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Walkthrough

by lighterfluid6

The Legend of Zelda: The Wind Waker

This guide was written, contributed and copyrighted by me, known here as
lighterfluid6. Don't plagiarize, or use this guide giving yourself credit.
This guide is not to be posted in any website other than gamefaqs.com, ign.com
and associated websites. To contact me, email me at [email protected] or
IM me at redshift71388 (do not contact my previous addresses, ChaosUnit22). If
you do contact me, do it only to ask for help that you feel isn't covered in
my guide, or for any constructive criticism and appraisal. Do not, under any
circumstance, contact me asking me to join your special forum, be part of some
special group, or make small talk. If you ask a question about the game, make
sure the guide doesn't cover that. That is all.

-----------------------------------------------------------------------

Introduction.

There once was a kingdom where the golden power of the gods was said to rest.
This kingdom was Hyrule. It was a land blessed with green fields and gentle
winds. But one day, an evil fiend known as Ganon invaded the kingdom in an
attempt to find the golden power and claim Hyrule as his own. Just as Ganon's
aim was near fulfillment, a young boy dressed in green appeared, as if from
nowhere. He wielded the Master Sword that sparkled with the power to repel
evil. With it he defeated Ganon, but not before the dark king plundered a
piece of the golden treasure; a sacred artifact called the Triforce of Power.
Years passed, and the kingdom of Hyrule lived on in peace. Then, Ganon
returned from the shadows, ready to invade the kingdom once more. The people
of Hyrule believed that the hero who defeated Ganon before would once again
appear and prevail. To their despair, the hero did not come. The people had no
choice but to appeal to the gods. They responded with a torrential downpour
that would bury Hyrule beneath the sea forever, trapping Ganon inside. Ganon's
power remained sealed for years as the people of Hyrule survived on the
mountaintops that became islands in the Great Sea. But once again, darkness
has fallen across the land. Ganon has resurfaced and is once again searching
for the mythical Triforce. Everywhere across the Great Sea, young girls with
pointy ears have gone missing, kidnapped by the shadow that dwells within the
fortress in the far corner of the sea. Ganon hopes to find Princess Zelda, who
long ago possessed the Triforce of Wisdom. Together with his Triforce of Power
and the Triforce of Courage, Ganon would finally be able to assemble the three
pieces that the power of the gods comprises of, and his evil ambition of
becoming the king of darkness would finally be met. The land is near its doom,
and only a hero that possesses great courage can find the strength to put an
end to Ganon's plan once and for all.

-----------------------------------------------------------------------

Walkthrough.

This section provides a detailed walkthrough of the game's primary quest. This
game is filled with many side quests, so please note that the majority of them
will not be fully discussed in this section. Refer to the Side Quests section
for this. Throughout the guide, CAPITALIZED text will be used to identify
important items, weapons or new enemies. The walkthrough has been divided into
these eleven chapters:

1.	A New Legend.
2.	Prison Break.
3.	Dungeons and Dragons.
4.	Kalle Demos.
5.	The Quest for Nayru's Pearl.
6.	The Blade of Evil's Bane.
7.	Into the Crow's Nest.
8.	Earth, Fire, Wind and Water.
9.	Protectors of the Seal.
10.	The Hero of Winds.
11.	Hyrule's Golden Power.

=============

Chapter 1: A New Legend.

=============

On a small and peaceful isle called Outset Island, the young boy named Link is
awakened by his sister Aryll on a watchtower. It's Link's birthday, and his
grandmother is waiting to see him. Dressed in pajamas and armed with nothing
he can call a weapon, Link begins his adventure.

After Link is roused by Aryll, walk around and find the ladder that allows you
to descend down the watchtower. When you reach the docks, run towards Outset
Island's beach and turn right. Continue down the beach, talking to people you
pass if you wish, and then cross the bridge to the main portion of the island.

There are a few houses on this isle that you can enter, and visiting some of
them may be worth the time. However, your goal is to reach your grandmother,
who is inside the very last house in town. When you get inside, climb the
ladder in front of you. Your grandmother will be waiting upstairs. She
explains to Link that because it is his birthday, it is customary for boys his
age to dress in green, just like the legendary hero did. Link reluctantly
takes his new outfit, the Hero's Clothes. After a few more words, your
grandmother will ask you to find your sister again, and then let you leave.
Take note of the family crest hanging on the wall before you set out.

When you get back outside, run all the way back across Outset Island to the
watchtower. Use the long ladder again to climb to the top, where Aryll is
still standing amongst her posse of seagulls. After she sees you, she will add
a few comments about your new outfit. As a birthday gift, she'll also give you
her prized TELESCOPE. The Telescope is an important item that can be used just
as anyone would use a telescope; to see things that are far away. Try it out
and locate your house from your post. Link's sister will point out the
postman, a birdlike being who looks very agitated about something in the sky.
Follow his and Aryll's cues by pointing the Telescope upwards.

High above in the sky, an enormous colorful bird flies over Outset Island, and
in its massive clutches is what appears to be a young girl with blonde hair;
not unlike Aryll. As the titanic bird soars overhead, cannons from a pursing
pirate vessel whiz by it, until finally the bird is struck. It drops its
unconscious quarry over a thick patch of forest above one of the island's
rocky cliffs. With a sense of urgency in her voice, Aryll states that the poor
girl needs help, but the forest is too dangerous for Link if he doesn't have
anything to defend himself with. If you want to stand any chance against the
evils that lurk in the dark forest, you'll need a blade. Luckily, there
happens to be a master swordsman on Outset Island who just might be able to
help.

Climb down the watchtower one more time and make your way over to the main
part of the island, where most of the houses are located. This time, you
should be headed towards the very first house after the wooden bridge. Don't
be surprised if a bald man with a large head interrupts your errand from the
house's upstairs balcony. Simply humor him or ignore him, and then enter the
building through the front door.

This is the home of Orca, a retired swordsman who trains with many different
kinds of weapons, including an array of formidable-looking harpoons. You will
find Orca training in the back of his room. Talk to him, and he will offer you
assistance. Even though Link doesn't tell him the specifics, Orca can sense
trouble. He will try to train you to use a sword so that you can face whatever
trouble has occurred. After the two combatants bow, the training begins. The
first sword technique Orca will teach you is the horizontal swing. Follow his
instructions carefully and execute the attack against him. If you mess it up,
Orca will get angry and slam you backwards. Don't lock on to Orca or press any
other button except the B Button. After a few hits with a horizontal swing,
Orca will teach you how to perform a vertical slash. This is done in the same
way a horizontal swing is, except you must be locked on to your target before
you attack. A sword thrust is next. You must be moving towards the target
while locked on to perform this attack, as opposed to being stationary for the
previous techniques. After you practice sword thrusting, you'll be taught to
do a spin attack. Charge the attack and then release to perform this whirling
maneuver. Afterwards, you'll be taught to parry oncoming attacks. Parrying is
a very cool and useful technique for countering enemy attacks. When an
opponent is about to make an attack, the A Button symbol onscreen will shine
and your blade will glow green. Press the A Button at this time to parry your
opponent's attack in a swift, evasive maneuver. Finally, Orca teaches you a
jump attack. Lock on, run towards him and press the A Button to slash at him.
After your training is complete, Orca lets you keep your practice weapon, the
HERO'S SWORD. Exit the building after he finishes talking to you.

With a sword in hand, you can go rescue the girl that fell from the giant
bird's talons. Run all the way back to the dock that connects the watchtower
to beach. You may notice a path that goes upwards behind the house here.
Follow it until you reach a barrier of small trees behind a signpost. Using
your sword, hack down the entire row and continue up the grassy trail. When
you reach the summit of the rocky path, you'll find a wooden bridge that
connects this cliff to the dark forest ahead. Cross the bridge carefully and
then enter the cavern on the other side.

Link has entered the Forest of Fairies. The name doesn't sound very
intimidating, but there is danger lurking in here. Link notices the blonde
girl hanging unconsciously from a tree branch. She's unreachable from this
angle, so you'll have to make your way around the small forest to get to her.
Follow the path to your right that takes you out of the first small clearing,
and into a new one.

Make sure you have your sword drawn when you step into the second clearing,
because you're about to encounter a BOKOBLIN. Bokoblins are very common
enemies and they come in several different varieties. Luckily, this one is
unarmed, but he can still do damage with melee attacks. Lock on to the ugly
beast and cut him down using your newly-learned sword techniques. The Bokoblin
should be defeated after only a few swipes. After you finish him off, crawl
into the long, hollow log along the ground to recover a chunky red rupee,
worth twenty rupees. The Bokoblin may have left behind a green rupee as well,
but they aren't as valuable. Now head to the back of the clearing and locate a
flat stump. Climb onto it, and then jump over to the ledge behind it.

A log ramp up ahead will take you to the next clearing, where you'll find the
unconscious girl. Before you can reach her however, two large birds fly in,
both carrying Bokoblins. The birds will deploy their passengers and then fly
away. You still have to deal with the pair of Bokoblins, so be swift to defeat
them before they gang up on you. Don't get too close to one while you fight
the other if you can help it.

Once both of these enemies have been defeated, the girl will awaken. She
struggles to free herself, but takes a nasty fall as the branch supporting her
snaps. Upon seeing you, she makes an inquiry about your strange outfit, and
then starts reminiscing about how she wound up hanging from a tree branch.
Suddenly, a voice calls out from the forest entrance, confirming the young
girl's name; Tetra. Gonzo, a pirate subordinate beneath Tetra, appears and
tells her about the bird that kidnapped her and how it dropped Tetra on top of
a mountain. Tetra runs off angrily with Gonzo, seeking revenge on the bird.
Link, probably feeling left out after having rescued Tetra without any
appraisal, runs after them.

Back outside, Tetra, Gonzo and Link begin to make their way back down to the
island. Link sees Aryll on the other side of the bridge, waving happily as she
sees that everyone is safe. As she begins to cross however, something massive
shrouds the sun. The giant bird that kidnapped Tetra swoops down from the sky
and plucks Aryll from the bridge! Link desperately tries to rescue her, but
nearly end up falling off a cliff. He can only watch helplessly as the wicked
bird disappears into the sky with his sister.

After the dreadful kidnapping, Link finds himself on the beach down below,
standing in front of Tetra and a group of her fellow pirates. Link requests a
ride from the pirates so that he can pursue the giant bird, but Tetra objects.
Only when the birdlike postman appears do they finally let Link tag along. The
postman explains that recently girls with pointed ears have gone missing
throughout the Great Sea's isles. The bird must have mistaken Aryll for Tetra,
as they both have blonde hair and pointed ears. Finally, he informs the group
that the giant bird's nesting place is the Forsaken Fortress, an island
surrounded with evil rumors. Tetra accepts to take Link along with them to the
fortress, but only if he first finds something to defend himself with, like a
shield.

Once the meeting is over, run back to your grandmother's house. When you
enter, you'll find her next to the ladder that takes you upstairs. Ignore her
for a minute, and climb the ladder to where the family crest hangs. To his
surprise, Link finds that the shield within the family crest is gone. Head
back downstairs; perhaps your grandmother has something to do with this.
Indeed, she will present you with the HERO'S SHIELD once you talk to her. Your
grandmother is very worried about both you and Aryll, but she reluctantly
decides to let you go after her. Now that you have a shield for defense, go
back outside.

You can leave anytime you like by returning to Tetra, but you may want to
finish exploring the island for treasure before you go. If you crawl under the
opening beneath your grandmother's porch, for example, you'll find a tunnel
that leads to the basement. Open the treasure chest here to find an incredibly
rare and valuable orange rupee, which alone is worth 100 rupees! If you look
carefully enough, you can find more rupees hidden throughout the island (but
with much smaller values). Try looking in the grass, inside people's homes,
and on the rocks next to the wooden bridge. You can make more cash by talking
to the plump woman that lives at the top of a path behind Orca's house. This
woman, named Rose, is looking for a pet to keep in her newly-built corral. If
you bring her one of the wild pigs wandering around the island, she'll pay you
twenty rupees apiece for them. There are three pigs on Outset Island; one is
near Rose's house, the other is in a patch of grass near Orca's house, and the
final one is all the way on the other side of the bridge, behind the lone
house next to the watchtower. Pigs run away upon your approach, so you have to
be sneaky to catch one. Crawl on your stomach or lay some bait (which you can
buy from Beedle's shop), and then grab them. Once you have your sixty rupees
from Rose, continue your hunt for treasure.

You'll want to stock up on bait from Beedle's shop before leaving too. Beedle
resides inside the small boat parked next to the docks. You'll have to buy the
BAIT BAG from him first if you want any of the other items. The Bait Bag
carries All-Purpose Bait and Hyoi Pears. The latter is a strange fruit that
you can use to control seagulls. You don't need to use one now, but you may as
well use a seagull to pick up some of the out-of-reach treasures around the
island, and so that you get the feel for controlling the seabirds (you will be
required to later in the game). After you are satisfied with what you've
collected, return to Tetra and you'll be on your way.

Saddened but determined, Link waves to his friends and family from the pirate
ship as he embarks on his quest to rescue Aryll. Tetra tries to talk Link out
of it one last time, but his mind is set. Since she doesn't want Link getting
in the way of the pirate crew, Tetra advises him to go below deck, where he
will remain until they've reached the Forsaken Fortress.

=============

Chapter 2: Prison Break.

=============

None of the pirates aboard the ship will warm up to you, so you'd better heed
Tetra's advice and go below deck, where a pirate named Niko will look after
you. Find the door into the cabin and take the stairway to the lower deck.
This is where you'll meet Niko. Until Link showed up, Niko was the lowest rung
in the order of commands, so he doesn't mind having someone else to take his
lowly place. Now that you're his new 'swabbie', Niko will give you a new
training exercise. Your goal is to learn how to swing from ropes, and he'll
demonstrate by crossing over to a doorway on the other side of the ship. The
platforms that will allow you to cross the chasm only stay raised for a
certain amount of time, but if you fall you can use a ladder to get back up.
Use the left floor switch to lower the platforms, and the right one to raise
them again. You'll want to lower and raise them as soon as you can so that the
timer resets and you have more time to make your way through the course
(Niko's demonstration cut into the time that the platforms stay up).

Once you've raised the platforms again, jump ahead and grab the first lantern
hanging from a rope. As Niko has instructed, build up momentum until you have
enough to reach the next platform, and then let go. You only have about a
minute to complete the exercise, so if you fall or run out of time, you'll
need to reset the switches again and start over. A tick timer will activate
when you start to run out of time, so listen carefully for it. Once you get
the hang of swinging however, the course will be a piece of cake. Repeat the
swinging process about four more times until you reach the doorway where Niko
is waiting.

Niko is in disbelief that you've managed to complete the course so quickly
(even if it took you hours to complete), and he'll reward you by letting you
keep whatever is inside the treasure chest in the next room. It happens to be
a Spoils Bag. This satchel is like a Bait Bag, but it is used to keep spoils
that are obtained after enemy battles. Once you've claimed your prize, Tetra's
voice will call out to you, signaling the ship's arrival at the Forsaken
Fortress. Dash through the training room and head upstairs.

Night has fallen over the Great Sea. Tetra will call you up to the crow's
nest, so use the ladder to reach her. Tetra scolds you over the 'games' you
have been playing with Niko, but she doesn't dwell on this for long. She turns
her attention to the Forsaken Fortress looming in the distance. The fortress
is heavily guarded, and the ship won't be able to get any closer than it
already is. Link notices the massive bird that kidnapped Aryll, perched at the
very top of the Forsaken Fortress, sleeping soundly. He also sees a large
group of seagulls flocking around a lit window; that must be where Aryll is
being kept. Unfortunately, since the ship can't approach the island any
closer, Link must use stealth to get inside. Tetra decides that launching him
in a barrel is the best way for Link to enter the fortress undetectable.
Although apprehensive to the idea, Link soon finds himself strapped inside a
barrel, ready to be catapulted through the air. Three, two, one...blast off!

Link flies through the air like a cannonball. Unfortunately, he lands short of
his target, slamming into the fortress wall. The impact causes him to drop his
sword, which falls a short distance down. Link tumbles into the water, just
outside the Forsaken Fortress's main courtyard. Disgruntled and wet, he
emerges from the water. Just then, Tetra's voice calls out to him. To Link's
bemusement, Tetra is talking to him through the PIRATE'S CHARM she slipped
into his clothing just before the catapult launch. This amulet allows her to
see everything you're doing, and you can listen to her advice if you get
stuck. Listen to Tetra's words so that you familiarize yourself on how to use
the charm. Now, it's time to get down to business!

The Forsaken Fortress is overrun with enemies. Because you no longer have a
sword, you will not be able to defend yourself. You must rely on the cover of
night and your own resourcefulness to avoid encounters. Start by climbing the
steps upwards to the main courtyard. You may want to grab one of the barrels
on the steps, which you can use to hide in. As long as you don't move, enemies
you find won't be able to detect you once you're inside a hidey-barrel. Put
one on and sneak across the courtyard clearing. Two searchlights are sweeping
the area, but they can be avoided if you walk around their search zone. If you
want those two red rupees in the middle however, you'll have to brave their
gaze. Only move when the searchlights aren't on you. When the light is about
to pass over you, stay put until the coast is clear.

So what happens if you get caught? You get thrown in a jail cell. If you get
caught, you'll have to find a way out. Like any holding cell, the door to
yours will be locked; look for an alternate means of escape. (Jump onto the
table, and then over to the shelf along the side wall. There is a hidden
escape tunnel on top of the shelf, but you must first grab and throw the jar
aside that is blocking its entrance. Once the path is clear, crawl through and
escape your prison).

