Get into it and use it and a second bud to reach the upper floor of the room, and a tricky puzzle. Once again, the door is blocked by a flower, but the only Deku Nut grows on the other side of the room, reachable only by a cable car. SIDEQUEST: RED RUPEE Before you get the Nut, there’s a treasure chest below you with a Red Rupee in it. If you’re short on funds, get to the chest by edging off the south ledge near the door, so you grab onto it. Press A to drop, then immediately hold forward on the control stick to grab onto the ledge below, where the Red Rupee chest is. You can also use the Deku Leaf to reach it from the cable car on the south end of the room. Anyway, when you’re ready, get onto the cable car, and use the Deku Leaf either in the opposite of the direction you want to go or the farther wind switch to reach the ledge with the Deku Nut. Shatter the boards blocking it with your sword, pick the Nut, and set it down on the cable car. Get to the ledge with the flower once again the same way you did before. (make sure the Deku Nut isn’t in the way, or you’ll blow it off the cable car and have to start over) For some reason, you can’t reach the ledge while holding the nut, so throw it over first, then jump. Once again, use it to destroy the flower from a short distance, then go through the door. The next room is a simple, slightly psychedelic tunnel of wood. The door is once again blocked by a flower, but this time the Deku Nut is in plain sight. Unfortunately, reaching it is tougher than it looks, as a ring of massive, thorny vines pops out of the ground when you get close. Use the Deku Leaf to blow the next out of the ring, then side around the side of the room and pick it up. You should know what to do now; pick the Nut up and use it to get through the door. Just as Dragon Roost Cavern had the massive lava cavern, the Forbidden Woods has its own main room, and you’re entering it. The room spans from the basement to the top floor, though this isn’t evident right away. It’s dominated by a massive flower that hangs from the high ceiling on 5 blue vines. To start with, look to the right and use your Grappling Hook to swing up to a ledge. Next, you’ll see two huge vines with flat platforms at their ends. They move back and forth in a predictable pattern. Jump onto the nearest one when it moves close, then to the farthest one, then to a ledge with a Deku Nut and locked door. Since you don’t have a key, grab the Deku Nut jump onto the ledge surrounding the hanging flower and run 90 degrees around it to one last ledge. Use the Deku Nut to kill the flower as usual. (after killing the flower, you can claim some Rupees inside the flower if you want) After it’s gone, don’t enter the next room yet look left, to the south, for some vertically moving platforms. Jump to the first one when it lowers, then to the second in the middle, then from it to a ledge high up. Use the Deku Leaf to blow away a pile of leaves here and reveal a Warping Jar! Now go back down the vertically moving platforms and enter the next room/ This room is basically a long hallway. Inside a crevasse in the middle of it, there is a chest containing a Yellow Rupee. The only other thing of note are the Morths that jump out of the pinecones and await you in the crevasse. Although they’re covered in spikes, Morths can only slow you down, not hurt you. Remove them with a spin attack. Anyway, you can enter the next room whenever you want. This large, circular room is extremely annoying. Many, many thorny vines form a dangerous maze that can easily surprise and damage you if you move too fast in it. Walk at all times to avoid taking a cheap hit. First, walk through the maze to the left, making your way to the south side. Once you make it, use the Bomb Flower to blow up the wooden boards blocking off an alcove containing a treasure chest with the Compass! Before leaving this area, grab another Bomb and throw it towards the room’s southwest side, hopefully near more boards. Once you blow these boards up, slowly make your way back to the door and then keep going; it shouldn’t be hard to find the way over to the boards your blew up. Behind them, you can find a Small Key. Next, use the Baba Bud to glide over to the pillars in the middle of the room. You can get the contents of the pots around here if you want, but they aren’t very important. Glide back to the door from a Baba Bud when you’re ready, then return to the giant flower room. Back here, you can now go through the locked door the Deku Nut grew in front of. This is another cable car room, but this time you must defend yourself against some Peahats. Quickly get across the room with the cable car, and only defeat Peahats if you have to. The next door is already unlocked. In the first floor of this tall room, you must defeat 2 Boko Babas and a Wingless Mothula. These new enemies are fast and slow you down with Morths, but are fairly weak to your sword. Defeat it before it does too much damage to you. Once that’s ready, use the Baba Bud from one of the Boko Babas to get to a ledge of branches and leaves. You’ll have to fight off more Peahats up here before using another bud to ascend to the fourth floor. Up here, defeat even more Peahats if you must, but hurry to go through the north door. As Link enters this dead-end room, the door locks behind him. The room seems empty, but a massive Mothula is waiting right above him! Get ready for a miniboss battle! Because it flies above you, you obviously can’t just attack it. L-target the monstrous insect and hit it with a Deku Leaf wind blast to stun the Mothula and make it drift down to the ground, where you can cut it apart with your sword. (try to use a jump attack) Each sword hit also removes one of its wings. Once you have taken off all four of its wings, it becomes a normal Mothula, except with much more health. As a winged Mothula, its main attack is a rocket-powered charge that leaves Morths behind. Try to ignore the Morths, and jump out of the way. Spin attack the Morths off if they slow you down too much. When its wings are removed, try to shield yourself from the Mothula’s rapid charges and hit it with your sword. Once you slay it, a gate opens up in the northwest corner of the room. Behind it is a treasure chest containing the most useful item in the game: the Boomerang. The Boomerang has many uses. If you L-target an enemy, the Boomerang seeks it out and stuns it. It can even destroy weak enemies instantly, including Boko Babas. Two hits from it can also defeat a Peahat from a distance. When not L- targeted, you can hold the Boomerang’s assigned button and move the red targeting cursor over up to 5 objects. When you let it fly, it seeks out all 5 objects and hits them. It even carries items back to you! As with the Grappling Hook, you’ll immediately have to use the Boomerang to escape the room. Look above the door with it, and target both crystal switches. When you release the Boomerang, it hits both and opens the door. Back in the tall room, Peahats seem much easier now that two throws of your new superweapon defeats them. SIDEQUEST: JOY PENDANT You can now take the time to get a chest containing a Joy Pendant if you wish. Look above the northwest part of the top branch level for a Grapple branch. Get swinging, then climb the rope onto the branch. Swing from another branch, onto a grassy ledge. From here, time your jumps to cross two vertically moving platforms and onto a ledge with the treasure chest. From here, either take the boring or fun (climbing down or jumping) way down to the top level of branches. The south door here is blocked off by two flowers. Target and destroy both of them with the Boomerang and go through. This room is above the last cable car room you went through. You need to reach the far ledge by gliding, but a few dozen hanging pinecones bock the way. Destroy them five at a time with the Boomerang to clear the way and then use the Deku Leaf to cross the gap. Open the chest to the left containing a Joy Pendant before going through the door. You emerge high up in the giant flower room, in view of the 5 blue vines. To advance, you’ll have to go to the basement, which is blocked off by a net of vines. To smash through it, use the Boomerang to cut the five vines the flower hangs from, causing it to drop down to the basement. Jump off the ledge after it. Although you fall four floors, you take no damage from landing on the flower or in the water it’s floating in. If you want to get out of the basement, stand on the western ledge with the exit and hit the wind switch to the northeast with the Deku Leaf. This causes a huge updraft to rise from the flower. Jump into the Boko Bud next to you and glide into the updraft with the Deku Leaf to quickly ascend to the first floor. You shouldn’t do this yet, however. Instead, go through the western door. As soon as you enter this room, L-target the Peahat that floats nearby and defeat it with the Boomerang. Then manually use it to destroy the Morths sitting on the three platforms in front of you, so you can jump across them and to the right-hand ledge. There are several Chuchus and creepy Grabbing Hands here; don’t waste time fighting them and instead roll to the door as fast as you can. A small, withered flower hangs from four vines in front of you here. If you want more Rupees, jump across it and open the treasure chest for a Yellow Rupee. SIDEQUEST: TREASURE CHART 1 Use the Boomerang to sever the vines on this flower as before, and jump down onto it. Defeat the River Octorok that will attack with your shield or the Boomerang, and then jump to the southern ledge. Pick the Bomb here, jump with it back to the flower, and from there throw it at the wooden boards on the north side of the room to blow them up, opening up the room with Treasure Chart 1. You’ll probably have to defeat some Peahats with the Boomerang as you enter this room. Make sure to sidestep so you don’t get hit. !!!!!!!!!!!!!!!!!!!!! !TINGLE STATUE ALERT! !!!!!!!!!!!!!!!!!!!!! If you have the Tingle Tuner, jump down to the low platform in the southeast corner of the room. Slice down the saplings here, then use the Tingle Tuner to find a hidden item. As before, Tingle Bomb it to reveal a chest with a Tingle Statue. Anyway, jump back to the entry ledge and onto a small platform with leaves. Defeat a Boko Baba on the next platform with the Boomerang, then jump to the center platform. Run around the back and keeping jumping to the north end of the room. Make sure to defeat the Morths and Boko Baba on the platforms. When you defeat the Baba, it turns into a Baba Bud. Use it and the Deku Leaf to reach a high ledge on the north side of the room. There’s another cable car set up here, and you should know what to do. Use it to reach the south ledge, and pick a Bomb from the flower there. Throw the Bomb from the cable car, into the large, funnel-like tree stump in the middle of the center platform. It may take several tires to get it right; when you throw the Bomb into the funnel successfully, a cinematic is shown with the Bomb blowing a flower off a chest there. Go back to the main platform and crawl into the stump through a crawlway on the north side. Open the chest to get Treasure Chart 1, then leave and go to the previous room. Back in this room, move forward and look left for a ladder you should climb. You’ll be back where you first entered the room; slice the vines supporting the flower once again and jump onto it. Defeat the River Octorok, then move the flower around on the water by shooting a wind blast in the opposite of where you want to go. As you get to the northwest corner of the tunnel, you’ll probably have to defeat two Octoroks; use the Hero’s Shield here, as you likely get hit while aiming the Boomerang. Once you defeat them, pull the flower up to the ledge and jump onto it. Roll past more Grabbing Hands and Green Chuchus to enter the next room. A wooden gate with a familiar, ornate blue chest behind it is directly in front of you in this circular room. Look to the left of it for a ramp, and run up it to the top of the large stump. Get out your Boomerang and target all 5 crystal switches surrounding you, then hit them in quick succession to open the gate. Jump down and go through it to get the Boss Key! As you exit the alcove with the chest, Kargarocs airlift two Moblins in to fight you! Don’t be intimidated, though; this fight is much easier now that you have the Boomerang. L-target a Moblin and whack it with the superweapon to stun it long enough to unload a sword combo. It’s recommended you stun both before attacking, so the second one doesn’t hit you. Keep stunning and attacking the Moblins to defeat them. (it becomes easier after the first one is destroyed) When you beat both, the door you entered through doesn’t unlock, but a door high up to the east does. Get back on top of the stump, and swing to the door with the Grappling Hook. You’re back in the forked room here. Defeat the Peahat and Morths on the platforms as you did before, and reenter the bottom floor of the main room. As I said before, to get up, first hit the wind switch to the left with a wind blast to start a massive updraft from the flower. Get into the Baba Bud to the right and fly into it with the Deku Leaf to ascend to the second floor. Use the Boomerang to destroy the two flowers blocking the door to the east and go through it. You’ll have to fight two Wingless Mothulas in this long room. Use the Boomerang on them to make the fight easier. (stun both at once like you did before) After beating them, open the chest with a Joy Pendant that appears and enter the next room. This dimly lit room is filled with pine cones containing refills and Morths. The Boss Door is on the east side of the room, and there’s also