Anyway, try not to get caught. After you have the rupees you desire from the
courtyard, continue climbing the steps near the first set. Ignore the door on
the far side of the courtyard, and make sure you aren't moving when the
searchlights sweep the steps. When you get to the top, you'll find yourself
inside one of many similar walkways that connect the fortress's inner rooms.
You may also notice a path that leads to a ladder just outside and to the
right of the walkway. If you climb it, you'll find the controls to one of the
searchlights, and a Bokoblin operating them. Tetra may chime in and instruct
you to use your shield against the Bokoblin; doing so will block their Boko
stick attacks and possibly unarm them. Once the Bokoblin has dropped its
primeval weapon, grab it before its owner does, and then use it to pelt the
Bokoblin silly. Once it is defeated, the particular searchlight that it was
controlling will no longer operate. Now head back down the path and enter the
walkway at the top of the previous steps. Once you are in it, take a right and
enter the door at the end. Unfortunately, you can't take Boko sticks with you
into the inner rooms, so you will have to continue unarmed.

The next room, like every other indoor room in the Forsaken Fortress, has two
levels. If you fall off into the lower level, you'll have a tough time getting
back out, because each corridor that connects the lower rooms is patrolled by
MOBLINS. These porcine thugs will throw you back into your cell if they catch
you, and there is no way you can defeat one until you have a weapon. It is
possible to sneak past them with the hollow barrels, but it is easier to stay
on the top level of the fortress rather than having to deal with them.

Anyway, use the rope that hangs between the two ledges in this room to get to
the other side. The corridor here leads to your prison cell; if you are
caught, you will end up here after you escape. Take note of the treasure chest
sitting at the end of the ledge too. Open it to find a Dungeon Map. Each major
dungeon you explore has a map that shows you all of its rooms, including the
ones you haven't been to yet. Also, they display your location and the
location of the dungeon boss (however, the Forsaken Fortress does not have
such a boss, so don't worry).

There is additional treasure in this room as well, but it is located on the
bottom floor. Hop down from the ledge and search for a floor switch down here.
It is located in one of the corners, amid a large group of barrels. Hopping on
and activating this switch will open the cell door down here, and inside it is
a chest that contains your first Piece of Heart. These items restore all of
your health, and if you manage to collect four, your life energy meter will
permanently increase by one heart. There are 44 Pieces of Heart hidden
throughout the game. Anyway, head into the next hallway from here so that you
get caught by a Moblin; this way you get thrown back into your prison cell and
end up on the top level of the room after you escape.

From the ledge where you found the Dungeon Map, swing across the gap by rope
and use the right-hand door on the other side. You will find yourself within
another outdoor walkway. Exit through the opening along the left side of it to
get to a balcony. There is another ladder along the wall that takes you up to
the second searchlight. Defeat the Bokoblin manning this one just as you did
before. It will be easier this time, because there is a jar in one of the
corners that contains a few Boko sticks for you to use. Now you don't have to
wait for the Bokoblin to attack before you can take its weapon. Keep an eye
out for the butterfly-shaped Joy Pendants that the Bokoblins sometimes drop;
they will prove valuable later on.

Return to the walkway below and take the door at the end of it, which you
didn't use before. In this next room, turn right and open the chest at the end
of the ledge, which contains a Compass. Like Dungeon Maps, each dungeon has a
Compass that displays the location of all the dungeon's treasure chests. Upon
initial investigation, you'll notice that there is only one chest left to open
in the Forsaken Fortress. If you want to get it, return to the room where you
found the Dungeon Map and use the west door to get to a walkway. Cross it to
another door, and then jump down to ground level to find the chest sitting on
one of the room's beds. Don't stray too far into the open however, because if
you are detected by the statue above the large lower door (which connects to
the main courtyard), it will fire laser beams from its eyes that will follow
your movements. The chest contains a yellow rupee, which is worth ten rupees.
You can use the bunk beds and the ladders in this room to get back to the top
level, or you can get caught again to reach the Dungeon Map room. Either way,
you'll want to head back to the room where you found the Compass.

Once there, swing across to the northern door and enter another walkway. As
before, turn left when you find the opening so that you can ascend to the
final searchlight outpost. Defeat the Bokoblin here to disable the last
searchlight. Although you still have to avoid the Moblins, you will no longer
have to fear getting caught by a searchlight. Return to the walkway below, and
cross the next room by swinging across, just as you have been with the
previous ones. Exit this useless room via the west door to another walkway.
You can make a shortcut to the main courtyard from here by pushing a crate on
the left balcony off the ledge. This crate will allow you to reach a ladder
that takes you back up to the balcony, but is too high to reach from the
courtyard otherwise. You can take this opportunity to get any rupees in the
courtyard that you may have missed earlier, or the yellow one within the room
with the laser-eyed pig statue. Anyway, climb back up the ladder and enter the
final door to the northwestern room.

The platform around the edge of this room is being patrolled by two Moblins.
There is no ignoring them this time; you'll have to get past them to get to
the large wooden door in the back of the room, which takes you to the tower
where your sister is being held. Luckily, if you entered from the north
doorway, rather than the south one (by going all the way around the fortress),
you'll only have to get past one, which is much easier. Grab the hidey-barrel
next to you and proceed with caution. When you get to the walkway
intersection, make sure the nearest Moblin has its back turned before you
proceed. Also, watch out for RATS. These nasty vermin will run into you and
blow your cover, so make sure you don't get too close to one. If a Moblin gets
near you, stay put even if it starts sniffing your barrel. Eventually, its
curiosity will wear off and it will turn to continue its patrol route. Anyway,
once you've made it to the steps that lead up to the large door, throw off
your barrel and exit.

Once you are outside again, climb the stairs until you find a hollow barrel.
You will need this one to sneak past one final Moblin patrolling the area
ahead. After you grab it, turn around and inch your way through the Moblin's
territory. Remember not to move if the beast is facing you. The Moblin will
turn to the right, so you can sneak by and make a left to continue up the
path.

The bare path is devoid of any enemies, but there is still the danger of
falling off after it turns to the right. The gap you must cross is too large
for jumping; instead, you'll have to sidle across the narrow ledge on the
right-hand side. Press yourself onto the wall and then carefully creep across
the gap. If you're worried about falling, hop down to one of the lower ledges,
near a searchlight. Like last time, you can push down a crate to make a
convenient shortcut back to the sidling ledge. Anyway, you'll need to sidle
past another ledge after you make it across the first one, but this one has
two hearts that you can grab along the way. Turn the corner after you make it
across.

It's the Hero's Sword! Your weapon has come to rest before a large wooden door
that guards the main tower. However, it looks like something else has beaten
you to it! The door is guarded fiercely by a shielded Bokoblin. This green
fiend uses a large shield to block your attacks, and it also has a deadly
machete-like weapon that it will try to use to hack you to pieces. The path
you emerged from will be blocked off by a barrier of spikes, so you can't run
away. Quickly run over to your sword as soon as the battle begins and turn to
face the Bokoblin. With your sword, it shouldn't be too difficult to take
down. Because it can block your attacks, you may find it easier to parry its
sword strikes. You can also try to make the Bokoblin drop its sword so that
you can toy around with it. After you destroy the shield Bokoblin, enter the
now-unlocked wooden door it was guarding.

Link has finally reached his sister's prison. Not only is Aryll being held
captive, but a few other girls as well. Link approaches happily, but something
overhead interrupts their reunion. The great bird that kidnapped the girls
swoops in from the tower ceiling, and before Link can do anything, the bird
viciously snaps at him, holding him in its beak. Aryll screams as the mighty
bird flies off into the night with her brother. The bird circles the
fortress's tower, stopping to hover in front of a mysterious, shadowy figure.
With a simple gesture, the shadow commands his avian pet to toss the intruder
out to sea....

=============

Chapter 3: Dungeons and Dragons.

=============

Link, unconscious from his encounter with the great bird of the Forsaken
Fortress, awakens later to a voice calling his name. After some effort, Link
opens his eyes fully and realizes he is floating on a small red boat, nowhere
near the fortress or the pirate ship. He is also shocked to find that the
unfamiliar voice is coming from the boat itself. The boat introduces itself as
the King of Red Lions, adding that it is the world's only talking boat.

The King of Red Lions admires Link's determination to rescue Aryll, but tells
him that with the small amount of power he possesses, such an attempt is
foolhardy. The fortress is controlled by an evil, shadowy man named Ganon (or
Ganondorf). In the past, Ganon invaded Hyrule and tried to seize the mythical
Triforce so that the gods would grant him any wish. He was stopped, however,
by the Hero of Time, and Hyrule was seemingly washed away beneath the sea for
all eternity. A magical seal was placed on Ganon's power, but somehow the king
of evil was able to break free and return to the world above. The only way
Link can save his sister is by defeating Ganon once and for all.
Unfortunately, the power to overcome him is sealed away beneath the sea, and
Link must overcome many trials and tribulations before he can obtain it.

While it is urgent that Link and the King of Red Lions set out on their new
quest as soon as possible, you won't be able to go anywhere because the King
lacks a sail. You must search the island you are in (Windfall Island) for a
merchant who can sell you one. Windfall Island is small, but it is buzzing
with activity. In almost every corner of this town there is something that
will ultimately aid you in your quest. You won't be able to accomplish
everything there is to do here right now, but feel free to explore it as much
as possible.

From the rocky alcove that you first find yourself in, exit and turn to the
left to find a green meadow at the edge of town. Three pigs can be seen
sniffing around the place, but nobody is here to give you rupees for their
exchange this time. The building on the hill on your right is a bomb shop, but
the bombs sold here are outrageously priced, so you won't be able to afford
any yet. Walk through the meadow and locate the archway that marks the town's
entrance, just next to the red postbox and the docks. The path that leads into
town will take you past a few important buildings, such as Doc Bandam's potion
shop, the auction shop and Zunari's outdoor market. Zunari is the man in the
Eskimo parka located at the back of the path, just before it turns to the
left. Speak to him and he will offer to sell you 'that' (the unspecified
object of his introductory tale) for 80 rupees. Your gamble will pay off when
'that' turns out to be a SAIL. You can use it to sail across the Great Sea
with the King of Red Lions!

Before you leave, consider getting another Piece of Heart and two Treasure
Charts (special maps that mark the location of hidden treasure in the Great
Sea) from Salvatore's Squid-Hunt mini-game, or freeing the disturbed man named
Tingle from the Windfall jail. This, as well as Salvatore's building, is
located in the uppermost portion of town. You'll definitely want to set Tingle
free, because he will not only give you the TINGLE TUNER and Tingle's Chart,
but he will also help you out later in the game, but only if you've freed him
first. The Tingle Tuner is only useful if you have the appropriate
connections, but you can use it to get helpful hints from Tingle in certain
locations, as well as a multitude of other services. Tingle's Map simply
points out the location of Tingle Island relative to Windfall Island, as well
as two rupee wallet upgrades, which you should check into later. To set the
little guy free, head to the uppermost part of Windfall Island and take a path
from the main clearing that leads behind the brick Pictograph store. Enter the
door in the back of the building and find a switch in the corner that will
open Tingle's jail cell. After he thanks you and gives you his items, try
getting the PICTO BOX from the small maze behind his cell (you'll need to move
the large crate out of the way first, because it's blocking the maze's
entrance). You can use this to take black-and-white pictographs.

After you are finished sightseeing and taking advantageous detours, return to
the waiting King of Red Lions and set sail for the open ocean. The King will
tell you how to use your Sail and your Sea Chart to navigate the waters. He's
even gone so far as to mark your next destination on your Sea Chart; Dragon
Roost Island. This is where you will obtain a sacred item that you will need
to unlock the power that can defeat Ganon. Luckily for you, the wind will be
blowing from the west, so you will have no trouble sailing to Dragon Roost
Island, located two sea quadrants east of Windfall Island. Along the way, you
will pass Pawprint Isle. You may want to stop here to get a Piece of Heart and
a Treasure Chart.

The King of Red Lions will approach the towering isle known as Dragon Roost
Island, which is shrouded in a disk of swirling, dark clouds. Dragon Roost
Island is the home of a dragon spirit named Valoo. With the help of the native
birdlike Rito, you will have to speak with Valoo to obtain the sacred item
known as Din's Pearl, which is said to have been passed down by the goddess
herself.

As you set foot on Dragon Roost Island, the King of Red Lions will halt you to
give you an item called the WIND WAKER. This magical baton was used in ancient
times to call upon the gods through music. The King will teach you how to use
the Wind Waker in three-fourths time and four-fourths time. Follow his
instructions carefully, and note that the instrument can also be used in six-
fourths time. Once you learn specific songs for the Wind Waker, you will be
able to summon the power of the gods to aid you in your quest.

Dragon Roost Island wasn't designed for those without the power of flight, so
you'll have to do a fair amount of rock climbing to get up to the Rito
settlement up above you. After you finish speaking with the King of Red Lions,
head towards the left, where you should see a shallow pool of water and a
trail blocked off by large, cracked boulders. If you want a few rupees and
some health, wade through the center of the pool and grab the hidden pickups.

To advance, you'll have to clear the path of its obstacles. The only way to
get rid of the large boulders is by blowing them up with explosives. Don't
worry about not having bombs of your own yet; there are a few bomb flowers
next to the pool of water that are just as effective. Simply walk up to one,
pick it up, and then set it down or throw it wherever you want it to be. Move
quickly though, because once a bomb flower is picked, you have less than five
seconds before it blows up in your face with considerable force. Attacking a
bomb flower is also a stupid idea (they've even posted a sign warning you
against it), because if you do, the unstable plant will blow up in an even
shorter amount of time than normal. Bomb flowers grow back almost instantly
after they are detonated, so you don't have to worry about running out of
explosives if you mess up.

When the first rock is cleared from the dirt path, walk up to another rock and
blow it up using the nearest patch of bomb flowers. The path behind this rock
simply takes you back down to the pond, but if you continue on the dirt path,
you will get to a signpost that points you towards the mail center on Dragon
Roost Island. Unfortunately, the wooden bridge that connects the path to the
mail center has been destroyed, but there is a way around. Grab the bomb
flower next to the signpost, and then quickly get onto the gray path just
above the dirt one. Throw the bomb flower at the rock blocking the path up
here, and hope that it doesn't bounce away before it explodes. With the path
cleared, climb the small ledges and then sidle across the gap that the bridge
once spanned across.

On the other side, you will find a blue rupee. Grab it, and then drop down to
the ledge directly beneath you, which contains a lone bomb flower. Make sure
you don't jump too far out, or else you'll miss the ledge and have to start
over from the beginning of the dirt path. Using the bomb flower, blow up the
final cracked boulder sitting beneath two cubic blocks ahead of you. When the
boulder is destroyed, the blocks will fall into place, allowing you to reach
the path to the mail center. Before you continue, drop down to where the cubic
blocks are now sitting and pull the bottom one out from beneath the first one.
You will now be able to climb on top of them and get to the mail center much
easier.

Head under the stone archway to find a familiar face. It's none other than
Quill, the Rito postman who stuck up for you on Outset Island. Quill seems
impressed at the progress Link has made, even though he didn't manage to free
Aryll from Ganon's clutches. Quill then flies off to notify the rest of the
Rito tribe of your arrival. Follow the path to the Rito mail center entrance.

When Link enters the mail center, he finds Quill standing next to the Rito
chieftain, who is in conversation with another Rito. It seems that the sky
spirit Valoo is angry, but nobody seems to know the cause. The chieftain turns
to Link and offers his service to him, but only after the crisis with Valoo
has been settled. Valoo's sacred scales are used by the Rito tribe to grow
their wings when they come of age. Without the scale, they would remain
wingless. The Rito haven't been able to approach Valoo since he became
enraged, so their very way of life is threatened unless they can find a way to
calm the sky spirit down. In the meantime, the chieftain decides to let Link
visit his young son Komali, who has become very depressed because he is unable
to approach Valoo for a scale. Quill suggests that perhaps Link can cheer him
up. Before Link can visit Komali however, the chieftain asks him to deliver a
note that a girl named Medli is holding for him, in one of the mail center's
upper rooms. Before Quill flies off, he gives Link the DELIVERY BAG, which is
used to carry notes and other mailing items.

Once you finish talking to Quill and the Rito chieftain, turn and locate the
ramp that winds upwards around the edge of the mail center. There are several
Rito in the upper level that you can talk to, including the chief mail sorter
Koboli, who is sitting behind the mailing counter. He'll let you sort letters
for rupees, and you can even get a Piece of Heart from his assistant once you
advance in the mail-sorting trials. Also, chat with the guard (named Hoskit)
standing next to the chieftain's room (the first room on your left if you're
walking up the ramp). He too will give you treasure, if you give him a gift
for his girlfriend. Remember to come back when you have the item his
girlfriend desires. The door to the right of him takes you outside to the
flight docks, where you can meet a few more Rito. After you've befriended the
locals, enter the door Hoskit was standing next to.

In this small chamber you will find Medli, a young Rito girl. Medli is
studying to become Valoo's attendant; she can even understand some of the
Hylian words that Valoo speaks. Medli gives Link the note from the chieftain
for Komali. She warns him that the situation with Valoo has made Komali ill-
tempered, so Link shouldn't take offense to his manner. In any case, Medli
will also ask Link a favor; to meet with her at the entrance to Dragon Roost
Cavern. A secret date perhaps? Anyway, exit after you are done talking to
Medli and return to the bottom floor of the mail center.

Prince Komali's room is at the end of a dark corridor, directly across from
the entrance to the mail center. Don't mistake it for the other doorway down
here (guarded by a Rito), which leads to Dragon Roost Cavern. Anyway, you'll
find young Komali sitting in his bed, holding an odd orange sphere. This must
be Din's Pearl, the item that the King of Red Lions asked you to attain. First
there's Komali's letter however. Show it to him and listen as he reads it
aloud. Komali doesn't sound too impressed with his father's encouragement, and
he continues to act rather rudely to Link, especially after he asks about
Din's Pearl. Komali isn't about to give it to some 'do-nothing', so perhaps
Link can kill two birds with a single stone by solving the issue with Valoo.
After your meeting with Komali, exit his room; he won't offer you any more
help.