a Warping Jar. To open it, break the jar of Boko Sticks on the right side of the Boss Door, light one on a nearby torch, and burn the Jar’s cover off. You can enter the Boss Door if you want, but I’d recommend backtracking to get Treasure Chart 15 before leaving the Forbidden Woods, unless you want to go through the trouble of reentering it later. SIDEQUEST: TREASURE CHART 15 Anyway, use the Warping Jar (or just save and quit) to return to the first room of the dungeon, and advance to the second. Back in the second room, use the Baba Buds and the Deku Leaf to get to a high ledge on the northeast side of the room, on the third floor. From here, glide across the room to the southwest side, landing on the left side of the ledge to avoid a Boko Baba. Defeat it and use the Boomerang to destroy a flower covering a chest in an alcove. Open the chest to get Treasure Chart 15. Then, reach the final room again by saving, quitting, and using the Warping Jars. Once you’re back, go through the boss door. Inside the Boss room, the lost Korok Makar is jumping up and down in the middle of a gigantic blue flower, with a boss nowhere to be seen. Link is happy, until an off-color Boko Baba extends from the middle of the flower and eats Makar! As the flower closes up, a forest of vines attaches to the ceiling and raises the monstrosity into the air. This is the Boss of the Forbidden Woods, Kalle Demos! +-----------+ |KALLE DEMOS| +-----------+ Difficulty: ** Kalle Demos is a mutated Boko Baba shrouded within a massive, tentacled Baba Bud. It’s the master of the Forbidden Woods, and also ate the hapless Korok Makar. As usual, it’s up to you to utilize the Dungeon item to defeat it, restore peace to the nearby Forest Haven, and get Farore’s Pearl. -Defensive Strategy- Kalle Demos’ attacks both involve the waving tentacles surrounding the main flower. It either whips across the battlefield with one tentacle or attacks with several from underground. A tentacle flashes yellow when it’s about to attack. Both attacks can be avoided by running around Kalle Demos. Don’t stay still too long, or you’ll get whipped. If you’re running low on health and Potions/Fairies, cut the bushes around the edge of the arena to find Heart refills. -Offensive Strategy- As long as Kalle Demos is suspended from the ground, it’s invulnerable to attack. Its weak spot are the vines attaching it to the ceiling. As the battle starts, whip out your Boomerang (don’t target Kalle Demos; go into first-person mode) and quickly pass the cursor over at least five vines to target them. Release the Boomerang, and quickly sidestep and jump around Kalle Demos as it weaves through and cuts some of the vines suspending it. Once your Boomerang returns, you should be at a new position, quickly get it back out and repeat the process on more vines before it attacks you. Continue cutting its vines with the Boomerang until they’ve all been severed. At this point, the massive flower crashes to the ground and opens up to reveal the vulnerable Boko Baba inside. Draw your sword as you run up to it, and unload everything you have on the Baba. (make sure to Z-target it) Kalle Demos only stays open like this for a few seconds before it closes and reattaches to the ceiling, so be quick about attacking it. If you’re standing on it when it closes, it engulfs you and you take damage, but this is an acceptable trade-off to get some extra damage done. Repeat this process until it dies; it will likely take you 2-3 rounds of severing all the vines and attacking it with your sword before Kalle Demos dies, depending on how fast you are. Also, remember to cut its vines quickly; they eventually reattach themselves. When you beat Kalle Demos, the Boko Baba in the middle of it is severed and flies up into the air, then thrashes around on the ground and blows up, leaving behind a Heart Container and Makar. The giant blue flower wilts and turns grey, flattening and creating a swirling warp in the middle of it. Makar thanks you for rescuing him, then remembers the forest ceremony is today and says he has to leave immediately. As with Gohma, get the Heart Container and enter the warp, this time with Makar. FOREST HAVEN You reappear holding Makar in front of the Great Deku Tree. Makar jumps down and apologizes for getting lost. The Great Deku Tree forgives him, then congratulates you. In thanks, he hands over Farore’s Pearl. Hey, the ceremony hasn’t been completed yet! Well, it’s about to start. Makar starts playing his violin and the forest ceremony begins! All the other Koroks start singing (rather badly) and seeds appear in the Great Deku Tree’s branches. 8 of the Koroks fly up and get the seeds, and after a few parting words they leave to plant new Deku Trees all over the Great Sea. Now, leave Forest Haven and return to the KoRL. (on your way, note that you have some mail. The Rito Chieftain has belatedly sent you a Piece of Heart for helping him and Komali!) When you talk to him, he worries that Ganondorf may be regaining his power. You have to hurry and get the last pearl, to the northwest! Although this KoRL hurries you along as usual, you can ignore him, also as usual. Now that you have the Boomerang, he lets you go anywhere in the Great Sea; feel free to take care of any sidequests you want. Anyway, your eventual destination is Greatfish Isle, in quadrant D2. As usual, it’s marked conspicuously on your sea chart. You may have to fight off some enemies on your way, but you can dispatch them with the Boomerang. Be quick when fighting Seahats, as they can easily knock you out of your boat! GREATFISH ISLE As you approach Greatfish Isle, it definitely doesn’t look like the resting place of the third Pearl. A dark cloud hangs over it, and it looks jagged and torn apart. As you approach the Isle, the sky darkens and heavy rain starts to fall. You are too late; a great water spirit named Jabun lived here once, but it’s obvious that he’s gone now. Quill then swoops down to you, and tells you that the destruction of Greatfish Isle is the work of Ganondorf’s forces. Luckily, he was able to flee the Isle before they attacked, and now resides at your home island, Outset! Unfortunately, the cave in which he lives is sealed by a great stone slab. Quill says that not even the pirates could get through it; apparently, he revealed Jabun’s location to them while asking about your whereabouts. They were last spotted by Quill on Windfall Island, but he doesn’t know what they were doing. You’ll have to visit them to see Jabun. He then comments on the dark skies and rain of Greatfish Isle, in contrast to the rest of the Great Sea. Valoo was right in calling this Isle cursed, and Quill recommends against staying here long. You should still probably get the Piece of Heart on the cliffside using the Deku Leaf, but when you’re ready you should set sail back to Windfall Island. (you’ll need to use the Boomerang to defeat a Gyorg near Tingle Island on the way) WINDFALL ISLAND As you approach Windfall, you’ll probably notice the pirate ship docked by it. The KoRL reasons that if they’re trying to get the pearl, they won’t tell you anything if you ask them. He says you should try to find out what they’re up to, without them noticing you. But where did the pirates go, anyway? Exactly where you’d go if you wanted to break through a giant rock: the bomb shop. Head over to the shop, on the southwestern corner of the island, but don’t go through the front door; one of the pirates just tells you they are closed. Instead, look to the left of the shop. Either sidle or jump across the gap here to get around to the back of the shop. Climb some vines on the back wall, then crawl through a small opening on the roof. As Link crawls onto a high shelf in the Bomb Shop, he sees the pirates finish tying Cannon up below. It’s no wonder they’re stealing the Bombs, considering how much Cannon charged for them. After that, Mako compliments Gonzo on getting information on you from Quill. (those dishonest crooks!) Mako comments that if Gonzo and Tetra had a kid, he could be the best pirate ever, which gets Gonzo mad. Tetra scolds both of them for wasting times with their jokes, and tells them to get the Bombs back to the ship so they can immediately set sail. Gonzo is taken aback and begs her to let them stay at Windfall for the night. Tetra gets mad at them, and says that the same destruction that happened to Greatfish Isle could happen at Outset if they don’t hurry. Mako comments that Tetra seems more concerned about Outset Island than the treasure, putting her at a loss for words. Suddenly, Tetra notices Link and winks at him mysteriously (she seems to like doing this). After this, she immediately changes her mind and “reluctantly” lets the pirates stay for the night. As the pirates leave to enjoy Windfall Island, Mako asks Gonzo what today’s password is. Remember or write down the password, because you’ll need it later! If you forget, asks the KoRL, who listened to the conversation as well. After the Bomb Shop scene is over, you can jump down to Cannon. You can’t untie him, but after the prices he sold Bombs for, why would you? Feel free to take the Rupees in his back room, and leave when you want. Then head across the field to the ledge where Tott dances, where you can jump over to the pirate ship. Feel free to explore it as much as you want, but when you’re done try to enter the door at the bow. Niko asks for the password from the other side; be sure to enter it exactly as you heard it. PIRATE SHIP Once you’re in, you can go down to the hold, but first, you’ll probably want to explore Tetra’s room, now unguarded by Nudge. Among other things, you’ll probably notice two of the paintings from the intro scene above her bed and desk! What interest could Tetra have in old Hyrule? Also, a painting of a mysterious woman hangs above her couch; this must be her mother! When you’re ready (you may even want to Pictograph some of the things, since you won’t be entering Tetra’s room again anytime soon), go down to the hold. Niko is overjoyed that you’re alive after the Forsaken Fortress, and that he has someone to boss around again. He decides to set you to work on your next test, which is harder than the last. This time, there are not raised platforms to land on, so you’ll have to swing from rope to rope. Carefully line up your swings, especially on the tricky two moving ropes on the left side of the room. Only let go when another rope lines itself up with yours. This time, the timer is for how long a metal door is open on the far side of the room; luckily, it gives you much more time than before, so take your time lining up swings. Niko once again jumps to the far side (without taking the test, apparently) and shuts the door to start the test. (why don’t you just threaten to leave him stuck in there if he doesn’t give you your reward?) Anyway, use the tips above to pass Niko’s next test. Niko is amazed that you’ve passed the test, and lets you have the Bombs the pirates stole! Open the chest to get the explosive weapons. On land, you can press the button they’re assigned to to use them just like a Bomb Flower, but at sea you get a cannon to fire Bombs that you can aim with the control stick. Cool, huh? After you get the Bombs, Tetra contacts you through the Pirate’s Charm. Tetra comments on your courage trying to steal pirate’s treasure, and like Niko seems to be surprised you made it out of the Forsaken Fortress alive. She tells you that you only get the Bombs because they left an idiot like Niko in charge. (I hope he isn’t listening) After telling you more about the pearl’s whereabouts, she once again say that they’ll be leaving at first light tomorrow, so you’ll have to get the pearl tonight. After Tetra is finished, leave the hold (be sure to shut the gate and trap Niko) and jump off the stern to the KoRL. Get aboard and set sail to Outset Island; you have no time to spare! Or do you? As you sail southwest through the storm, it never seems to get any brighter. Eternal night must be part of the curse Valoo spoke of; how mucky for you. What isn’t lucky, however, is the fact that there are quite a few monsters on the beaten path to Outset. They can all be dispatched with the Boomerang and Bombs, but except with Gyorgs it’s best to avoid them. You’ll probably pass through quadrant D3, Cyclops Reef, which is swarming with Seahats. Pass it a good distance to the left to avoid them. Other than that, it shouldn’t be too hard to get back to Outset Island. OUTSET ISLAND As you arrive at Outset, KoRL finally notices that day still hasn’t broken since you left Greatfish Isle. Since the pirates aren’t going anywhere, feel free to embark on a sidequest on Outset. To do it, first head to the Forest of Fairies, where you rescued Tetra. You’ll have to fight or run from some Red and Green Chuchus and Miniblin on the way. Since the bridge seems to be broken now, get up to the highest rock on the eastern hill and set the wind to the west. Use the Deku Leaf to reach the other side of the broken bridge, and enter the Forest of Fairies. FOREST OF FAIRIES Rather than an unarmed Bokoblin, you’ll now have to fight a Wingless Mothula for starters here. Use the Boomerang to stun it, then slay it with the Hero’s Sword. When you jump up to approach the next area, look to the right for the giant cracked rock. Now that you have Bombs, you can blow it up and reveal a hole underneath. Drop into it to enter the namesake of the Forest: a Fairy Fountain! As you approach the pool of water, a Great Fairy appears. By casting a spell, she upgrades your Wallet; you can now carry 1000 Rupees! After she disappears, be sure to bottle one of the Fairies that appears, then leave the Forest. (you can take the way you came or the other way, to fight either