Now you must find Medli, who is waiting for you at the entrance to Dragon
Roost Cavern. To get there, head through the doorway to the left of the mail
center entrance. You will emerge in a hot, dry cavern within the mountain.
Take note of the wilted plants near the entrance to this arid chamber, and
then drop down into the pit where Medli is standing.

Medli will tell Link about a spring that once flowed from this chamber. When
the enraged Valoo shook the mountain, he caused a large boulder to fall into
the pool of water, plugging the spring. The boulder also destroyed the bridge
that connected to Dragon Roost Cavern, so there is no way to get into the
mountain. Medli will also apologize to Link about Komali's behavior. His
deceased grandmother, and Medli's former mentor, was once Valoo's attendant,
and it was said that only she had the ability to calm Valoo down. Medli wants
to attempt calming him herself by climbing up to a shrine located at the top
of Dragon Roost Cavern. She will need Link's assistance however, because the
ledge leading to the cavern is too high up to reach.

In order to get Medli up onto the ledge across from the chamber's entrance,
you'll have to pick her up and throw her. However, this will be difficult to
do, mainly because of the harsh wind blowing around the chamber that will toss
Medli around if it's blowing in the wrong direction. This wind changes
direction every few seconds, so you will have to wait until it blows towards
the far ledge before you throw Medli. Pick her up and then carry her onto the
small rock formation jutting out from the cavern floor. Even if the wind is
blowing in the right direction, Medli will only reach the ledge if you throw
her from this small outcrop. Wait until the wind is blowing towards the ledge,
and then throw Medli forwards. Using her wings, she will be able to glide up
to the ledge and continue on her mission. If you mess up, you can retry, but
you'll have to wait for Medli to shake off her minor concussion from impacting
the cavern wall. As thanks, Medli will leave you with an Empty Bottle (one of
four in the game). You can use it to store potions and other liquids or items.

Getting Medli to the entrance of Dragon Roost Cavern was easy, but you'll need
to work out another plan if you want to get there yourself. The large boulder
blocking the spring can be destroyed with explosives, but the only ones in
this chamber are the wilted bomb flowers near the entrance from which you
emerged. You won't be able to use them unless you find a way to revive them.
What do plants need in order to survive? Water, of course. Use your new bottle
to scoop up some of the water that surrounds the large boulder, and then climb
back up to the entrance using the collapsed bridge as a ladder. Walk over to
the bomb flower patch, and then sprinkle them with your water. You only need
to revive one plant, but feel free to save them all if you're the
environmental type. Once you have your explosives back, pick one up and throw
it over the ledge, towards the cracked boulder. Hopefully it will land on top
of the boulder and not in the water. You can try to time yourself so that the
bomb explodes in midair before it falls into the water (the explosives take
five seconds to blow up after they are picked), or you can try to make one
land directly on top of the boulder. Once the obstruction is demolished, water
will gush in from the unblocked spring, filling up the chamber. Now you will
be able to swim across to the entrance of Dragon Roost Cavern.

A few more obstacles bar your path to the cavern entrance, but once again the
local bomb flowers will aid you. After you get across the spring, you will
find a pool of lava. There is no way you can jump across the pool, and bombing
the lava with the nearby bomb flowers won't help either. You must make
platforms by throwing an active bomb flower into the jars that the statues on
either side of the pool hold. First throw one into the jar of the right-hand
statue. If you succeed, the explosion will cause the statue to tip over into
the lava, effectively creating a platform for you to use. Now you must do the
same with the second statue. This one is trickier to knock over, since it is
too far from the lava pool's shore to reach. You have to pick up a bomb flower
and then rush it across to the first platform, where you'll be able to throw
it into the second jar. Hurry though, or the bomb flower will blow up in your
face. Once the second statue has fallen, use it to jump across to the other
side of the lava pool. Continue up the steps to the cavern entrance.

Dragon Roost Cavern is an extensive network of lava-filled dungeons within
Dragon Roost Island's volcano. Although it is much larger than the Forsaken
Fortress, you don't have to explore it without your weapons, and any foul
creature waiting to attack you here will have to answer to your Hero's Sword.
The entrance to the cavern is a dimly-lit chamber, blocked in part by a set of
dragon statues. These three statues conceal a passage, and they can be moved
so that you can enter the second half of the room. Grab onto the leftmost
statue and pull it outwards, away from the wall. Now get behind it and pull
the middle statue to the left, so that the passage through the wall is
exposed. The right-hand statue is stationary, but you don't have to move it
anyway.

When you enter the next half of the room, be prepared to face a duo of
Bokoblins. Hop down from the entrance and take them out one by one. These
Bokoblins will use burning Boko sticks against you, but they still aren't much
of a threat. After they are out of your way, check out the rest of the room.
In the back you will see a locked door, held fast by chains. You must find a
key (somewhere in this room) that will unlock it. You may notice a pair of
unlit torches near the back, left-hand side of the room, as well as a single
burning torch to the right of the locked door. To shed light on this puzzle,
grab one of the Bokoblins' discarded Boko sticks (or one from one of the clay
pots in the room) and run over to the burning torch. If the stick is still
burning, then you don't need to do this, but you can use the lit torch to
relight the stick if the flame goes out. Take the burning Boko stick over to
the two unlit torches and light them both. This action will cause a treasure
chest to reveal itself in between the two torches. It contains a small key,
which you can use to open the locked door. The final item of interest in this
room is the warp cauldron on a stony ledge to the left of the main clearing.
When you uncover more of these cauldrons deeper in the dungeon, you can enter
them to warp from one cauldron to the next, allowing you to skip large
portions of the dungeon if you have to save and quit/restart. Anyway, break
any jars if you want cash or hearts, and then enter the door in the back of
the room.

The passage that follows is fairly uninteresting, but you can get more
satisfaction out of breaking things along the wall. To exit through the far
end of the passage, use your sword to hack through the damaged wooden boards.
The hub of Dragon Roost Cavern, a huge chamber filled with lava, is just
ahead. Most dungeons you will explore have a room similar to this one, with
many doors leading to different corners of the cavern. Anyway, if you smash up
the skulls lying near the entrance, you may find a blue rupee, among other
things. The path to your left takes you to a door, but it's locked so you'll
have to find another small key to enter it. Instead, continue past the door
and follow the wooden path until you reach a gap. Jump over it, but try not to
fall into the lava, or you'll be forced to restart the room. Following the
first gap is a larger one that you can't jump across. Instead, hop down onto
the small platform below and pull the cubic block out from the wall, so that
you can use it to climb back up to the next part of the path. Keep moving
until you reach the wooden bridge. You will have to clear a short jump across
a lava gap first though. A large pillar of flame will periodically erupt from
the gap, forcing you to time your leap. If you get burned, you'll be knocked
backwards with lasting damage. Anyway, cross the wooden bridge, but watch out
for KEESE. Keese are bats that like to swarm intruders in large numbers. There
aren't that many here, so a few slashes with your sword should eliminate them
when they get close. When you make it to the other side of the bridge, pick
one of the bomb flowers growing on this rock formation and toss it near the
large boulder blocking the door ahead, just past another small bridge. After
the explosion, enter the doorway.

The next chamber is much smaller than the previous one, but once again a pool
of lava forces you to get creative. This time you have to use the water-filled
jars lying around to create temporary platforms in the lava pool. Pick one up
and throw it into the lava. The water inside will solidify the lava, forming a
rock platform that you can use to get across the infernal pool. This platform
isn't going to last forever though, so don't spend all day trying to get
across. If, in your destructive jar-smashing craze, you accidentally smash all
of the water jars, simply turn around and enter the previous cavern, and then
reenter this one to reset the jar count. Use the platforms to get to one of
the two alcoves ahead; either the one to your left or the one directly across
from you (you'll need to make two platforms in order to explore both). The
left alcove contains a chest with the Dragon Roost Cavern Dungeon Map inside.
When you make it to the far alcove, watch out for the CHUCHU. ChuChus are
slimy creatures that come in many different varieties. The red forms found in
this dungeon are relatively weak, so a slash or two should kill one. ChuChus
are valued for the Chu Jelly they leave behind; don't forget to sample the
spoils. Climb the ladder after you kill the ChuChu and enter a new room.

When you enter the next room, a Bokoblin will smash through the wooden boards
covering the alcove ahead. It's using a mighty machete, so don't waste time in
defeating it. The small alcove from where the Bokoblin emerged is a dead end,
but there are more wooden boards to your right that lead to the rest of the
room. The only problem is that these aren't damaged, so you can't break
through them with a simple sword slash. You need a bigger blade to break
through the barrier. Find the Bokoblin's machete and pick it up. Use it to
tear down the wooden obstacle. In the next portion of the room, climb up onto
the small ledge to your left with the machete still in hand, and use it to
kill the pair of ChuChus before they pounce. Again, use the machete to break
through the wooden boards behind the ChuChus. Beyond lies a treasure chest
containing a small key. Return to the main part of the chamber and exit
through the unused passage.

You'll find yourself back inside the main lava chamber. Turn left and look at
the wooden plank blocked off by a large boulder. The only nearby explosives
that you can use to dismantle the boulder are the bomb flowers growing on the
wall, but you certainly can't pick them. You can either stand on the plank and
swipe at the flowers (which will trigger an explosion) or you can take a safer
approach by throwing rocks at them. There are rocks located near the door you
just entered through. When the flowers explode, they will destroy the boulder
and allow you to cross the wooden plank. You will reach the cavern's entrance
afterwards. Follow the trail again until you reach the locked door that you
weren't able to open last time.

The next room is important, because it contains a valuable treasure that you
can't get without the item you'll soon acquire in the Dragon Roost Cavern. Try
to remember to come back when you get it so that you can cross the lava-filled
gap to the right of the entrance. As you progress into the room, red ChuChus
will drop in from the ceiling and attack; kill them with ease. When you enter
the main chamber (with two torches on either side of a sealed door), a
Bokoblin will attack you from a compartment on your left. Kill it and then
take its Boko stick. The stick won't break through the wooden boards that are
to the right of the sealed door, but you can light it on fire using the
torches. Take the ignited stick over to the wooden boards and set them on
fire. The boards will burn away, leaving the alcove exposed. Step on the floor
switch inside it to unseal the door, and then head through it.

After you go through the door, you will find yourself on a ledge, outside the
cavern and out in the open. Turn right and cross the bridge, but be prepared
to take care of the Bokoblin guarding the other side of it. The ladder behind
it will allow you to reach another ledge, but as before, you'll probably have
to wait for a jet of flame that shoots out from a hole in the wall before
passing. You may also hear a strange whining coming from something at the top
of the ledge. This sound is being made by a waiting KARGAROC. These colorful
birds sometimes airlift Bokoblins or Moblins into battle (as you witnessed in
the Forest of Fairies), but they are perfectly capable of defending themselves
too. Kargarocs attack by hovering over you before pecking at you. A few
slashes will kill one, but you have to wait for it to come close. Later, when
you have better projectile weapons, you'll be able to make short work of these
nuisances. Kargarocs often leave behind Golden Feathers. You should try
collecting twenty of them for Hoskit, the guard back in the Rito mail center.

Anyway, after you defeat the bird, sidle across the wooden ledge, but watch
out for the flames again. The door on the other side is blocked by a boulder.
To its left is another wooden ledge, but you won't be able to sidle across
this one because it is too thin. Instead, grab onto it by hanging off it, and
then carefully move across it by your fingertips. After you pull yourself back
up on the other side, climb the steps until you find a lone bomb flower. Pick
it and then throw it at the boulder below. When the door is exposed, hop down
to it and enter.

You're back inside again, but nothing will jump out at you...yet. Climb up to
the back of this small chamber. A stack of ten cubic blocks prevents you from
making any progress. Of course, as you know, you can move these blocks in a
certain way so that you can get past them. Start by pulling the three blocks
that are initially on the bottom out from under the rest of them. This will
open up a path above the tenth block on the very top of the stack, and it will
also allow you to climb up to the top block. Head through the opening in the
wall.

There are a few Rats scurrying around in this next chamber. The King of Red
Lions, who apparently has the ability to use your Pirate's Charm, will suggest
throwing out some bait. If you have any All-Purpose Bait from Beedle, set some
near the mouse hole in the wall. The Rat that consumes it will actually try to
sell you some of his stash! Additionally, feeding the Rats causes them to quit
attacking you, which is always a good thing. Anyway pull the cubic block out
from the wall on your left and use it to climb up to the ledge above. The
chest on your right (after you climb up to the ledge) contains the Compass for
this dungeon. If you use it, you can see that there is another chest within
this room. Behind you, on the opposite ledge, is a chest sealed behind a
barrier of wooden boards. Take one of the Boko sticks from the jar along the
wall and use the nearby torch to set it ablaze. Now throw it across the room
at the wooden boards that seal the chest. After they burn away, hop down and
climb the ladder up to the chest, which contains the key to the locked north
door.

After getting back outside, turn right and leap across the steps that lead up
to a ledge. There is another locked door along the wall, and its key is in the
Kargaroc nest at the end of the ledge. Unfortunately, the nest also has an
actual Kargaroc in it, so you'll need to get it out of the way. You can defeat
it easily by throwing a jar at it. After you have the key, enter the door.

The next cavern is kind of dark and spooky, so you may want to grab a Boko
stick from the nearby set of jars and light it using the torch so that you can
see better. You'll need the stick anyway to proceed. When you reach the second
torch, several Keese will ambush you. You can use the Boko stick to kill them.
There is also a chest along the back wall that, when opened, will reveal a Joy
Pendant. Use the burning Boko stick to burn down the wooden boards blocking
the passage ahead. The door at the end of this passage is sealed, so unseal it
by lighting the two torches next to it.

You'll now reemerge inside the main lava chamber. From this entryway, you're
much higher up than you were before. To the left of the entrance you'll see
another warp cauldron. This one is sealed off by a small boulder, so use the
bomb flower to the right of the entrance to blow it apart. If you save and
restart, you will find yourself at the entrance of Dragon Roost Cavern, but
these cauldrons will let you skip right to this point. Now cross the wooden
bridge and enter the unguarded doorway on the other side.

When you enter the next room, both the entrance and the exit up above will
seal. You can't get out until you kill every single Bokoblin in the room. The
first one is standing in the middle, ready to attack you. The rest of them are
hiding inside some of the many jars along the wall. Break the two large groups
in the back, as one of them is bound to hide a Bokoblin. Another one sits
inside the jar on the shelf to the left of the entrance, but you can't break
it unless you roll into the wall beneath it or throw a Boko stick at it from
the table in the middle of the room. Before you run upstairs via the ladder in
the back, use a Boko stick to light both of the torches to the right of the
entrance. This will cause a chest to appear, which contains a Treasure Chart!
Now climb upstairs and break more jars if you want a Joy Pendant, and then
exit.

The familiar sight of lava meets you in the next chamber, but it's accompanied
by an unfamiliar foe; a MAGTAIL. This fiery centipede has huge jaws that give
it a formidable pinching attack and in turn protect the creature's vulnerable
eye from damage. The best way to kill a Magtail is by parrying its attack, but
this one is crawling on a platform too small for a successful parry. You can
try, but you'll most likely end up falling into the lava. Alternatively, you
can pick up one of the water jars from the main shore and toss it at the
Magtail. The chilly splash will cause the Magtail to roll into a defensive
position (which it also does anyway if you hit it with your sword enough).
Once the Magtail has rolled up into a ball, jump over to it and slash it with
your sword. Just don't throw it into the lava, or the Magtail will revive
itself with full strength. After the platform is clear, jump back and grab
another water jar, and then take it back to the Magtail's platform. Up ahead,
in the lava, a geyser of fire will erupt every few seconds. When the geyser is
subdued, throw the jar on top of it. After the lava solidifies into a
platform, jump on and wait for the geyser to rocket you up to the second
level. Once it does, jump onto the wooden ledge and find the exit.

Just past the door is the entryway to the boss's lair. Don't worry about
fighting whatever it is yet though, because you need a special key to unlock
the door to its room anyway. Simply ignore everything on the other side of the
lava pool on your right. Instead, turn your attention to the bomb flower just
below the step, also to your right. You'll need it to blow up two boulders in
the back of the room. One reveals another warp cauldron, and another exposes
the exit door.

Fresh air again. Turn to the right and run up the staircase that winds around
the cliff. Be quick, because the steps will fall away into oblivion almost as
soon as you set foot on them. When you make it to the top, head through the
gate. This is the shrine that Medli referred to, and sure enough, you'll see
the raging red dragon named Valoo causing a ruckus in the background. More
importantly, you will be spotted by a pair of shielded Bokoblins that have
captured Medli. Swipe at them with your sword and attack quickly before they
have time to put up their shields. After you defeat them both, a Kargaroc will
fly overhead and dump a Moblin into battle.

You've never actually had to fight a Moblin before, and doing so can be tough.
Even later in the game, Moblins are challenging adversaries. They take a long
time to go down and the spears they carry have a wide reach. Keep your shield
out as you and the Moblin circle each other. The Moblin's swinging spear
attack can knock you backwards several feet, but if you parry it, you can
damage the Moblin instead. Sometimes, the Moblin will jab at you with the
point of its spear. It's almost impossible to foresee or parry this
underhanded attack, so stay alert. If you manage to knock the Moblin's spear
out of its hands, don't make the mistake of thinking it is unable to defend
itself. The brutish beast will unleash a devastating punch that is even more
powerful than any of its spear attacks. Let it reclaim its spear so that you
don't get hurt too badly. Slash at it repeatedly and try to get behind it so
that it can't block your sword with the spear handle. After the Moblin is
defeated, Medli will be set free.