the Wingless Mothula or two Moblins) OUTSET ISLAND Now that you have a Fairy, enter your Grandma’s house. She is sick and delirious, dreaming about you and Aryll leaving her. Stand next to her and use the Fairy; it heals both of you! Grandma immediately improves, and is happy to see you back safe. She isn’t happy with herself letting Aryll be kidnapped and you going out alone to save her; as you Grandma she should protect both of you. She wants to be strong like both of you, and helps you by refilling your Empty Bottle with Elixir Soup! This powerful healing item restores your health and magic, doubles your sword’s power until you take damage, and can be used twice! After you’re finished speaking with your Grandma, get back to the KoRL and sail around to the back of Outset Island. (be sure to save!) As you get around to the back of the island, you’ll probably notice the giant swirling whirlpool of death. Sail into it; it’s the only way to get a clear shot at the giant stone slab on the cliff wall. Once you’re in the whirlpool, get out your cannon, but only fire on the slab when the whirlpool takes you next to it to avoid missing. You should also remember to aim at the highest section of the slab; the top, middle, then bottom of it. If you don’t hit the right section, you won’t do anything. The sections only take one or two Bomb hits to destroy if you hit them, though. You also have to be quick; the whirlpool will eventually suck you in. If you run out of Bombs, restart or let the whirlpool get you and then try again. Once you blow the slab up, The KoRL automatically sails in. The eerie cave you arrive in seems to be empty, but a mountain of water rises up from the middle and reveals itself to be Jabun! He only speaks ancient Hylian, but the KoRL seems to understand every word. He greets Jabun, and confirms that Ganondorf has returned. Jabun seems to ask if you are the Hero of Time, but the KoRL says you aren’t. Nevertheless, he senses great promise in your courage. After they talk a little more, Jabun gives you Nayru’s Pearl! Jabun tells the KoRL that the curse was indeed brought by Ganondorf, then dives underwater shortly afterwards. After the conversation is over, leave the cave when you’re ready. Before continuing to the next part, consider doing some sidequests; now that you can explore the entire Great Sea, quite a few are opened to you. +--------------------------------+ |THINGS TO GET AFTER FOREST HAVEN| +--------------------------------+ Deluxe Picto Box: Windfall Island (B4), Forest Firefly required Magic Upgrade: Two-Eye Reef (G4), Big Octo Piece of Heart: Seven-Star Isles (A6), Big Octo Piece of Heart: Flight Control Platform (B7), Bird-Man Contest Piece of Heart: Tingle Island (C3), Big Octo Piece of Heart: Greatfish Isle (D2) Piece of Heart: Stone Watcher Island (E3), Sea Platform Piece of Heart: Crescent Moon Island (A5), Treasure Chart 11 required Piece of Heart: Spectacle Isle (B3), Cannon Minigame Piece of Heart: Six-Eye Reef (D4), Submarine Piece of Heart: Needle Rock Isle (E1), Hyoi Pear required, Hero’s Bow recommended Piece of Heart: Diamond Steppe Island (F1), Treasure Chart 23 required Piece of Heart: Headstone Island (G3), Hyoi Pear required Piece of Heart: Angular Isles (G5) Piece of Heart: Angular Isles (G5), Treasure Chart 15 required Piece of Heart: Five-Star Isles (G7), Submarine Piece of Heart: Outset Island (G2), Combat Training Platform Chart: Flight Control Platform (B7), Submarine, Hero’s Bow highly recommended Submarine Chart: Boating Course (G6), Secret Cave Treasure Chart 3: Forest Haven (F6) Treasure Chart 8: Horseshoe Island (G1), Secret Cave Treasure Chart 9: Crescent Moon Island (A5), Submarine Treasure Chart 10: Crescent Moon Island (A5) Treasure Chart 14: Headstone Island (G3), Submarine, Boomerang recommended Treasure Chart 17: Spectacle Isle (B3), Cannon Minigame Treasure Chart 22: Northern Fairy Island (A3), Submarine, Boomerang recommended Treasure Chart 24: Windfall Island (B4) Treasure Chart 28: Horseshoe Island (G1) Treasure Chart 29: Windfall Island (B4) e. Old Hyrule (Twotg) OUTSET ISLAND Because you have broken Ganondorf’s curse with Nayru’s Pearl, the storm ends and morning will break soon. Now that you have all the Pearls, you must place them on three islands that the KoRL has marked on you Sea Chart to make your proving grounds appear. First, set out for the closest one, Southern Triangle Isle at E4. SOUTHERN TRIANGLE ISLE Be careful when approaching the Isle; like Cyclops Reef it’s swarming with Seahats. Try to avoid them and land on the Isle, then defeat any that followed you from there. Once that’s done, climb some ledges to the highest part of the tiny isle, to a strange statue. It seems to speak to you when you approach it, asking you to place the Pearl here. Link automatically puts Nayru’s Pearl into the statue’s hands; only two more Pearls to go. Next, sail two spaces north to Northern Triangle Isle, at C4. NORTHERN TRIANGLE ISLE Watch out for Cyclos here; stay well away from his cyclone as you approach Northern Triangle Isle. Place Din’s Pearl in the statue’s hands, then set off again, this time for D6, Eastern Triangle Isle. EASTERN TRIANGLE ISLE Luckily, the only obstacle here is a few whirlwinds circling the Isle. Simply sail up to Eastern Triangle Isle and place Farore’s Pearl in the statue’s hands. Now that you have placed all three Pearls, it’s time for the proving grounds to appear. Suddenly, the statue starts shining brightly! Lordy, lordy, it’s gonna blow! Link quickly gets away, but the shining stops and Link comes back. NOW the statue blows up! For the third time in his quest, Link gets sent flying. As the dust from the explosion clears, you’ll see that the statue has been replaced by a smaller one of either Din, Farore, or Nayru (Farore if you’ve followed by walkthrough) holding the pearl up. A beam shoots out of the Pearl and hits the next statue, which also blows up to reveal the goddess statue underneath. (I sound like a skin care lotion commercial...) Once again, a beam shoots out from it and repeats the process with the third statue, which fires a beam at the first. From way, way out, you see that the beams form a massive triangle across the Great Sea. Part of the water lights up to turn it into a massive Triforce! Right in the center of the emblem, a blinding light shines out and a huge tower rises from underwater! As the tower assumes its full height floating on the waves, Link, still flying from the explosion, smacks into its side. (that must be even more painful than in the Forsaken Fortress) As he fills into the water, the KoRL cruises up to him. He tells Link that this tower was created in ancient times as a test of courage. You must pass the trials inside to be acknowledged as a hero and wield the power that can destroy Ganondorf. After the KoRL finishes talking sail through the outer wall Link crashed into, and enter the huge doorway at the foot of the tower. TOWER OF THE GODS Although the Tower of the gods’ water-filled lobby is directly connected to the Great Sea, a water-spitting mouth raises or lowers the water level in it every 20 or so seconds. You’ll have to cruise around in the KoRL to get anywhere. For starters, turn right and cruise towards a covered enclosure which can only be entered when the water is lowered. Once you get onto the platform, go through the door. This room is fairly small, and has several blocks sitting in a lowered space of the floor. You’ll also see a new enemy directly ahead of you: a Yellow Chuchu. These enemies have as much HP as a Red Chuchu, but are electrified and shock you if you try to attack them. L-target the Chuchu and hit it with the Boomerang to stun it and deactivate the bioelectric field, making them vulnerable to your sword. Defeat it quickly, before the water raises. Once it does, look to the south side of the room. There are two alcoves in here, and one is covered by a cracked grey wall. Lay a Bomb on one side of the wall, then stand on the other to avoid getting blown up. When it shatters the wall, climb up to the alcove, wait for the water to lower, and open the chest to get the Dungeon Map. After you do, four Yellow Chuchus drop down. You don’t have to waste time beating them; jump down and exit back through where you came. Back in the lobby, get on the KoRL and cruise to the north, to a ledge you can climb onto when the water is raised. You’ll notice a glowing spot on the floor next to a sealed door. Pick up the nearby Armos statue and set it on the glowing spot to unseal the door. In this room, a large pit in the middle of the room periodically fills with water. When the water is down, jump into it and put one of the small crates on the glowing spot at the north side of the pit. This makes a shining, ethereal bridge appear across the chasm. Wait for the water to rise or climb the ladder to get back to the first ledge. When the water lowers, the box sinks back onto the glowing spot, allowing you to run across the shining bridge and pick up a strange, glowing statue under another roof here. (how does Link lift a stone statue bigger than him?) Quickly run back across the bridge, before the water raises and it disappears. If you drop the statue into the water, it reappears where it started. Once you get across the bridge with it, go back through the door. Back in the lobby, look to the southwest for a checkerboard-patterned floor. Set the statue in the middle of it, to make light shine all around it. This causes a giant gate barring a corridor to the southeast to open. Get back into the KoRL and sail down it. Climb onto the ledge at the end when the water is raised. Here, you have to put two Armos statues on two shining spots to unseal the door. In this room, you must align some floating crates in a pit so that you can jump across them to a ledge on the other side without falling into the water. Unless the crates’ locations are randomly generated (E-mail me if you know), you only need to reposition one crate; align it with the others and space them out, then let the water rise and climb onto the ledge. Once you’ve tested the path out, break one of the Boko Stick jars near the door and light one on a torch. When the water raises, jump across the blocks and light the two torches on the south platform. This makes a chest containing a Small Key appear. Open it, then return to the door and exit to the lobby. Now, head back down the corridor and to the west side of the lobby. Get out your cannon and use it to blast the three cracked walls blocking it off. When the water is high, climb over the barrier and jump down. First, climb the stairs to the northeastern side of the room. You’ll have to slay one or two Yellow Chuchus on the way. Enter the door near the top of the stairs. In this room, a new enemy guards a treasure chest containing the Compass. This is a Red Bubble, a floating skull shrouded in flames. Defeat them with vertical sword attacks, but be aware that they constantly charge at you faster when they see you. Don’t let them get close, or they’ll set you on fire. Defeat the Red Bubble with two sword hits, get the Compass, and leave the room. In the lobby, go down the stairs to the right and head through the locked door when the water recedes. SIDEQUEST: JOY PENDANT When you reenter the lobby, look to the left for a jar containing some Boko Sticks. Once you’ve defeating both Yellow Chuchus in this area, pick one up, then when the tide lowers quickly run down the stairs to the southwestern side of the room. Light the two torches on either side of the locked door before the water rises and extinguishes them to trigger the appearance of a chest above containing a Joy Pendant. After you get it, run back down to the locked door and go through it. Another statue like the one you used to open the gate earlier is in this room, but it’s too high up to reach even at high tide. The key is the 4 Yellow Chuchus that will attack you. If you’re quick, you’ll be able to take them all out before the tide rises. If you take too long, swim away from the floating Chuchus until the water lowers and finish them off. When they are all defeated, a rainbow staircase appears leading up to the statue. Grab it, then leave the room with it when the water recedes. In the lobby, run back up the stairs to the left and place the statues in the middle of the checkered floor near the northwestern door. This causes the water-spitting mouth to close, revealing a tunnel and doorway beneath it, and two other mouths to resume the water-vomiting. When the water is high, get onto the KoRL and cruise to the tunnel entrance, then run up it and enter the door at the end. This tall room has two Rats running around its walls, and a new enemy in the center, a Beamos. This stationary enemy is topped by a rotating “eye” that swivels around and fires a laser beam if you cross its line of sight. First, use the Boomerang to take out both Rats when they get close enough. Then grab one of the Armos statues near the entry door and run past the Beamos just behind its eye. (you can also destroy it by throwing a Bomb at its eye, but this takes good timing and aim) Rotate the camera to you can see where the eye is, and remember that it rotates clockwise. When you cross the room, place the statue on one of the shining spots, then go back and repeat the process with the other one. Stand on the third shining spot to make some platforms ahead move up and down. Get onto the nearest one, then jump from platform to platform when they are level with each other to reach the high ledge with the door. !!!!!!!!!!!!!!!!!!!!! !TINGLE STATUE ALERT! !!!!!!!!!!!!!!!!!!!!! Instead of going through the exit door, keep riding the last moving platform. South of its highest position, you’ll see a stationary