Medli has somehow discovered the cause of Valoo's anger. Something is
tormenting his tail, which hangs down into the room below his perch. She has a
strange suspicion that it has something to do with the creatures that captured
her. Medli decides to return to the Rito tribe and inform them of her new
discovery. Additionally, she will give you a special item that the Rito once
used to get around before they evolved wings; the GRAPPLING HOOK! The
Grappling Hook is incredibly handy. It lets you swing across gaps by attaching
the hook to an overhanging beam, allowing you to reach areas you wouldn't be
able to otherwise. Furthermore, the hook can be used on enemies. If you're
locked on to an enemy, you can throw the Grappling Hook at them to steal their
spoils! Use this method on ChuChus, Bokoblins or Kargarocs to get as many of
their spoils as you need. Lastly, the Grappling Hook works as a salvage crane
while you are out at sea. You can use it to haul treasure chests from the sea
floor after you find their location.

To escape the shrine, follow Medli's instructions and climb onto the ledge to
the left of the prison cell. Now use your Grappling Hook to target the
overhanging beam ahead of the ledge (look for the yellow targeting icon).
After you attach yourself to it, swing across as if you were on a regular
rope. When you reach the escape ledge ahead, repeat the swinging process a few
more times to clear the gaps in the path (use the ladder to get out if you
fall). At the end of the path, cut down the wooden boards blocking your exit.

When you jump down from the escape path, you will be in front of the door
leading to the boss's room. Even though you can now reach the room by
grappling, you still won't be able to open the boss's door without a key. So,
instead of running inside again, look outwards from the doorway and then turn
left. You will see a beam sticking out from the side of the cliff that you can
use to grapple across the gap beneath it. After you swing across three gaps,
you will find another door on your left. Enter it.

Once you're inside the volcano again, walk across the wooden bridge carefully.
There is a Bokoblin guarding it, and fighting it can be risky on the bridge.
After you defeat it and cross the bridge, another Bokoblin will spring out at
you from one of the jars on the other side. Defeating both Bokoblins will
cause a treasure chest to appear below the bridge. The path across the bridge
leads to a dead end, however. You must find a way to drop down to the lower
level without falling into the scalding lava. Take the Boko stick that the
second Bokoblin had, and then light it on fire with the torch. Now use it to
burn the vertical ropes holding the bridge together. You can also sever them
with your sword, but it's less precise that way, and it's easier to mess up.
Once the ropes are destroyed, stand in the middle of the bridge and it will
break. You should land on a strip of solid ground, with lava on either side.
Walk to the west end of the path to grab the chest's prize, a Joy Pendant. On
a side note, if you ever need to get back up to the top level, use the water
jars near the east door down here and the lava geyser to shoot yourself back
up. Anyway, turn and use the door after you have the treasure.

The door will put you back inside the main magma chamber, but once again, from
a different perspective. To your right you'll find a strange cage, the bottom
of which is connected only by three thin ropes. Every few seconds, a large
tower of lava will erupt from below and push up on the cage. The door to
proceed is at the bottom of this pillar of flame, and the bottom of the cage
will serve as your ride to get there. In order to detach it from the rest of
the cage, you have to cut all three supporting ropes simultaneously. This can
only be done with a spin attack. If you try anything else, the platform will
become unbalanced and you'll tumble into the lava. You should also wait to
perform the spin attack until the lava pushes up on the platform. Once the
ropes are cut, the lava geyser will fall again. When you reach the bottom,
find the doorway in the wall and jump over to it before the geyser erupts
again.

Jump across the two platforms in the next small cavern and then climb a ladder
to get to a sealed doorway. To unseal it, you have to use the Grappling Hook
to pull down on the lever hanging from the ceiling. Look out towards the
center of the chamber and grab onto the beam hanging down. When you swing from
the lever, your weight will pull it down, unsealing the door. Swing back to
the ledge and enter the door.

In the next chamber, use the Grappling Hook to swing across the lava gap. The
other side is a dead end, so turn around and hook yourself onto the beam
again. This time, turn yourself to face east, where the fiery path continues.
Swing over to the first ledge, and then make your way past three chain-
suspended platforms. Swing across one last lava gap, and then use the door at
the end.

This chamber holds the key to the boss's lair. Your prize is inside the ornate
treasure chest in the back, but the ring of fire that surrounds it prevents
you from getting anywhere near it. The switch on the floor to its right will
extinguish the flames, but only if the switch remains pressed down. You won't
be able to open the chest quick enough after you step off the switch, so
you're going to have to find something else to hold it down while you pry open
the chest. A Magtail will work. When you see one emerge from the lava pools,
try luring it closer to the chest. Now hack at it when its jaws are open until
it rolls into its ball-like defensive position. Don't parry the Magtail's
strike, or you'll kill it, and you'll have to lure another one out of the
lava. When the Magtail is rolled up, pick it up and carry it over to the floor
switch. Set it down so that the flames around the treasure chest go out, and
then quickly open it before the Magtail awakens. Inside is the Dragon Roost
Cavern Big Key.

To get back to the boss room, you can backtrack to it or you can save, quit
and then restart from the beginning of the dungeon so that you can use the
warp cauldrons to reach the boss's entrance quickly. If you choose to
backtrack for some reason, avoid the FIRE KEESE that now patrol your routes
(they are variants of Keese that cause burn damage on contact). If you start
from the beginning of Dragon Roost Cavern, you can also use the Grappling Hook
to get that Treasure Chart on the first floor (use the Compass to find it).
Anyway, when you find the boss's entrance, grapple across the lava pool and
climb the steps. Watch out for the lone Magtail, and take the time to open the
two chests on either side of the staircase for a yellow rupee and a Knight's
Crest (try to collect at least ten of these). You'll also uncover a Fairy or
two by breaking the jars at the top of the stairs. If you touch one, you'll
heal automatically. Better yet, you can catch one with your Empty Bottle, and
when you run out of health and faint, the Fairy will automatically revive you!
When you're ready, enter the foreboding boss door.

The cavernous magma chamber beneath Valoo is home to an enormous fire-
breathing Magtail known as GOHMA. The wicked Gohma has been terrorizing
Valoo's tail, which hangs down from the dungeon ceiling. The solution to
everyone's problems seems to be all the same; defeat Gohma. This creature
looks intimidating, but that's only because it's the first true boss you've
had to fight. With a carefully-planned out strategy, it will be easy to emerge
victorious in this battle against the gargantuan beast. Gohma is covered in
hard bio-armor that protects it from all attacks. To be able to damage the
boss, you have to find a way to crack and destroy its outer shell, so that its
softer insides are exposes. The key to doing this, as with all other boss
battles you will have to fight, is by using the item you acquired in the
dungeon, in this case the Grappling Hook. Use the hook to latch onto Valoo's
swaying tail, hanging above Gohma's head. Be careful though, because Gohma has
a variety of vicious attacks. It can breathe a blaze of fire at you from its
mouth, giving you only a few seconds to retaliate. You'll be able to tell when
Gohma is about to spit flames because its mouth will glow with charging
energy. In addition to fire, Gohma can also use its mighty claws as weapons.
If it slams them into the ground, take the opportunity to latch onto Valoo's
tail while the boss distracts itself trying to pry its claws out of the
ground. Once you manage to hook onto Valoo and start swinging, you can let go.
If anything, try to land on one of the wooden ledges that surround the upper
area so that you can grab some hearts to replenish your health. It will also
be easier to grapple onto Valoo's tail again from these ledges without Gohma
interfering. Regardless of where you land, swinging from Valoo's tail will
cause the slab of rock around it to fall on Gohma. The impact will crack its
exoskeleton. While beaten, Gohma won't take any damage; you have to repeat the
process about two more times before the shell finally crumbles away. Each time
the rock slab lands on Gohma, you'll get a few seconds to rest before the
irritated boss rises up from the lava and replaces the slab. After the shell
falls off, Gohma will look somewhat smaller, but more like an oversized
Magtail. Nevertheless, its attacks will become more vicious now that its
vulnerability has been exposed. All you have to do now is use the Grappling
Hook to latch onto Gohma's single eye (lock on to the boss to target the eye)
and then pull it in towards you so that you can attack it with your sword.
Gohma will sometimes lower its eye to where you can hit it anyway, but it's
quicker to use the Grappling Hook. After you slash at the eye enough times,
Gohma will disintegrate into fiery embers, leaving behind a valuable Heart
Container. Whole Heart Containers are only left behind after boss battles.
They completely restore your health, and they increase your total life energy
meter by one! Grab your prize, and then exit the chamber through the portal in
the center of the solidified floor.

Valoo will let out a roar of relief and the Rito below will watch as the
swirling storm clouds surrounding Dragon Roost Island and the harsh, fiery
winds that blow through the cavern entrance are finally calmed.

=============

Chapter 4: Kalle Demos.

=============

Link returns to the shores of Dragon Roost Island, joined by Medli and Komali.
Komali apologizes to Link for the mistrust he showed earlier, and rewards him
by giving him his most prized possession, DIN'S PEARL. From up above, Valoo
lets out a great roar, translated by Medli as cryptic clue for Link; to use
the wind god's wind. With this Medli points towards Dragon Roost Island's Wind
Shrine. Valoo and Komali both recognize Link for his heroism, and Komali sets
off for the top of Dragon Roost Cavern in hopes of obtaining a pair of wings.

The wind that blows through the Great Sea cannot be changed unless you use the
power of the Wind Waker to call upon the gods. Without this, you won't be able
to get off Dragon Roost Island or reach your next destination. Your final
mission on Dragon Roost Island (for now) is to learn the most important song
for the Wind Waker, one that will allow you to control the wind. From the
beach, look for a signpost that points towards the Wind Shrine, and then
follow the tunnel through the mountain to get to another beach. Cross the
shallow water here to reach a small island adorned with two monuments. This is
the Wind Shrine, dedicated to the wind gods Zephos and Cyclos. The right-hand
monument is broken, but the left one is inscribed with a set of symbols that
represent the notes played by the Wind Waker. If you play it, the symbols will
display themselves in front of you. Repeat the song that they play (up, left,
right) to learn the Wind's Requiem.

Out of nowhere, Zephos the wind god will appear on his floating cloud. He
explains that the song you just learned, the Wind's Requiem, can be used to
manipulate the wind. The wind can be a good thing, but it can also be a bad
thing. As an example, Zephos mentions his brother Cyclos, who uses his power
to create cyclones to punish people at sea (all simply because his monument is
broken). As a final request before he flies off into the wind, Zephos asks
Link to chastise Cyclos should he ever meet him at sea.

Return to the King of Red Lions and use the Wind's Requiem to change the
wind's direction so that it blows south. This will take you to the location of
the next sacred pear, the Forest Haven. Before you set out however, you will
be stopped by a Fishman. A Fishman is a strange talking fish that can be seen
leaping out of the water at just about every island on the Great Sea. If you
see one, give it All-Purpose Bait and it will update your Sea Chart by
painting that island on it. Some islands are already on your chart (Outset
Island, Forsaken Fortress, Windfall Island and Dragon Roost Island), but you
should make it a habit to seek out the Fishmen on every other island to update
your Sea Chart. Believe me; it will help immensely in the long run to know
where to find a given island. Fishmen will also give you small tidbits of
information when you talk to them, including where to find valuable treasures.

Anyway, get ready to set sail for the Forest Haven. Along the way, you will
sail past Fire Mountain, Eastern Triangle Island and Bomb Island. There is
nothing to do in any of these locations yet (except getting their charts from
the local Fishmen of course); however you can get another Empty Bottle by
going inside the small, wooden submarine in the water south of Bomb Island.
Eventually you will reach the Forest Haven, home to an earth spirit known as
the Great Deku Tree, who will give you Farore's Pearl. The King of Red Lions
fears that Ganon's forces may have already reached the island before them as
they had on Dragon Roost Island, so use caution.

The Forest Haven is essentially a giant tree hollow. A spring inside the haven
flows out through a river and into the ocean. The path to the Forest Haven's
inside will take you alongside this river, but not without toil. Start by
climbing the set of steps next to the red postbox. After the third step, you
will encounter a BOKO BABA. This man-eating plant can be taken out with a
sword combo. If you get too close to it without attacking, it will try to
swallow you. A Boko Baba's spoil is a Boko Baba Seed, which contains certain
magical properties. After killing the first Boko Baba, climb up the path to
the right and kill two more. Turn upwards and climb a step, but watch out for
a fourth Boko Baba plant. To get from this ledge to the small outcrop above
the waterfall ahead, you must use the Grappling Hook to swing by the
overhanging branch.

When you make it to the small, grassy island, get ready to confront an OCTOROK
in the river ahead. Octoroks attack by firing small, rounded rocks at you from
afar. They disappear beneath the waves if you try and get close to them, so
the best way to defeat one is by using your shield to deflect its projectile
back at it. Since the rocks it shoots move in a slow and straight trajectory,
this isn't difficult. While at sea, you may also encounter oceanic Octoroks,
which have a slightly different look. They differ from freshwater Octoroks in
that they fire explosive projectiles in an arched trajectory. Anyway, after
you defeat the Octorok, jump across the water to another grassy island on the
left side of the river. Whatever you do, try not to fall into the water
because the current will drag you all the way down to the bottom of the
waterfall. On this patch of land, kill the Boko Baba plant and then turn to
jump over to another small island near where the Octorok appeared. Finally,
jump over to a larger patch of earth, but stop to kill another Octorok in the
river up ahead. After it is defeated, use the Grappling Hook to swing over to
the calm pool of water, where there is no current. The Forest Haven's entrance
is to your right.

When you get inside the Forest Haven, continue trudging through the river. The
two tiny waterfalls that you'll come across can be climbed easily. The large
tree in the center of the Forest Haven is none other than the Great Deku Tree.
When you get in front of him, the Great Deku Tree will awaken, but his face
will be covered by several red and green ChuChus. The ChuChus will cling to
his face unless you perform a rolling attack into the Great Deku Tree's trunk.
When you do this, the ChuChus will fall and you can begin fighting them. Go
after the green ChuChus first, because they take longer to kill. Also, they
are invulnerable while they are in pure glob form, so you must wait for them
to take shape before attacking. If you don't defeat all of the ChuChus quick
enough, the survivors will disappear and then reappear on the Great Deku
Tree's face. Simply knock them down again and kill them.

After the ChuChus are destroyed, the Great Deku Tree will begin speaking in
Hylian. Upon realizing that Link cannot understand a word of it, the tree
apologizes, explaining that Link's green clothing reminded him of an age gone
by. The Great Deku Tree will introduce himself as the guardian of the Forest
Haven, and he will decide to reward Link for riding him of the ChuChu
infestation by giving him Farore's Pearl. Before he will do so however, the
Deku Tree will call out eight of his Korok children. The Koroks are small
plantlike forest spirits whose faces are concealed by differently-shaped
leaves. Once a year, the Koroks perform a special ceremony that causes the
Great Deku Tree to produce seeds. Since the ceremony must be performed soon
before the day ends, the Great Deku Tree will postpone giving Link Farore's
Pearl until it is completed. Unfortunately, just as it is about to begin, one
of the Koroks named Linder appears and tells the Great Deku Tree that a
terrible fate has befallen another young Korok child named Makar. The careless
Makar has fallen into the Forbidden Woods, a dark and dangerous forest next to
the Forest Haven. When he hears this, the Great Deku Tree turns to Link and
asks him to rescue Makar from the vile dark forest. Only then will the
ceremony begin, and only then will Link receive Farore's Pearl.

In order to reach the Forbidden Woods, the Great Deku Tree bestows upon you a
leaf that is used to glide through the air. This leaf will appear in one of
the Deku Tree's upper branches, so you'll have to climb up there and get it.
The Koroks will spread themselves out across the forest floor, ready to offer
you assistance. To the Great Deku Tree's right you will find an odd purplish
flower bud next to one of the Koroks. This is a Baba Bud. If you jump into
one, it will shoot you upwards. Use the first Baba Bud to launch yourself
forward to another Baba Bud, which is higher up because of the tall, thin
stalk that supports it. You can turn yourself while the bud is charging to
alter the direction of your launch. After getting shot from the first Baba Bud
to the next, shoot yourself to two more Baba Buds, both higher up than the
previous ones. The fourth bud will launch you to a branch covered in leaves
that you can use as a platform. You'll know it because of the Korok with the
elongated leaf-mask that sits on it.

From the leaf platform, use the Grappling Hook to swing from one of the Deku
Tree's overhanging branches. Swing over to the Baba Bud up ahead, and then
launch yourself through four more buds. Try not to mess up; it's a very long
way down. Using the last one, you'll be able to reach the branch that the DEKU
LEAF sits on. The Deku Leaf is a magical leaf that allows you to glide through
the air. Using it spends magical power however, so keep an eye out for how
much you have left (a new meter will appear just below the life energy meter).
On the ground, the Deku Leaf can blow out gusts of wind that can stun enemies.
While no magic power is spent from doing this, you can't blow gusts of wind if
you have no magic power left. Anyway after you have the Deku Leaf, a Korok
with a five-lobed leaf-mask will call you over to a ledge down below marked
with a green arrow, which you can glide down to with your new item. The
opening next to the Korok will take you back outside.

The ledge outside overlooks the Forbidden Woods island. The dark forest is too
far away to reach even with the Deku Leaf, so you'll have to use the smaller
island southwest of your location as a pit stop. Be aware though that when you
are outside, the Deku Leaf will be affected by which way the wind is blowing.
You won't go very far if you're trying to float against the wind. That being
said, play the Wind Waker to make sure the wind is blowing southwest. You can
now use the Deku Leaf to glide over to the smaller island. If you need to
refill your magic meter, chop down the grass to find magic pickups.