platform, where the Tingle Tuner can locate a hidden treasure. Face north, then lay a Tingle Bomb at your present location and jump to the ledge with the door. Ride the platform back up and open the chest that has appeared to get a Tingle Statue. The next room is a “hub” room of sorts, much like the lobby. A massive pedestal dominates the center of the room; you can find refills in the pots near each of the four doors. Besides the entry, only one other door is unsealed, the eastern one. In the eastern wing of the second floor, defeat the Yellow Chuchu that pops up ahead of you and jump on the moving platform behind it. (try to do it as the platform is starting to move away from your side of the room so you don’t overshoot!) Ride it to the other side. Defeat the two Yellow Chuchus that will appear on either side of yo if you want, then go on to the next room. In this room, a low, winding path gives you access to the other side. An easier way, however, is to get onto the giant, shining platform above it and jump over to the eastern end of the room. A statue similar to one you saw in the hub room is on a tall, circular platform here. As you approach it, the KoRL contacts you on the Pirate’s Charm! But how can he use it instead of Tetra...? If you read the tablet in front of the platform, you’ll find that you can use R to call the statue. (“Come on!”) This makes the pillar lower, and the statue follow you. (it’s so cute!) The shining platform is too low for you to carry the statue back across. Instead, carefully walk across the winding path, guiding the statue so it doesn’t fall off the edge. When you get out from under the platform, pick the statue up and jump across a short chasm to the door. Back in this room, simply carry the statue back across the moving platform and to the hub room. As soon as you enter the room, Link automatically sets the little statue down and it slowly hops its way to another circular platform, which rises. A blinding pillar of light fills the room’s central pedestal, and leaves behind a tablet. Imprinted on it are Wind Waker directions! Pull the instrument out and play the song on the tablet to learn the Command Melody! The statue then tells you to use this song to return his kin to the “place of truth” probably right here. When the statue finishes, the tablet immediately disappears and the western door unseals. The next room is almost entirely a bottomless pit. Two Red Bubbles also float around it. Lure the nearest one to you and beat it with your sword, then get out your Grappling Hook and look up. (stu writes that you can also try hitting the Bubbles with air blasts from the Deku Leaf to make them fall to their doom) Swing from the nearest Grapple post to the opposite side of the room. Be quick, before the second Red Bubble knocks you into the abyss! Defeat it after you swing to the other side and exit through the western door. In the next room, once again swing from the Grapple post above to the next statue. Call it as you did before. This time, there’s a problem: there’s no way to take that statue across the pit. To solve this, stand on the glowing spot to the south to make a shining bridge materialize and play the Command Melody. Using his mastery of ancient Zen magic, Link mind controls the statue! Have it hop across the bridge, then press R or Start to switch back to Link. Grapple back across and carry the statue out the door. You’re presented with the same problem in the next room. For now, set the statue down on the shining spot to unseal the room’s south door. Grapple onto the overhead post again, then turn to the right and swing to the door. In the next room, Link finds himself facing down a Darknut, a heavily armored knight of Ganondorf. This tough enemy is one of the strongest ones you’ll ever face; consider yourself lucky there is only one this time. After the battle starts, don’t even waste your time trying to penetrate the warrior’s armor; it can’t even be stunned. Instead, keep your sword out and shield down as you circle around it. As the Darknut prepares to strike, hit A to parry its attack. Link will either knock off the monster’s armor or helmet. If he knocks the helmet off, stun it with the Boomerang, then circle around to the back and cut its red armor straps. If he knocks its armor off, shield yourself from the beast’s attacks and retaliate with the Hero’s Sword, or keep trying until you parry its helmet off and can stun it. After plenty of Hero’s Sword punishment, the Darknut will fall and an ornate chest appears in the middle of the room. Open it to receive the Hero’s Bow! This new weapon gives Link some much-needed ranged firepower. While L- targeting, hit the button the Hero’s Bow is assigned to in order to pull it out. Hold the button again to ready an arrow, then release it to fire! In first-person mode, aim it much like the Grappling Hook or Boomerang, but be careful not to miss and waste your limited arrows. If you hold the button the Hero’s Bow is assigned to, you can pull it out and immediately ready an arrow at the same time. Among other things, the Hero’s Bow can defeat those pesky Red Bubbles from a distance, with a single shot. Before you leave, be sure to break open the treasure sphere the Darknut leaves behind and get the Knight’s Crest from it if you want to get the Hurricane Spin as early as possible. Back in the giant pit room, the Red Bubbles have returned. Carefully aim and take them out with your new weapon, then shoot the strange eye emblem on the far wall. This makes two floating platforms come out of the wall below and move between the east and west ledges. Use the Grappling Hook to swing back to the waiting statue, then carry it across the platforms and to the east door. SIDEQUEST: TREASURE CHART 6 If you want Treasure Chart 6, return to the room where you got the Compass with the Hero’s Bow. Defeat the Red Bubble however you like, then shoot the eye switch high on the west wall to make two panels below open up. Open the chest behind them to get Treasure Chart 6. SIDEQUEST: JOY PENDANT A second sidequest also opens when you get The Hero’s Bow. Return to the room just east of the hub room. Besides the Yellow Chuchus, kill the Wizzrobe in this room in this room with two arrows. If it shoots out fire balls, get out of the hallway it floats in and take cover behind a wall. Unless you want to practice your marksmanship, L-target the Wizzrobe for greater accuracy. After that’s done, get onto the moving platform. Get out your Hero’s Bow on it and hit the eye switch down the south corridor to make another moving platform come out of the wall. Carefully jump onto this one as it moves away from you, then ride it up to a door that you should go through. In this new room, you’ll face two Armos Knights. Move towards one to make it wake up, then L-target it and back and jump away from it as it charges. When it stands still and opens its mouth, get a Bomb out and throw it in to kill the Armos Knight. Be careful to sidestep its death charge. Repeat this process with the other one, then open the chest that appears to get the Joy Pendant. When returning to the hub room, quickly go through the door to it, as the statues on either side of it come alive and attack you! In the hub room, Link once again lets the statue return to its pedestal, unsealing the north door. Head through it to get the final statue. The next room is dominated by a giant scale over a pool of water in the center of the room. Defeat some Keese for starters with your Boomerang. SIDEQUEST: TREASURE CHART 30 Jump onto the western platform. To the west is a cracked wall. Pull out a Bomb, and hold it for several seconds until it starts flashing rapidly. Throw it with the right timing to shatter the wall. (it may take several tries) Jump off the platform and enter the door behind the wall. This next room is much like the room where you got the Joy Pendant. Once again, it contains two Armos Knights. This time they are dormant and don’t attack...not until you stand on the blue Wind Crest near the center of the room and play the Wind’s Requiem! This time, you’re forced to fight two at once. Use mostly the same strategies to beat them. Try to keep them in a line, so only one is close to you. After both are dead, open the chest that appears to get Treasure Chart 30. Back to the walkthrough. Next, jump to the eastern platform, down to a ledge, and into the next room. This tall room has almost no floor; you’ll have to get around using the swarm of floating platforms. First, snipe both Red Bubbles with the Hero’s Bow. Next, jump to the moving platform ahead of you as it reaches the top of its route. When you can, jump to the next moving platform. If you need refills, use your Boomerang on the jars in the southeast and southwest corners, then again to retrieve the items they hold. Anyway, aim the Hero’s Bow to the left, at an eye switch on a stationary platform the one you’re on passes by. This causes it to start moving up and down; jump onto it. Once the eye switch platform reaches the top of its route, jump onto a ledge to the north from it. Open the chest here to get a Small Key. SIDEQUEST: JOY PENDANT From the Small Key ledge, jump to a vertically moving platform in the northwest corner of the room, and then to a horizontally moving platform higher up. On here, shoot an eye switch on a platform in the middle of the room to make the platform it’s on start moving, and jump onto it. Then fire an arrow at the eye switch just above the entry door. This makes a treasure chest appear on a high ledge in the south side of the room. Jump from your current platform to it and get the Joy Pendant in the chest. From wherever you are, you can return to the door by either using the moving platforms, jumping into the abyss, or gliding to it with the Deku Leaf. Go through it to the scale room. Now that you’re back, attend to the scale. You can’t just jump across, as the platform you get on sinks. Luckily, the four Armos statues near the entrance happen to weight exactly as much as you. Still, only one doesn’t work and only makes the platform sink less; throw two onto one platform to keep the other one up. Jump across the raised platform to the north side of the room and go through the locked door. The final statue is just beyond a laser barrier here, out of reach. Or is it? Climb onto the block in the middle of the room and use the Deku Leaf to glide to the statue. Control it with the Command Melody, and have it hop through the laser and onto a shining spot on the other side to deactivate them. Run to the statue, pick it up, and go back to the previous room. Immediately put the statue down as you enter the previous room; a Wizzrobe appears to attack you. L-target the Wizzrobe (or don’t if your aim is good enough) and shoot it with an arrow. Do this again to beat it. If you take too long and it attacks, try to get between two of the three fireballs it shoots. After the Wizzrobe is dead, jump into the water and climb the ladder back to the south part of the room. To account for the statue’s weight, throw three Armos statues onto a platform. Jump across the other one, get the statue, and return to the hub room with it. When Link returns the final statue, all three glow blue, then green and fire a yellow beam at the center of the room, causing a pink sparking beam to appear! Step into the beam to be transported high up into the tower’s top. You emerge in a roughly octagonal room with Beamos on the east and west sides. Stay on the orange border around the raised part in the center of the room to avoid their beams. While doing this, take the two Armos statues from the north side of the room and put them on the glowing switches at the south side. Stand on the third switch yourself to deactivate a laser barrier and get the Boss Key from the blue chest beyond it! As soon as you do, however, the statues come alive! Try to stay in the Boss Key area as you fight them, to avoid the Beamos. To damage a statue, you must hit the red crystal on its posterior. If you’re quick, you can sidestep their hopping charge and hit it as they pass you. If you can’t do this, stun them by hitting their green “eye” with an arrow. Once you beat both Armos, go around to the north side of the room and go through the door. You emerge on a staircase hundreds of feet above the Great Sea; what a view! As you climb the first staircase, use the Boomerang, Hero’s Sword, or Hero’s Bow to beat the circling Kargaroc. Just to the left on the edge of the stairs, you meet a new type of Beamos. This Beamos only fires in a linear area across the stairs, and always fires exactly where you’ll try to cross. While it’s firing, L-target its eye and shoot it with an arrow. Continue on to the next Beamos and defeat it in the same way, then to the third, which has a revolving eye. As with before, find out which way the eye is rotating and run past it staying just behind the eye to avoid damage. Next, defeat two of the blue-eyed Beamos in a row. Take out the Kargaroc ahead with your Boomerang. To avoid the two Beamos ahead sending you on a nasty fall, walk along the yellow edge of the staircase. Face east and dash past them, up some last staircases and to the boss door. Use the jars outside it to get refills and Fairies, then go through. At first, this giant room appears to be empty. Run towards its center, and a voice speaks to you congratulating you, and asking you to accept a final challenge. The head on the far wall is talking to you! After it finishes, two floating hands and the head detach from the wall, and light up. This is the final test of your courage, Gohdan! +------+ |GOHDAN| +------+ Difficulty: ** Unlike the other Bosses, Gohdan isn’t a minion of Ganondorf but an ancient guardian created by the gods to test the str