When you reach the island, mow the grass again to refill your magic power. Now
play the Wind's Requiem to make the wind blow northwest. Because the entrance
to the Forbidden Woods is too high up for you to reach, you must take
advantage of the updraft blowing around the small island to reach it. The
swirling updraft will blow you skyward if you glide through it, so you'll be
able to reach the entrance to the Forbidden Woods. Wait until the updraft is
about to pass by, and then jump out to catch the wind. If you succeed, you'll
be able to sail smoothly to the Forbidden Wood's entrance. On the way, avoid
the trio of PEAHATS that will harass you. If you get hit by them, or if you
don't make it to the Forbidden Woods for some other reason, you'll have to
restart from the midpoint island. To kill a Peahat once you reach the torch-
lit ledge, stun it with the Deku Leaf's gusts and then kill it once its
propeller has been removed. A Peahat is invulnerable if it still has its
propeller. Walk through the opening on the ledge to enter the Forbidden Woods.

The Forbidden Woods is a long and grueling dungeon, and its size and isolation
gives its travelers an eerie sense of solitude. While the scenery shift from
Dragon Roost Cavern is quite dramatic, it shares the same basics as any other
cave; a mini-boss that guards a new item, and a larger boss at the end that
must be defeated with that item. There is a lot of grass in the first room,
and many green ChuChus. They can be a pain to deal with, especially in such
great numbers. It is best if you thoroughly scour the room's every corner for
concealed ChuChus before you try to do anything else. Remember to use the Deku
Leaf or the Grappling Hook to stun them when they are in their puddle-like
form. There is a path on the right side of the room that takes you up to a
treasure chest. Already you'll be able to obtain the Dungeon Map from it.
Also, there is the first in a small series of warp cauldrons below the ledge
to the right of the door in the back of the room. This door is your exit from
this room. However, like many doors and chests that you will find in the
Forbidden Woods, it is blocked by a strange vine-like flower. The vines that
hold the door shut can be broken, but they regroup almost instantly. You must
destroy the central flower itself in order to destroy the entire plant. The
only problem is that the flower will shut itself when you get too close,
rendering it impervious to attack. The solution is to hit it from afar by
throwing something at it. In the room's left corner, you'll find a Deku nut
that can be picked and carried. Deku nuts disintegrate slowly after they are
picked, but they grow back afterwards. Stand in front of the door with the
Deku nut in hand, but far enough away so that the vine flower's blue core is
exposed. Now toss the nut and hope that it hits the flower. When it is finally
destroyed, proceed through the door.

The second room is enormous. Start by dropping down to the very bottom. Use
the Deku Leaf to fall gently so that you don't take damage, and avoid contact
with the thick, thorny vines waving around on the walls. The forest floor is
home to a few Boko Babas. The plants often mimic Baba Buds, and they will even
turn into Baba Buds after they are defeated sometimes. Boko Babas are also the
primary source of Boko sticks and you will usually find one left behind after
the plant is defeated. In the back of the room, you will see a former Korok
dwelling. Inside this hollow tree structure is a treasure chest sealed by a
vine flower. The quickest way to destroy the flower is by defeating one of the
Boko Babas first, and then using a burning Boko stick on the flower. Even if
the vine flower is closed, the burning stick will still destroy it instantly.
Use one of the torches next to the Korok dwelling as a flame source. Open the
chest to get a Knight's Crest. Also while you're down here, use the Deku Leaf
to blow away the piles of leaves lying around. You may uncover stuff like
rupees, or even a Fairy. To escape the forest floor, use the Baba Bud on the
stump near the front of the room.

The first Baba Bud will let you reach a second Baba Bud just east of it. Use
this one to reach another Baba Bud on the other side of the first one, but
much higher up. The launch alone will not get you to the Baba Bud, so you must
use the Deku Leaf to sail the rest of the way there. Fortunately, the magical
properties of a Baba Bud refill your magic meter in small portions when you
enter them, so you don't need to worry about running out. Use this Baba Bud to
get to the one on top of the Korok dwelling, and then go to the one in between
the two thorny vines on the east wall from there. Directly across from this
one is the final Baba Bud, which will launch you to a ledge on the north side
of the room. This ledge contains another Baba Bud, but using it is of little
point unless you have the new item that you will acquire soon. The door on the
ledge is held fast by a vine flower, and to get rid of it you can use the
explosive bomb flower in the grass. Green ChuChus will attack you when you get
close to the bomb flower, but you can wipe them all out quickly by triggering
an explosion next to them. Once you've blown up the vine flower, exit through
the door.

The next chamber is nothing more than a bottomless pit, containing a cable
platform that you can use to get across. The platform is operated by the wind-
powered lever on the wall to your left. Blow it with the Deku Leaf to make the
cable platform come to you. Once you jump on, blow the second wind lever in
the upper right corner with the Deku Leaf to send the cable platform across
the gap. Jump off the platform and use the door ahead.

In the next room, two Peahats will attack you. Use the Deku Leaf to stun them
before you kill them with your sword. Peahats sometimes drop Golden Feathers,
but you might want to grapple them to make sure you get one. There are also
three Boko Baba plants in the back of the room. As with the Peahats, the Deku
Leaf can be used to stun the Boko Babas and expose their vulnerable stems. The
rightmost Boko Baba will convert into a Baba Bud after you defeat it, and
you'll need to use it to reach the room's upper story. If you want five rupees
first though, climb onto the ledge in the back left corner of the room. Also,
you can find a chest with a red rupee in it by using the Baba Bud and the Deku
Leaf to float to a small alcove in the large tree in the back of the room.
Afterwards, hop into the Baba Bud to launch yourself to another ledge that
contains another Baba Bud. Use this one to get to a door sealed by a vine
flower. The easiest way to get rid of it is by grabbing the Deku nut in the
alcove on the opposite side of the room. Use the Deku Leaf to hail the cable
car that will take you to it and back. Exit once you are finished.

The door at the end of the next passage is also blocked by a vine flower, but
luckily the Deku nut you'll need to destroy it is just ahead. Unfortunately,
as soon as you get near it, a ring of thorny vines will burst from the ground
to block it off from all sides. The solution to this puzzle is simple; blow
the nut along the ground with the Deku Leaf so that it is no longer trapped
inside the circle of thorns. Then pick it up and destroy the vine flower as
usual.

The next room is larger than any other in the Forbidden Woods. It is the main
hub, extending into all five floors of the dungeon and containing a total of
six doors. As soon as you enter, turn to the right and follow the ledge up to
a grapple point. Use the Grappling Hook to swing across the gap by the
overhanging limb on the wall, to another ledge up ahead. From here you can
jump onto the moving plantlike structure sticking out of the wall. This flat
vine moves from side to side in a snakelike motion. Use it to move across to
another flat vine, and then again to a ledge with a locked door on it. The
Deku nut on this ledge is needed to open the west door, blocked as usual by a
vine flower. Pick it up and then carry it across to the enormous flowerlike
organism hanging from the ceiling (grab a few rupees inside it if you wish),
and then jump to the ledge with the west door. After you destroy the vine
flower, ignore the door for a moment and instead jump ahead to a pair of
vertically-moving flat vines on the wall. The vines will take you to a simple,
seemingly empty ledge. Use the Deku Leaf to blow the pile of leaves away and
expose the second warp cauldron. Now jump/float/ride back down to the west
door and enter it.

The grassy passage ahead has a trench about halfway through with a treasure
chest in it, which in turn contains a yellow rupee. By the time you reach it
however, you will have most likely grabbed the attention of several dozen
MORTHS. Morths are the spiky larvae of another creature that you will
encounter soon. They are harmless, but by sticking to you they can hinder your
movement. One or two of them clinging to you won't make much of a difference,
but a large group of them can really slow you down. To shake them off, roll
while you walk, or use a spin attack to destroy them. After you get rid of
them, enter the door at the end of the passage.

The final chamber along this passage seems empty at first, but as soon as you
walk in you will be stopped by a barricade of thorny vines that emerge from
the ground. The vines form a maze all around the room that you must navigate
carefully. If you go too fast, there is a good chance that you will run into a
wall of harmful vines. Make an S-formation around the first set of vines on
your left so that you end up next to a bomb flower. Use the bomb flower to
blow up the wooden planks up ahead. There are two sets, but you'll only be
able to get close to one of them because of the wall of vines. Still, you can
throw a bomb flower at the farther set and blow up the wooden planks so that
you can get whatever is in the alcove when you find another way around. The
first alcove contains the long-awaited Compass. Now work your way back to the
entrance and through the rest of the maze, which continues to the right of the
door. As you make your way through the treacherous labyrinth of harmful vines,
you may find a pile of leaves that cover several green rupees, along the north
wall. When you finally reach the second treasure chest, open it to get the
small key that will open the locked door in the large hub room. Now use the
Baba Bud near the chest to launch yourself into the air, where you can safely
sail over all the vines and to the exit. There are also a few jars sitting on
top of the platforms that can be broken open for health, magic and a Joy
Pendant.

As you make your way back, be prepared to fight a few green ChuChus as well as
the renewed swarm of Morths in the connecting passage. In the hub room, jump
from the first platform over to the enormous hanging flower, and then again to
the locked north door. Use your new key to go inside.

This next room is filled with water, and the only way across is by using the
cable platform and its dual set of wind-powered levers along the wall. There
are two Peahats in this room too, and they can get incredibly annoying due to
their immunity in this room. Killing them is hard because if you stun them
with the Deku Leaf, they will simply be blown into the water where you can't
reach them. They'll bob in the water until their propellers grow back and they
continue their attack. If you fall in the water, use the ladder near the
entrance to escape. Blow the wind lever once to bring the platform over. After
you get on it, blow the same lever again to move halfway through the room,
where you can hit the second lever to move the rest of the way through. Exit
the room before the Peahats return.

Soon after you enter the next chamber, you will be spotted by an agile and
deadly MOTHULA. Mothulas are the adult version of Morths and they are far more
dangerous. Their pincer attacks are quick and sudden, so keep moving to stay
out of danger and use your shield when you can't avoid it. If the Mothula
points its rear end at you, it is about to eject a fresh swarm of Morths. The
good news is that Mothulas don't have a lot of stamina, and a few hits will be
enough to kill one. If you manage to parry its attack, you can kill it in a
single hit. The bad news is that there is an even deadlier type of Mothula
that you'll have to defeat in the very near future....

After defeating the Mothula, you'll still have two Boko Babas to deal with on
the ground and a few Peahats up above once you make your way up to the second
level. The Boko Babas both convert into Baba Buds after they expire, and there
is an additional bud deeper in the room that you can use as well to get up to
the upper level. This level is made up of foliage platforms that grow from the
room's trees. Kill the Peahat, and then jump over to the Baba Bud growing up
here. It will send you up to the third and final story, where three more
Peahats can be found. Now use the one of two doors that isn't blocked by a
pair of vine flowers.

As Link enters the next room, the door will seal behind him and a strange dust
will fall from above. Link looks up to see the beautiful but deadly mini-boss
of the Forbidden Woods, the winged Mothula! Winged Mothulas are even more of a
terror than their wingless forms, because they can soar through the air with
their four powerful wings. Also, the winged Mothula can only be damaged once
it is grounded, and to do that you must hack off all four of its wings. Like
wingless adults, this Mothula can eject a large swarm of Morths to distract
you while it flies overhead. Its pincer attacks are also a thing to be feared,
though they aren't as quick and sudden as its wingless kin. The most
distinctive attack that the winged Mothula has is its rocket-powered charge.
With a burst of fire, the Mothula will swoop down on you and strike, releasing
Morths as is goes. This attack is difficult to counter, so keep your distance
from the Mothula. Because the Mothula will be flying around the room, it will
be hard to get close enough to attack it with your sword without getting hurt
yourself. The easiest way to remove its wings is by stunning it with the Deku
Leaf. Once stunned, the Mothula will drift slowly towards the ground. Take
this opportunity to attack it. Remember to cut down the grass around you for
hearts if your health gets low, and use a spin attack every once in a while to
shake the Morths off you when they accumulate. If you need cover, hide behind
one of the large trees in the room. After the Mothula's wings have been
removed, attack and defeat it as if it were a regular wingless Mothula. It
will take longer to kill than a normal wingless adult, but its attack patterns
and movements will be the same. Just make sure you kill it as soon as you can,
because it will grow its wings back eventually if you don't.

After you triumph over the Mothula, a chamber will open in the back of the
room, containing a large treasure chest. Inside it is the amazing BOOMERANG.
The Boomerang is your first true projectile weapon, and it's one of the best
items in the game. Manually, it can be used to strike up to five different
targets. It is the game's most efficient way to stun enemies, leaving them
open for attack and making things like ChuChus and Peahats so much easier to
kill. Because of this, the Boomerang remains a useful item even late in the
game. You will need to use the Boomerang to get out of the room, since the
only door out won't unseal even after you kill the Mothula or open the large
chest. Above the door there are two diamond-shaped switches that you must
target at the same time with the Boomerang. Hitting them both in one shot will
unseal the exit. Before you leave with your new prize, shatter the Mothula's
remaining treasure sphere for rupees, hearts and a Golden Feather.

Peahats and Boko Babas won't stand a chance against the Boomerang, since you
can lock on to your targets and dispatch them quickly with your new weapon. In
fact, Boko Babas will be killed in only a single hit! Destroy any Peahats in
the previous room before looking for the Grappling Hook point in the northwest
corner. After you hook onto it, climb up the rope and stand on top of the
beam. By doing this you can grapple onto another beam further up. Instead of
climbing this one however, simply use it to swing to the ledge below it. Now
jump over to the flat vine moving up in down in front of the ledge. When it
hoists you up to the second flat vine, jump to it and use it to get to another
ledge. Cut down the trees that block the treasure chest, and then open it to
get a Joy Pendant. Now glide back down to the previous level of the room.
Apart from the winged Mothula's room, there is another door in the room's
third story. It is blocked by two vine flowers however, so use the Boomerang
to target them both and destroy them. Once the door is free, use it to get to
the water-filled room.

There aren't any Peahats in the upper level of this room, but there is a large
amount of hanging pods that you have to get rid of before you sail over to the
other side with the Deku Leaf. Use the Boomerang to cut down five at a time
until a path is clear. When you float over to the opposite ledge, open the
chest on your left for another Joy Pendant and use the unblocked door.

This door will put you at the very top of the main hub room. Ahead of you,
you'll be able to see five blue vines that the enormous flower hangs from.
Take out the Boomerang and target all five of them. When they are cut at the
same time, the massive plant will fall to the forest floor and crash through
it, revealing the dungeon's basement through the gaping hole. Before you jump
down though, sail down to the warp cauldron to return to the first room of the
dungeon, and then walk to the second room.

When you enter, you should see a Baba Bud in front of this previously-explored
room. Use it and the Deku Leaf to reach the other buds that will take you to
the opposite grassy ledge. The Baba Bud here will launch you up to a new Baba
Bud on the west wall. Launch yourself straight over the thorny vine waving
around and glide to the ledge with yet another Baba Bud. The ledge contains a
chest, but it's sealed by a vine flower. Only with the Boomerang can you
destroy it and acquire another Treasure Chart. You can use the Baba Bud on the
ledge to reach the opposite ledge, but you'll have to watch out for a live
Boko Baba when you get to it. Rummage the nearby branches and jars for rupees
and a Joy Pendant, but avoid the green ChuChus. After you are satisfied with
what you have, return to the hub chamber and drop down to the basement. Try to
fall through the opening so that the large flower cushions your fall. When you
reach the basement, ignore the Baba Bud and the wind lever and use the door
instead.

Walk forward and use the Boomerang to kill a Peahat and several Morths sitting
on the islands in the water ahead. The room forks into two directions, but the
only path you can take is to the right. Jump across the pond via the islands
and then hurry through the grass. Several tentacle-like plants lurk in the
grass, and while they aren't dangerous, the creepy plants can grab onto your
head and prevent you from moving, draining your magic power as well. You can
cut them down, but they grow back in a matter of seconds. You'll also want to
avoid the green ChuChus. Use the door at the end after you get through the
enemies.

When you reach the next room, you'll see another large flower hanging from
four vines ahead. Before you cut it down, use the flower as a platform to
reach the opposite ledge. Open the chest here for a yellow rupee. Now turn
around and cut down the flower's four vines with the Boomerang. The bottom of
this room is filled mainly with water. Watch out for the Octorok shooting
stones at you from the west tunnel. If you need to get back up to the entrance
for some reason, use the ladder on the north side of the room. On one shore
you will see a bomb flower, while on the opposite one there is a door blocked
by wooden boards. Jump over to the bomb flower and then quickly carry it
across the large flower so that you can blow up the wooden boards. The room
beyond the door is optional, but it contains a Treasure Chart so enter it
anyway.

From the entrance jump from platform to platform until you get to the central
island, killing Peahats and Boko Babas along the way. There is a treasure
chest inside of the hollow tree in the middle, and you can enter it by
crawling through a small tunnel in the back, but there is no way you'll be
able to destroy the vine flower that holds the chest shut once you are inside.
There just isn't enough room to stand back far enough to hit the flower while
it is opened. Instead, look for a platform with Morths directly behind the
tunnel entrance. Kill its occupants and then jump over and defeat the Boko
Baba plant on the next platform. It will transform into a Baba Bud; use it to
reach the north ledge up above. From here, call the cable platform over by
blowing the lever on your left with the Deku Leaf. The cable platform won't
move afterwards though, so you'll have to ferry yourself across manually. Turn
to face north and blow yourself across on the platform with gusts of Deku Leaf
wind. When you reach the south ledge, pick the bomb flower growing there, turn
and then toss it into the hollow tree down below. The explosion should kill
the vine flower guarding the treasure chest. Hop down into the hollow tree and
open it to receive a valuable Treasure Chart. Now exit the room.

Once again, defeat the Octorok and cut down the flower hanging from the
ceiling in the previous room. Obtaining the optional Treasure Chart also
taught you a valuable lesson; how to use the Deku Leaf as a propeller to push
yourself across distances. You can do the same here by using the large flower
as a raft. Face east and then ferry yourself through the river with gusts of
wind. The river will turn to the left, and you'll have to fight two more
Octoroks as well. Jump onto the ledge at the end, which is too high to reach
from the water otherwise. Enter the door on your left before the ChuChus and
magic-draining tentacles reach you.

As soon as you enter the dark room ahead, thick, thorny vines will block the
entrance, trapping you inside. The Korok dwelling in the back of the room
contains a treasure chest, but access is blocked by a wooden gate that won't
lift itself until you hit five diamond-shaped switches in the room with one
toss of the Boomerang. Use the spiral ramp around the Korok dwelling to get on
top of it. Sweep the Boomerang around the room in a circle until it targets
all five diamond-shaped switches around you. A large tree in the northwest
corner will disrupt the Boomerang's path through the air, so you should
probably begin and end the sweep with the switches that are on either side of
the tree. Once the gate to the Korok dwelling is lifted, go inside and open
the chest for the Big Key. Of course, you still need to find the boss's room.

As soon as you emerge from the dwelling with the Big Key, two Kargarocs will
fly over head and drop two Moblins into the room to challenge you. While
fighting two at a time is obviously harder than just one, the advantage to
this is that the Moblins will often damage each other with their far-reaching
spears. Also, this time you have the Boomerang to even the odds. You can use
it to stun the Moblins, leaving them open for attack. After they are defeated,
climb back onto the Korok dwelling and use the Grappling Hook to reach the new
exit door (the thorny vines won't remove themselves from the entrance).

This is the room where you first encountered the grabbing tentacles. You will
emerge from the southwestern entrance this time, so walk forward and jump off
the first ledge. Defeat the ChuChus in the grass and make sure to kill the
Morths from afar before making your way over to the east door.

To escape from the basement, stand on the patch of land in front of the door
and send a gust of wind from the Deku Leaf to the wind lever on your left.
This will create an updraft that will blow from the large flower you cut loose
earlier. The updraft will only last for little more than ten seconds, so
quickly jump into the Baba Bud next to you and use the Deku Leaf once you are
airborne to float. When you glide into the updraft, it will push you up to the
first floor. The path that leads to the boss's lair is beyond the unused east
door up here blocked by a pair of vine flowers. With the Boomerang, destroy
the vine flowers and enter the door.

This new passage will seal itself with thorny vines as soon as you set foot
into it. Not long afterwards, you will be attacked by a pack of Mothulas. The
Boomerang will make fighting them easier, but that's no guarantee that you
won't get hurt. After defeating them both, the thorny vines will retract into
the ground and a treasure chest will appear along the south wall. It only
contains yet another Joy Pendant (don't worry, you will find use for them soon
enough). Shake off the Morths and use the door at the end of the passage.

This is the final room before you face the Forbidden Woods' boss. There are
around fifteen pods in this room that you can break, and it's a lot of fun
doing so with the Boomerang. Watch out, because some of them conceal ChuChus
or Morths, but others hide valuable items like Fairies, rupees and other
refills. The third warp cauldron is also in this room. If you plan on using
it, grab a Boko stick from the jar and light it on fire using one of the
torches in front of the boss door. Use the burning stick to burn off the
wooden covering on top of the cauldron. Save your game before you enter the
boss's chamber.

Unexpectedly, Link finds not a boss inside this large chamber, but Makar!
Suddenly however, a blue man-eating plant appears behind the young Korok and
swallows him whole! With a wicked cackle, the plant hoists itself onto the
ceiling with its many ropelike vines, flailing its dangerous tentacles about.
The boss of the Forbidden Woods is named KALLE DEMOS. This giant flower
possesses a host of vicious tentacles that do its bidding, and all the while
the boss remains invincible while it is protected by its enormous magical
petals. Offensively, Kalle Demos will slash, flail, whip and jab at you with
its many tentacles, and the best way to avoid them is to keep moving at almost
all times. Because they surround Kalle Demos on all sides, it is nearly
impossible to get out of range of the savage flower. If you see the tentacles
bury themselves underground, get ready to run. In mere moments they will begin
to track you down beneath the undergrowth and burst from the ground when they
reach you. Luckily, while you can't see the tentacles themselves, you can see
the disturbances in the soil that they make while they move underground.
Killing Kalle Demos will require the Boomerang. As long as the boss's petals
remain closed, you won't be able to hurt its vulnerable head, so you must use
the Boomerang to cut it down from the ceiling. The many vines that support
Kalle Demos can be severed easily with this weapon. Try to target five at a
time so that you get them all cut quicker and the amount of time you spend
standing still is lessened. The vines also grow back if you don't sever them
all soon enough, but once you do, Kalle Demos will fall to the ground and open
its blue petals. Quickly run forward and begin hacking at the plant's head.
Kalle Demos will only last a few seconds on the ground before it pulls itself
up again with renewed vines. If its petals close with you still inside, you
will suffer a lot of damage and be spit back out. However, it may be worth it
to stay inside just to deal more damage to the boss's head. If you do, you may
be able to kill Kalle Demos in only two rounds. After the plant replaces
itself on the ceiling, simply repeat the same process as before with the
Boomerang. It shouldn't take more than three rounds to destroy Kalle Demos. If
you run low on health, cut down the grass around the edges of the room for
hearts. After disuniting the boss's head once and for all, Makar will be
regurgitated and you will be rewarded with another Heart Container! Makar will
give his grateful appreciation, but insist that both he and Link return to the
Forest Haven as soon as possible to complete the annual Korok ceremony. Use
the magical portal that appears in the center of Kalle Demos's corpse to
escape the Forbidden Woods.

Back in the Forest Haven, the Great Deku Tree forgives the young Makar for his
mischief, and rewards Link for rescuing him with FARORE'S PEARL. Finally, the
Koroks and the Great Deku Tree begin their annual ceremony. Makar begins by
playing his violin, and the other Koroks join in chant. Eight magical Deku
seeds fall from the Deku Tree's canopy, and eight of the Koroks fly up to
receive them. With a final farewell, they set off across the Great Sea to
plant their seeds and begin new forests.

=============

Chapter 5: The Quest for Nayru's Pearl.

=============

After the Korok ceremony is over, feel free to begin any new endeavors in the
Forest Haven. You can use the leafy platform that the Deku Leaf was on to
reach a Baba Bud that will shoot you to a new ledge, from which you can head
outside and open the Nintendo Gallery. Now you can begin collecting a bunch of
cool figurines! You can also get a Treasure Chart by blasting yourself up to
the highest ledge in the Forest Haven. There is more as well down on the
forest floor. One of the two Koroks that remained in the Forest Haven after
the ceremony is Hollo (the other being Makar), who can be found inside a
cavern to the left of the Great Deku Tree. Hollo's talent is making potions
out of Boko Baba Seeds. Present him with four at a time to get a bottle of
Blue Potion, which restores all of your health and energy. You can also use an
Empty Bottle to capture a luminous Forest Firefly in the haven, which you will
need to get the DELUXE PICTO BOX from Lenzo on Windfall Island. Without it,
you won't be able to collect any figurines for your Nintendo Gallery
collection. Lastly, you can get a free Piece of Heart in the postbox outside,
sent to you from the Rito chieftain as an apology for not thanking you back on
Dragon Roost Island.

The next place that the King of Red Lions will mark for you on the Sea Chart
is Greatfish Isle, which is located many sea quadrants northwest of the Forest
Haven. You'll have to cover a lot of distance to get there, and you may end up
passing such landmarks as Ice Ring Isle, the Private Oasis and Stone Watcher
Island. While sailing through these waters, it isn't improbable that you'll
run into two of the Great Sea's most common enemies; cannon boats and GYORGS.
Cannon boats, commonly found patrolling reefs, are small pirate warships that
can fire explosive cannonballs at you. You probably won't be able to stand up
to one until you have cannons of your own on the King of Red Lions. Gyorgs are
rarer, but just as annoying. These sharks will swim alongside and ahead of
your boat in groups of up to five as you sail, before turning around and
ramming you with their hard heads. If you try to stay put, the Gyorgs will
simply circle your boat, taking turns to ram you off it. The Boomerang is an
effective way to get rid of a Gyorg; two hits will kill one. SEAHATS and
oceanic Octoroks are also common, especially around Southern and Northern
Triangle Island. Seahats are ugly fishlike creatures that ram your boat to
knock you off, just like Gyorgs. They share the same weakness as their
terrestrial relatives, the Peahats, however; the Boomerang.

When at long last you begin to approach Greatfish Isle, a dark rain cloud will
cover the sky and an endless downpour of rain will begin to fall. A disk of
clouds will swirl over Greatfish Isle, similar to the one that was on Dragon
Roost Island before you defeated Gohma. This can only mean that, once again,
Ganon's forces have reached your destination before you have. Ganon's raid
will become even more evident the closer you get to the island (or rather,
what is left of it). What was once a sanctuary for the spirits of water is now
a twisted convulsion of upturned earth and ruins. Greatfish Isle was the home
of Jabun, the spirit who holds Nayru's Pearl. However, no sign of him remains.

After Link lands on Greatfish Isle, a voice will call his name. Quill the
postman has been looking for Link, and it seems that he has information about
Jabun's whereabouts. The water spirit managed to flee Greatfish Isle before it
was torn to pieces by Ganon, and he is now in the very place where Link's
quest began; Outset Island. Even if Link were to return there however, he
wouldn't be able to see Jabun because the spirit has hidden inside a cave and
sealed its entrance with an enormous slab of stone. Quill mentions that even
the pirates weren't able to get through, and that for some reason they are
interested in seeking Jabun's treasure. Unfortunately, it was Quill who
unsuspectingly tipped them off to where Jabun was hidden. Luckily, they
weren't able to break through Jabun's defenses and were last seen on Windfall
Island. After Quill departs, the King of Red Lions will advise you to return
to Windfall Island to see what the pirates are up to.

There is nothing on Greatfish Isle left to do expect obtaining a Piece of
Heart. If you want it, swim out from the beach to a vaguely spiral-shaped
island southeast of the main isle. Climb to the top of this island and play
the Wind's Requiem, setting the wind to blow northwest. Using the Deku Leaf,
glide over to a small alcove on the left side of the largest island, which is
to the right of the one the King of Red Lions is docked at. Hidden on this
ledge is a large treasure chest that contains the Piece of Heart. While you
were on top of the spiral-shaped island, you may have also noticed one of the
Koroks from the Forest Haven standing beside a withered forest tree. It seems
that the curse brought unto the Great Sea by Ganon has affected the Deku
Tree's seeds as well. You'll have to solve this dilemma later....

To reach Windfall Island from Greatfish Isle, sail directly northeast. The
only island in your way is Tingle Island, where Tingle can now be found.
Speaking of which, if you check your Tingle Map, you can see that there is an
island northwest of Windfall Island that contains a Great Fairy. If you visit
her, she will give you a valuable upgrade. Remember to check it out after your
business on Windfall is completed.

As suspected, the pirate ship is docked in an alcove on Windfall Island, the
very same one you met the King of Red Lions in, in fact. Since Tetra and her
crew of pirates are probably up to no good, you definitely won't be able to
get any information out of them if you confront them directly. You'll have to
try something more subtle. As you may know, Windfall Island has a bomb shop at
the top of the hill outside of town. Bombs seem like just the thing for
forcibly getting through a slab of rock blocking the entrance to a cave.
Unfortunately, if you try and enter the building, you'll be very rudely told
to go away. You'll have to find another way inside. Go around the left side of
the building to get to a thin ledge that you can sidle across. After you get
across, climb to the top of the building using the ivy growing up the back
side of the building. There is an opening up here that you can crawl through.

Link quietly crawls onto a balcony overlooking the unusual scene below.
Cannon, the bomb maker, is bound and gagged, struggling in vain against his
pirate captors. It seems that in retaliation to the ridiculous prices Cannon
was charging for his bombs, the pirate crew decided to tie him up and steal
the bombs instead. As Gonzo and Mako celebrate their achievement, Mako brings
up Quill in conversation, congratulating Gonzo for pulling Jabun's information
out of the unsuspecting postman so easily. Tetra is also present, and she
seems eager to return to Outset Island as soon as possible. Gonzo on the other
hand believes that the crew should stay overnight at Windfall Island so that
they can party. Tetra dismisses this idea at first, but when she catches sight
of Link listening in on their conversation, she suddenly changes her mind.
Perhaps there is more to Tetra than Link doesn't know about. She announces to
her crew that on first light tomorrow morning, they will set sail for Outset
Island.

As the pirates make their way out the door with their explosive cargo, Mako
asks Gonzo for the password into the ship. Pay attention to what the password
is, since you will have to recite it letter for letter in order to infiltrate
the pirate ship. The password is random, but it's never anything that is too
difficult to remember. After the pirates leave, jump down from the balcony and
walk out the door (never mind Cannon, who will remain tied up until someone
else finds him).

To get to the pirate ship, head for the cape on the north side of the island.
Jump down from behind the stone monument to land on the pirate ship's deck.
There doesn't seem to be anyone up here, so try using the door to the lower
deck. Niko's voice will ask a random security question that fits the password
that you just heard. Input the exact password to gain entrance. Niko is rather
picky, so keep in mind that the password is case-sensitive. Once you get
inside, head downstairs to Niko's training room.

Niko, who was left in charge of the ship while everyone else parties, is ever
happy to see his old swabbie. Rumors among the pirates had it that Link was
killed by the monstrous bird of the Forsaken Fortress. To celebrate Link's
brief return, Niko will prepare another training lesson for him.

This lesson is harder than the first, but it shares the same basics of its
predecessor. The lanterns hanging from the room will once again be used to
swing over to the ledge on the opposite side. This time, there are no
platforms, but stacks of crates instead. Because there are no platforms that
lower once the time limit has been reached, there is instead a metal gate over
the door to the back room that will close if you don't make it. You have to
swing from rope to rope without falling off or landing on the crates (you
won't be able to reach the ropes again from the crates). As before, use the
ladder to escape the pit if you fail, and use the two floor switches near the
entrance to reset the training session. Unfortunately, you can't cheat by
using any of your items like the Grappling Hook or Deku Leaf, but you are
allowed to skip ropes if you feel you can swing over to the one after it. Be
careful not to let go of the ropes if the next one is swinging off to the
side, and wait until it is in front of you. You get about a minute to complete
the task, so listen for the timer if you start to lag behind.

After you accomplish the objective, Niko leaves you with a treasure chest that
contains the BOMBS. Bombs are very useful, but very dangerous at the same
time. They can be used in the exact same fashion as bomb flowers, except you
don't have the restriction of not being able to pick where your bombs can be
used. Bombs can blow up all sorts of things, such as jars and cracked
boulders. They can also be used to stun or damage large groups of enemies like
ChuChus. At sea, bombs can be used in the form of a large cannon that can fire
explosive cannonballs at seagoing enemies like Octoroks, cannon boats and
Seahats. You can only carry 30 to begin with though, so search for bomb
pickups if your supply gets low.

Immediately after you claim your new weapons, Tetra's voice will issue from
the Pirate's Charm. She seems upset that a little rat like Niko let Link take
the bombs from the pirates, but she is also amazed that Link managed to
survive his encounter in the Forsaken Fortress. Tetra assures Link that first
thing tomorrow morning, the pirates set sail for Outset Island in search of
Jabun's treasure. If Link manages to find him before then, he'll be able to
get Nayru's Pearl. The race is on!

Exit the pirate ship the same way you came in, and then head into Windfall
Island. Due to the weather, there isn't any activity outside compared to
usual, but you can still find things to do. Visit the postbox for letters from
Orca and Beedle. Orca will tell you to bring him ten Knight's Crests once you
have them, but Beedle will offer something you can take advantage of right
away. He'll now start selling bombs on his shop ships, so you can stock up on
supplies when you get low. He'll also send you Beedle's Chart, which lets you
see where his shop ships are located in the Great Sea. You should also trade
in your Chu Jellies for potions at Doc Bandam's shop. He will need fifteen
samples of each color to start making the potion of that color. After you
supply yourself with potions, return to the King of Red Lions and set the wind
to blow northwest.

As pressing as the matter of Jabun is, you have time for a slight detour.
Northwest of Windfall Island is a small islet called Northern Fairy Island. It
is marked on Tingle's Chart, so you shouldn't have trouble finding it.
Northern Fairy Island is one of five Fairy Islands in the Great Sea that are
home to one of the game's seven Great Fairies. The Great Fairy on Northern
Fairy Island lives inside the conch shell-shaped building on the island,
called a Fairy Fountain. Just for visiting her, she will expand your capacity
for carrying rupees. You will now be able to carry up to 1,000 rupees, rather
than the pathetic 200 that you can currently hold. Also, you can use the many
smaller Fairies in the fountain to restore your health. Back outside, you will
find something just as valuable, but slightly more dangerous; a blue ChuChu.
Blue ChuChus are extremely rare. There are only 23 in the entire game, and
they supply you with Blue Chu Jelly once they are defeated. Blue Chu Jelly can
be used at Doc Bandam's potion shop to make Blue Potion, but you'll need to
find fifteen blue ChuChus first. Blue ChuChus only give their jelly once, so
if you kill the same one over again during subsequent visits, it will merely
give you a yellow rupee. Be careful when battling the blue ChuChus, since they
have a field of electromagnetic energy that can give you quite a jolt if you
attack them. Stun them with the Boomerang first, or just use the Grappling
Hook to steal the jelly. As if that weren't enough, you can head north to find
another submarine, which contains a Treasure Chart. After you are finished,
play the Wind's Requiem to make the wind blow south towards Outset Island,
which is all the way across the Great Sea.

There are many islands that you will pass en route to Outset Island, but none
that warrant a detour just yet. As you near the end of your incredibly long
journey, the King of Red Lions will come to the realization that a curse has
fallen over the Great Sea. Ganon's curse has kept the world dark and stormy
ever since your arrival on Greatfish Isle. It is almost as if time itself was
frozen. This means that you won't have to worry about being beaten to Jabun by
the pirates, since daylight isn't going to come. Link will now have time to
visit his family and friends after being away for so long.

Sadly, Outset Island has taken a turn for the worst ever since you left. At
night, it is no longer safe for the townspeople to go out because of the
monsters that prowl the island. Red and green ChuChus are the most common of
these invaders, but other new enemies can be found at the top of the path to
the Forest of Fairies. Before you go there however, you should visit Orca. You
won't have the ten Knight's Crests he wants yet, but you can get other
valuables out of him by participating in his swordplay training sessions. The
objective of his training is to see how many times you can hit him before he
hits you three times. The higher you score, the better your prize will be. If
you hit him 500 times or more, for example, you'll get a Piece of Heart!

You should also visit Link's grandmother. She has fallen ill and delirious,
but you can cure her if you have a bottled Fairy. If you don't, you can get
one in the Forest of Fairies. Once Link's grandmother has been healed, she
will offer to serve you a helping of Link's favorite soup. Elixir Soup, as it
is called, is a miracle potion that you can keep in an Empty Bottle. It heals
you completely, restores all of your magic power, and it doubles the strength
of your sword attacks until the first time you get hit! The best part about it
is that you get two helpings per bottle, and you can return any time for
refills!

After you stock up on Elixir Soup, head outside again. The only major
difference on Outset Island that you should take note of is Rose's wild pig.
Of the three you found for her earlier, only one remains, but it has grown to
an enormous size. It is so big that you won't be able to pick it up without
the right equipment. Anyway, walk to the east side of the island and follow
the path near the watchtower towards the Forest of Fairies, defeating any
ChuChus you may come across. As you climb the grassy path past the small row
of trees, several MINIBLINS will attack you. Miniblins are demonic little
creatures that are incredibly weak on their own, but quite annoying and
sometimes overwhelming in a group. They come out of nowhere in great numbers,
jabbing you with their tridents and annoying you with their distinctive
prattles. Luckily, you can kill a Miniblin with only two swipes of the Hero's
Sword. Once you reach the top of the path and shake off the last few
Miniblins, climb up to the tomb-shaped outcrop on the ledge behind you. Since
the bridge ahead is broken, the only way to get to the Forest of Fairies is by
gliding across with the Deku Leaf from this outcrop. First though, you must
make the wind blow west by playing the Wind Waker. Once you get across the
gap, enter the Forest of Fairies.

As you did on your way to rescue Tetra, follow the path on the right through
the forest. When you get to the second clearing, you'll have to defeat a
Mothula that's prowling around. There are also a few Morths lurking inside the
hollow log, but they won't bother you if you leave them alone. When you climb
up to the ledge in the back, you'll see a large boulder on your right covered
in cracks. The signpost next to it indicates that this is the site of a Fairy
Fountain that has come to be known as the Fountain of the Fortune Goddess.
Tingle's Map will also show that this Fairy Fountain contains the only other
Great Fairy who will expand your rupee-carrying capacity. Use a bomb to blow
up the rock and expose the pit beneath it. Fall through and speak to the Great
Fairy inside the fountain for an upgrade. This fairy will allow you to carry
up to 5,000 rupees! After you are finished, leave the fountain and head for
the exit of the Forest of Fairies. If you choose to go back the way you came,
you'll have to fight the Mothula again. If you continue through the forest to
the third clearing, two Moblins and a large group of Morths will challenge
you. After you reach the exit, head all the way back down to the King of Red
Lions.

It's time to find Jabun once and for all, so that you can get your hands on
the final sacred pearl and unlock the power that will defeat Ganon. After your
errands on Outset Island are finished, hop on the King of Red Lions and sail
to the back of the island's western side. Jabun's hideout is a small cave
sealed by a large stone slab and protected by an enormous whirlpool. You may
have seen this whirlpool from the top of Outset Island. Since you cannot
approach Jabun's hideout without avoiding the whirlpool, you will have no
choice but to cruise straight into it. As the tidal current sweeps you in a
circle around and around, use the bomb cannon on your boat to launch
explosives at the stone slab covering the cave entrance. The slab is cracked,
and if you hit the weak points on it you will be able to break a piece of it
off. The slab is made up of three pieces, so three direct hits will destroy it
completely. When shooting, aim for the spot where the fracture marks
intersect. The whirlpool will make it somewhat difficult to aim properly, so
wait until the current brings you close to the island before you bombard it.
The closer you get to the whirlpool's center, the faster it will spin you and
the harder it will be to aim. If you don't destroy the stone slab in time, the
whirlpool will suck you into its depths and you'll be forced to start over.
After the stone slab is destroyed, the whirlpool will vanish and the entrance
to Jabun's secret hideout will be uncovered.

The King of Red Lions will drift slowly into Jabun's cavern. At first, there
seems to be no sign of the water spirit. Then, a great fish rises out of the
water and speaks the ancient Hylian language. Jabun is a great water spirit
and the holder of the last sacred pearl. He and the King of Red Lions will
have a brief conversation, and after it is finished, Jabun will release
NAYRU'S PEARL. At last, the quest for the three sacred pearls of the goddesses
is complete. The power that Nayru's Pearl possesses will break the curse that
Ganon had set over the Great Sea, and sunrise will finally break over the
horizon. With all three pearls, Link will be able to unlock a great power
hidden beneath the sea. The King of Red Lions will mark the location of where
the three pearls need to be placed in order for this power to be revealed on
the Sea Chart.

The three pearls must be placed in the hands of guidepost statues found on
each of the three Triangle Islands that form another triangle around a vast
stretch of empty sea. The nearest Triangle Island to Outset Island is Southern
Triangle Island, located only two sea quadrants northeast of Outset. The small
island is guarded by a large group of Seahats, so approach it cautiously with
the Boomerang or cannon at the ready. When you get onshore, climb to the top
of the island and place Nayru's Pearl in the hands of the glowing guidepost
statue.

Head northeast from here to get to Eastern Triangle Island. This island, like
the other two Triangle Islands, is very small and easy to miss. You won't find
any enemies guarding it, but you might have to avoid a few updrafts. If you
run into them, they'll spin you around and point you in another direction.
They're more of an annoyance than a danger. Once you reach Eastern Triangle
Island, place Farore's Pearl in the ancient statue's hands.

The final Triangle Island is Northern Triangle Island, which is northwest of
Eastern Triangle Island. As you approach it, you will see a giant cyclone
tearing its way across the water's surface. Avoid it at all costs, and don't
confuse it for the smaller and comparatively harmless updrafts. Large cyclones
like this are controlled by the wind god, Cyclos. If you get too close, the
angry Cyclos will suck you up into his vortex and whisk you across the Great
Sea. There are also a few Octoroks on the other side of the island that should
be avoided. Anyway, when you get to Northern Triangle Island, walk up to the
guidepost statue and put Din's Pearl into its waiting hands.

When all three sacred pearls have been placed into the hands of the three
ancient statues, each one will transform into a crystalline statue of the
three goddesses, Din, Farore and Nayru. They will each emit beams of bright
light that will connect them, forming a large triangle of light across the
Great Sea. From within this triangle, the Triforce crest will appear, and a
majestic tower will rise up from beneath the waves. Behold, the Tower of the
Gods!

=============

Chapter 6: The Blade of Evil's Bane.

=============

The Tower of the Gods is a dungeon that was built as a test of strength and
merit for those who seek the power hidden beneath the sea. You will be tested
by adversaries that you have never before encountered, and challenged by
puzzles like which you have never before had to solve. To enter the dungeon
and begin your trials, sail through the tower's outer wall and into the
entrance at its base.

The first chamber in the Tower of the Gods is filled with water. It pours in
from the mouth of the large statue ahead of the entrance, only to be emptied
out into the Great Sea again. This causes the water level in the room to rise
and fall repeatedly every ten seconds. Because the room is so large, you'll
need to cruise along on the King of Red Lions to get from place to place. The
first door you should go to is the one immediately to your right. You won't be
able to see it if the water level has risen. Once the water has receded, step
onto the covered ledge and enter the door.

Just because you are in a new room, that doesn't mean that you are safe from
the fluctuating tides. A grate on the floor will allow the water to fill and
empty into the room as usual. You will have to make this work to your
advantage by using the boxes lying on the floor. While the water is out, move
them around on the floor so that you can reach the ledges on the wall once the
room has filled with water. Keep your Boomerang out, because you'll have to
defeat a few yellow ChuChus that appear. You can't simply attack them, thanks
to the electrical field that protects them if they aren't stunned. Yellow
ChuChus don't have their own kind of Chu Jelly, but they do leave behind
stores of Red and Green Chu Jelly. Some of the ledges along the side of the
room are covered in stone slabs, so you'll have to place bombs near them to
get inside. Although most of these ledges only contain jars with hearts or
other pickups, the second one on the right side has a chest that contains the
Dungeon Map for the Tower of the Gods. The farthest one on the opposite side
has a Joy Pendant (and a yellow ChuChu guarding it), but to open it you'll
have to place a bomb on the ledge preceding it, as close to the rock slab as
you can. After you get everything and destroy all of the invading ChuChus,
exit the room the same way you entered.

When you get back on the King of Red Lions, cruise to the northeast corner.
The ledge back here can only be climbed onto when the water level is up. The
door on it is sealed however, and to unseal it you must place something on the
glowing floor switch next to it. Use one of the two gray statues nearby, known
as Armos statues, to hold down the switch while you enter the door.

When you climb up the steps inside, another yellow ChuChu will appear. You can
defeat it without stunning it if you are quick enough to attack before the
ChuChu's electrical field activates. Anyway, the gap in the floor ahead will
fill up with water through the grate on the floor, but even then the opposite
ledge will be too high up to climb on. When the water level lowers again, jump
into the pit and move one of the small crates on the floor onto the glowing
switch. The switch will cause a bridge of mystical light to appear across the
gap. Climb out via the ladder and wait for the water level to recede again.
When the water is up, the floating crate will no longer be pressing the
switch, so the light bridge will disappear. Once you cross to the other side,
pick up the statue resting in the back of the room. When you hold it in your
hands, both the statue and the exit will glow blue, indicating that you can
only take the statue through the door if you are holding onto it. Cross the
light bridge once more and exit with the statue in your hands.

In the main room, take the statue over to the tiled enclosure on your left. In
the center of this enclosure is a slot shaped just like the bottom of the
statue. If you drop the statue into the slot, it will glow brightly and the
large metal gate blocking the east side of the room will open. Get back on the
King of Red Lions and cruise over to the new area. There is a ledge on your
right that, as before, can only be reached when the water level has risen.
Also, the door on it cannot be used until it unseals. Place the two Armos
statues on either side of the door onto the two floor switches next to them,
and the door will unseal.

As soon as you enter this room, take note of the lit torches next to you and
the unlit ones on the other side of the room. The Boko sticks in the jars
along the wall will be used to light the unlit torches and reveal a treasure
chest between them. The only problem is getting the sticks across without
touching the water that fills the pit every ten seconds. Before grabbing a
stick, jump into the pit when the water is out and arrange the large crates so
that they form a line across the floor. They don't need to be touching, but
they do need to be spaced far enough apart so that you can jump from one to
the next when the water fills the room. After you are finished, climb out of
the water pit and smash a jar to get a Boko stick. After it is lit, make sure
the pit is filled with water before you attempt to cross. If you mess up and
get the Boko stick wet or you drop it into the pit, you'll have to grab a new
stick. When you make it across with the burning Boko stick, light the two
torches to trigger the appearance of the treasure chest. This chest contains a
small key. After you get it, exit the room but watch out for the swarm of
ChuChus that will drop in.

Get in your boat and cruise all the way to the west side of the room.
According to your map, there should be two doors on this side, but all you can
see is a wall. This wall however, is made up of three stone slabs that are
susceptible to cannon fire. Use the boat's cannon to tear down the wall,
revealing the doors behind it. When you climb past the ruined wall, swim over
to the stairway that takes you up to the northwester door, but prepare to
fight a yellow ChuChu.

The small chamber past the door contains a treasure chest, but a patrolling
RED BUBBLE guards it. Bubbles are spirits that resemble floating skulls. There
are two kinds of Bubbles; Red Bubbles and Blue Bubbles. Red Bubbles are
cloaked in flames, so touching one isn't the best idea. You can still attack
it with your sword and most of your other weapons, but the best way to defeat
one is to stun it with the Deku Leaf first. This will extinguish its flames
and cause it to drop to the ground like a regular skull. Kill it before it
revives itself again. Blue Bubbles are much more dangerous, but you won't run
into one for a while. The chest in here contains the Compass. It will reveal
that there is another treasure chest behind the back wall, but you can't get
it without a new item. Until then, you'll have to ponder what lies behind the
gaze of the eye on the wall.

Return to the main room and grab a Boko stick from a jar along the wall. Use a
torch to light it up, and then wait for the water level to recede. When it
does, run down the steps and light the two torches on either side of the
locked door. This will make a chest appear on the ledge next to the steps. It
contains a Joy Pendant. Now, when the water level goes down again, run back
down to the locked door and use the key you obtained earlier to open it.

Like before, there is a statue in this room that you will need to bring
outside to set on the similarly-shaped slot, but it is on a ledge much too
high up to reach. Concentrate first on killing the four ChuChus that ambush
you when you enter. Bombs can stun or kill them all in one blow, but it can be
tricky using them with the water filling the room periodically. After all of
the ChuChus are defeated, a stairway of light will appear, allowing you to get
to the statue above. Pick it up and carry it to the exit, but make sure you
don't get swamped.

Run back up the steps in the other room before the water rises, and place the
statue in its slot, just across from the northwest door. The statue will glow
pink, and the mouth of the larger stature pouring water into the room will
close. The water will stop pouring from it, coming in through sides instead.
More importantly, a new pathway will be revealed beneath the mouth of the
large statue. Swim over to the King of Red Lions and cruise over to the ledge
that takes you to the pathway. The pathway cannot be reached unless the tide
is up. At the end is a doorway that you must now enter.

The next room is circular in shape, and in its center is a laser statue that
will fire a white-hot beam of energy at you from its 'eye' if you get too
close. The statue can be avoided by running around it, but if you want to
defeat it you'll have to sacrifice some health. Hold a bomb in your hands and
run up to the statue. When it shoots you, the bomb will explode and the
statue's eye will shatter. The eye will only expose itself if it is attacking,
so don't bother throwing a bomb at the statue from a safe distance. You should
also take care of the two Rats in the room with the Boomerang. To proceed in
this room, you'll need to place something on each of the three glowing
switches in the back. There are two Armos statues near the entrance that you
can use, but you'll still need one other object to place on the third switch.
Luckily, the switches don't need to be pressed continuously, so just step on
the third switch after you put the Armos statues on the other two. This will
cause the platform behind the switches to move up and down. Jump onto the
first platform, but don't fall into the chasm beneath it. Let the platform
carry you up to a second, and then a third platform. Use the final one to
reach a ledge, where the exit door is found.

The somewhat circular hub of the Tower of the Gods is dominated by a large
dais, flanked by three smaller plinths marked with strange symbols. The room
branches out into three separate areas marked by doorways on the west, north
and east side. Only the glowing east doorway is open; the other two will
remain sealed for now.

Kill the yellow ChuChu in the next room and use the moving platform to reach
the other side. Along the way, take note of the eye-shaped symbol on your
right, and the inaccessible doorway above it. On the other side, kill more
ChuChus and enter the doorway.

The next room has a strange glowing platform of light suspended over a pathway
that takes you across the chasm. You can take either path to get to the other
side. Here you will find a podium with a statue on it. Next to the podium
you'll see a tablet that gives you instructions on what to do. After you call
out to the guidepost statue, the pedestal it sits on will lower, and the
statue will hop to your side. This sentient statue will be your brief
'partner' until you return it to its plinth in the main hub. You can keep
track of it on your map if you have the Compass; it is displayed as a pink
dot. You can pick the guidepost statue up and carry it around like an Armos
statue, but you can also have it follow along behind you on its own. Since you
won't be able to fit beneath the luminous platform while you have the statue
in your hands, you'll have to make it follow you across the winding lower
pathway. Don't let the statue fall; otherwise you will both have to start
again from the other side of the room. After you reach the end of the pathway
and get out from underneath the light platform, pick up the guidepost statue
and jump across the gap to the doorway. Make sure you are still holding the
statue when you pass through the doorway, or else it won't go through with you
and you'll have to retrieve it again.

Be careful in the previous passage as you cross the gap. Thankfully, there
aren't any ChuChus this time to bother you, so you don't have to set the
statue down for any reason. When you reach the circular hub, the statue will
hop by itself over to its plinth and begin to glow. With a flash of blinding
light, a tablet will appear in the center of the central dais. The tablet is
marked with symbols that resemble the ones you encountered on the Wind Shrine
monument on Dragon Roost Island. Climb the steps to the dais and play the Wind
Waker in front of it to trigger the sequence that is displayed on the tablet.
Repeat this sequence (played in four-fourths time) to learn a song known as
the Command Melody. The Command Melody, when played, allows you to assume
control over Link's partners in a cooperative setting. This includes the
guidepost statues in the Tower of the Gods. Unfortunately, you can't control
the statues once they have been returned to their plinths, so you'll have to
wait before testing out your new tune. After you learn the Command Melody, the
west door will unseal, and the guidepost statue will instruct you to find its
kin that await you. Following this, the tablet on the central dais will
disappear again. Enter the newly unsealed west doorway.

The next room splits off even further into two rooms, but both doorways are
separated by the large chasm that takes up most of the floor. Before you do
anything, defeat the two Bubbles floating around. Simply by stunning them with
the Deku Leaf you can make them fall to their deaths. To get across to the
opposite ledge, you'll need to use the Grappling Hook to attach yourself to
the pair of beams above you. The door on your left is sealed, so don't bother
reaching it. When you make it to the ledge across from the entrance, ignore
the glowing floor switch and use the door.

In the next room, you'll once again need the Grappling Hook to clear the gap.
On the other side you'll find another guidepost statue. Call it down from its
pedestal, and then step on the glowing switch on the floor to your left. This
will cause a bridge of light to materialize across the gap. The only problem
is that both you and the statue need to get across, and the bridge will only
last as long as there is something holding down the switch. To solve the
dilemma, play the Command Melody on your Wind Waker. Link will go into a weird
trance, and you will instead take control over the guidepost statue! You
should've left Link on the floor switch before you played the Command Melody,
so that the bridge will still be there for the guidepost statue to cross. As
the statue, you won't be able to do much expect make short hops. After you
make it across, revert back to Link and return to the entrance the same way
you came over; using the Grappling Hook. Once both Link and the guidepost
statue are on the other side, pick up the statue and carry it into the next
room.

In the room with the sealed door, set the guidepost statue down onto the
switch on your left. As long as it remains on the switch, the south door will
stay unsealed. You won't be able to take the statue with you into the other
room, but it will be waiting for you here when you return. To get to the west
doorway, use the Grappling Hook again.

When you enter this room, the door behind you will seal shut, and one of the
game's most powerful enemies will challenge you. The DARKNUT is the mini-boss
that guards your next weapon. Darknuts are heavily-armored, powerful knights
that resemble jackals. They are elite warriors that serve Ganon, and they are
more than proficient in swordplay and martial arts. Darknuts carry mighty
swords that are powerful enough to reduce stone pillars to rubble. Their
metallic body armor and helmet are strong enough to repel all of your attacks.
The only way to get attacks in on the Darknut is to find a way to forcibly
take its armor off. The body armor is attached to the Darknut by red straps
that connect at the back. If you manage to cut through these straps, the armor
will fall off and the Darknut's body will be exposed. The problem with this is
that the Darknut will almost always be facing you, so it will be hard to get a
clear shot of its back. Not to mention, getting close to the Darknut is very
dangerous unless you have your shield out in front of you. The easiest way to
get to the straps in its back is to parry its attacks. When a Darknut's
attacks are parried, the counterstrike will knock off either its helmet or its
armor. Taking the Darknut's helmet off won't help much for sword attacks, but
you can quickly nip at the warrior's armor straps while it is still in
surprise. If you hit the armor straps the first time, you can start attacking
the Darknut directly. The Darknut will use its huge sword against you, but if
you manage to knock it out of its hands during a parry strike, it will fight
you in hand-to-hand combat. Its melee strikes are harder to parry, so back
away from it and let it retrieve its sword. Alternatively, you can pick up its
sword and use it against the Darknut. If you need health during this battle,
let the Darknut destroy one of the pillars in the room, which will often
release hearts. You can also destroy the pillars yourself by planting bombs at
their base.

After the Darknut has been defeated, the exit will unseal and a treasure chest
will appear in the center of the room. Inside is the HERO'S BOW. This is the
best projectile weapon in Link's arsenal, perfect for taking out enemies from
a distance or those that are airborne. The bow's arrows can be aimed manually
for striking stationary targets, or they can be fired with precision when the
target is locked on. Like bombs, you can only carry up to 30 arrows until you
get upgrades. Before you leave, make sure to grab the Knight's Crest that is
left behind by the Darknut. Darknut's are the best way to obtain the ten that
you need before you can present them to Orca.

When you return to the previous room, you will see an eye-shaped symbol across
from you. Use the Hero's Bow to fire a piercing arrow into the eye. The eye
will shut and a pair of platforms will begin to move across the gap, allowing
you to cross between the east and west ledges with the guidepost statue after
you reach it. Before using the Grappling Hook to swing over to the west ledge
(where the statue is waiting), fire a few more arrows at the floating Bubbles
to kill them. When you get to the statue, pick it up and jump onto the moving
platforms to reach the east door. As soon as you step foot on the ledge, one
of the Armos statues along the wall will come to life an attack! ARMOS can
only be defeated if you destroy the purple crystals on their backs. Attacking
an Armos from behind is hard (but not impossible) unless you stun it first by
hitting it in the eye with an arrow. Afterwards, a few chops to the back will
destroy the crystal. Be careful though, because the Armos will then begin to
whirl around out of control for a few seconds. If it hits you with the ring of
spikes around its body, it will inflict damage. Armos are pretty easy to
outmaneuver, as it's hard for them to change directions. Fighting this one is
optional, so feel free to pass through the doorway with the guidepost statue
if you aren't up to the battle.

The second guidepost statue will hop over to its plinth in the main hub, and
the final, north door will unseal. Before you proceed, you can use the Hero's
Bow to acquire two treasures that were previously inaccessible. First, use the
east door to get to the passage that connects the main hub to the room where
the first statue rested.

In addition to the ChuChus, an enemy called a WIZZROBE will attack you in this
room. With the Hero's Bow, you can take out the ChuChus with unparalleled
ease. The Wizzrobe is also vulnerable to arrow fire, but battling it is much
trickier. Wizzrobes are eccentric mages that resemble robed toucans. They have
the ability to teleport, levitate and cast magical balls of flame at their
enemies. There are three different levels of power among Wizzrobes that
determine how strong they are, and they are identified by their colors. Red-
robed Wizzrobes are the most common. Another type, found on some of the
platforms of the Great Sea, wear blue robes, and they share the same abilities
as the red kind. The stronger yellow-robed Wizzrobes will only appear after
you encounter yet another, entirely new species of Wizzrobe later on. To kill
the Wizzrobe in this room, shoot it twice with the Hero's Bow. Try to hit it
before it casts its fireballs. If the Wizzrobe teleports to another location,
follow its distinctive sounds to locate it. After it is defeated, jump onto
the platform moving across the gap in the room and shoot the eye symbol along
the right wall. When you shoot it with an arrow as your platform passes by,
another platform will extend from the wall, allowing you to reach the doorway
above the eye as it moves up and down and side to side. Jump over to the new
platform and enter the doorway.

This room contains a pair of frightening-looking statues on either side that
will attack as soon as they spot you. ARMOS KNIGHTS are much larger versions
of the smaller Armos. They aren't as imposing as they look, but they can still
cause a lot of damage if you don't know how to kill one. Attacking an Armos
Knight directly is useless, so lock on to one and stay at a reasonable
distance from it. When the Armos Knight opens its gaping mouth, toss an active
bomb into it. If you want, stun the Armos Knight first by hitting its eye with
an arrow before you toss the bomb in. Now run, because the Armos Knight will
start spinning out of control for a few seconds before it blows up, just like
an Armos. If the knights touch you, their impaling spikes will cause a lot of
damage. After both Armos Knights are destroyed, open the chest that appears
for a small prize (a Joy Pendant). Now return to the room before this one.

Use the Deku Leaf to glide over to the west ledge, which leads to the hub.
Before you can exit, the two Armos along the wall will attack you. Fight or
avoid them, and then return all the way to the room where you got the Compass.
You will have to cruise through the entrance room on the King of Red Lions to
get there.

Remember the eye symbol in this room? If you pierce it with an arrow, a hidden
compartment in the wall will open, and a chest will be revealed. Inside this
chest is a Treasure Chart. Make sure you kill the Bubble in the room before
you try to get the chest. After you have the Treasure Chart, the two Armos in
the room will awaken and attack you. When fighting them, try to get them to
stick close to one another, for it's possible to stun them both using only one
arrow. Now that you have all of your treasure, return to the hub where the two
guidepost statues have been placed and enter the north doorway.

There are three additional doors in the next room, but some of them can be
tricky to reach. The pit in the middle of the room is filled with water, but
unlike the rest of the tower, it won't rise or fall. Two circular platforms
hang by chains into this pit, and depending on how much weight is on them,
they will rise or fall like a balance scale. These platforms are necessary for
reaching the back ledge, but the door there is locked so you'll have to find
the small key first. Before you go after it, kill the two Keese in the room,
and then jump onto the left-hand platform. Without anything else to balance
out your weight on the other platform, the left one will lower. This is fine
however, since you just need to be within bomb's reach of the cracked side
wall. Unfortunately, there is no ledge to stand or place a bomb on, so you'll
have to have careful timing to throw the bomb at the wall so that it explodes
in midair before it plunges into the water. Wait to throw the bomb for when it
begins to swell just before it explodes. After the wall is destroyed, jump to
the ledge behind it and enter the door.

This room is optional, but you can secure another Treasure Chart by clearing
it. The two Armos Knights on either side will remain docile until you find the
chest that they are guarding. According to the Compass, the chest should be in
the middle of the floor, but actuality tells you otherwise. Instead, you will
see two crests. One depicts the wind, while the other depicts the Triforce. If
you play the Wind's Requiem on the wind crest, the chest containing the
Treasure Chart will appear on top of the Triforce crest. The bad news is
you'll have to face the wrath of the two awakened Armos Knights. If you want
to conserve energy, exit without fighting them.

From this ledge, you can see another doorway on the east side of the room.
Swim across to it and enter. The large chamber beyond the door is filled with
moving platforms, and it has no floor other than the ledge that you entered
from and a few small ledges on the side. To begin with, use arrows to snipe
out the two Red Bubbles in the room. Once the room is clear, jump out to the
platform nearest to the ledge moving up and down. Use the Deku Leaf to float
slowly if you need to. When the moving platform drops as low as it can go,
jump out towards another platform moving forward and backwards. From this
platform, fire an arrow at the eye symbol on the platform north of it. You can
use the platforms south of the last moving one to get to a set of jars on the
south side, containing refills. Anyway, when you hit the eye symbol, the
platform that it is on will begin moving up and down. Jump onto it and let it
lift you up to a ledge with a treasure chest. Open it to receive the small key
that will open the door in the previous room. The key is all you need from
this room, but if you are for some reason desperate for another Joy Pendant,
continue using the platforms. The one to the left of the ledge with the first
chest on it will take you up to another platform moving horizontally. Jump
onto it and then aim for another eye symbol on a platform across from you. The
said platform will begin moving towards (and then away) from you. Jump onto
it, and turn to face the west wall. The final eye symbol in the room is just
above the doorway, and hitting it will cause the treasure chest containing the
Joy Pendant to appear on the upper south ledge.

Return to the room with the balance scale-like platforms. Use the ladder in
the water to climb back up to the south ledge. To get to the north side of the
room, you'll have to jump on one of the balance scales while the other has
more weight on it than yours does. The four Armos statues near the entrance
can be used for this. They weigh about the same as Link, so they should be
perfect for counterbalancing his weight. Toss two of them on one of the
platforms so that the other is lifted upwards. Just one Armos statue will
cause the scales to shift, but you need two if you want them to stay that way
when you jump to the other one. Now jump over to the north ledge and unlock
the door with your key.

This room is where the third and final guidepost statue rests. It lies behind
a set of laser beams that is impossible to get through. The switch on the
floor near them will turn them off, but only if something is placed on them
continuously. Since you can't control the guidepost statues until you awaken
them, you'll have to find some way over the lasers. Climb onto the stone
podium in the center of the room and jump outwards, using the Deku Leaf to
sail safely over the yellow lasers. Call the guidepost statue down from its
pedestal. Once it is at your side, play the Command Melody to take control of
it. Hop over to the glowing floor switch to turn off the lasers. Don't worry
about the statue; the little guy is impervious to the lasers and can pass
through them unharmed. With the lasers deactivated, switch back to Link and
run across to where the guidepost statue is sitting. Pick it up and carry it
back to the previous room.

A Wizzrobe will appear in the room with the balance scale platforms. Shoot it
with arrows before it becomes a problem. Now you have to find a way back
across the gap. The difference this time is that the guidepost statue accounts
for the same amount of weight as Link does, so you'll need at least three
Armos statues on one platform to outweigh the two of you. To start, throw the
guidepost statue down to one of the platforms. Now climb out of the water to
the other side by using the ladder. Place three of the four Armos statues on
the other platform so that the one with the guidepost statue rises upwards.
When you jump out to it, it should stay at the same height. Grab the guidepost
statue and jump back to the south ledge.

When all three guidepost statues return to their plinths in the main hub, they
will emit beams of light into the central dais, causing a magical portal to
appear from it. This portal will transport you up to the third floor when you
step into its light.

The only other door up here is sealed, but there is an ornate treasure chest
sitting in a corner on the opposite side. Experience should tell you that this
type of chest contains the Big Key to the boss's chamber. The only thing
preventing you from confirming this is a set of laser beams, not unlike the
ones in the third guidepost statue's room. To shut off the lasers, you will
need to activate the three floor switches in front of them. The switches must
be held down at the same time, but not continuously. Use the two Armos statues
near the sealed north door to hold down two of the switches, but be careful of
the laser-emitting statues on either side of the room when transporting them.
Step on the final switch to deactivate the yellow lasers for good. Run over to
the chest and open it. Sure enough, the Big Key is inside. Unfortunately,
opening the chest will also awaken the two Armos statues you used to reach it.
Defeating them will cause the exit door to unseal.

Opening the door will take you to an elaborate staircase around the outside of
the tower. Depending on what time of day it was when you entered the Tower of
the Gods, you will be standing in either sunlight or moonlight. Almost
immediately you will also hear the unmistakable cry of a Kargaroc. Walk up the
set of steps in front of the entrance and kill the Kargaroc circling above
with a single arrow. Before you can begin ascending the long staircase, you
must get past a blue laser statue. Unlike the pink ones that rotate and fire
tracking laser beams, blue statues stay fixed and fire their beams in a line
across the floor. Although the laser will constantly adjust to block your
progress past the statue's line of sight, this means that you can get close to
the statue without getting hurt. Shoot its eye with an arrow to destroy it. As
you climb further up, you will have to either destroy or avoid more laser
statues of both colors. There is also another Kargaroc flying around near the
top of the staircase, and two more pink laser statues past that. Just before
the boss's door, break open the jars as usual for refills and Fairies. The
final test of the gods awaits you when you open the door.

To be recognized as a true hero by the gods themselves, Link must face one
final opponent. At first, the boss's chamber is vacant. Then, an immense
figure begins to glow on the wall; the face and hands of a giant statue. The
statue speaks, acclaiming Link for reaching the summit of the Tower of the
Gods. Now, he must accept the challenge.

To pass the test of courage, you must defeat GOHDAN, THE GREAT ARBITER. The
only weapons that you will need to do this are the Hero's Bow and the bombs.
As Gohdan drifts overhead, target his disembodied hands and let fly with a
pair of arrows. The red dots on Gohdan's palms are weak points, and striking
them twice with arrows will neutralize them for the time being. After one hand
falls, target the next one and attack it in the same fashion. With Gohdan's
hands out of the way, you can go after his head. When both of the hands have
been stunned, Gohdan's eyes will glow red. Target them and shoot them each
with two more arrows, just as you did with Gohdan's palms. After piercing both
of the boss's eyes, the head will fall to the ground with its mouth gaping
wide open. Like the Armos Knights, Gohdan will suffer damage when you toss a
bomb into his opened mouth. After the bomb is planted, wait for Gohdan to
revitalize himself following the blast. His attacks will begin again, and the
weak points on his palms will once again glow red. To defeat Gohdan for good,
you must place a total of three bombs in his mouth after stunning his hands
and hitting his eyes with arrows. However, Gohdan will attack you long before
you finish stunning him the first time. His massive hands will swat, slap and
punch you silly, but they can be stopped if you manage to hit them with arrows
before their attacks connect. Gohdan's most fearsome weapon comes from his
head. When his eyes stop glowing, a ball of energy will begin to charge from
the boss's mouth. Moments later, a shower of fire will rain down upon you with
frightening power and accuracy. Duck and roll as best as you can to avoid the
attack. If you get hit, you will easily be sent flying across the room like a
rag doll. Fortunately, Gohdan doesn't have any other attacks, so as long as
you learn to avoid his hellfire and the punishment that the hands deal, you
should do well against him. You must avoid the edges of the room however,
because the electrified floor in the outer trench will give you quite a shock
if you touch it. If you fall in, or get knocked in by Gohdan's attacks, climb
back out as quickly as you can. Gohdan's hands will sometimes try to push you
into the electrified trench, so make sure you get out of their way if you
think this is about to happen. Arrows and bombs are essential for beating
Gohdan, so if you happen to run out of them, the boss will sneeze out refills
from his nostrils. It is unlikely that you will need more bombs (you only need
three after all), but you may need more arrows as the battle progresses.

When the third bomb has been placed in Gohdan's mouth, Link's trials will be
complete. The pathway to the sacred land has been opened. Gohdan will replace
himself on the wall and a Heart Container will fall from his nostrils. Step
into the portal of light in the middle of the chamber after you collect the
Heart Container.

Instead of taking you back to the King of Red Lions, the portal will transport
you to the tower's rooftop. Climb the ladder to reach the bell tower above
you. When rung, the ancient bell will open the path to Hyrule, the kingdom
lost beneath the sea. To ring the bell, attach yourself to it with the
Grappling Hook and start swinging. The bell's chime will cause a ring of light
to appear in the water at the base of the Tower of the Gods. Link and the King
of Red Lions sail into the ring, to be taken beneath the sea.

As Link descends deeper into the ocean, he discovers that he does not need to
breathe. The King of Red Lions seemingly passes into another realm, one where
time is frozen and the world appears to be but a distant memory. This is
Hyrule Castle, where the power to defeat Ganon is said to rest.

You must enter the castle to discover what awaits you. There is no need to
stay outside the castle, so run up the steps and pass through the large
entrance at the end of the path. The main hall inside Hyrule Castle, like the
rest of the kingdom, is locked in a frozen state. Storming Moblins and
Darknuts stand poised like snapshots around the stone statue of the Hero of
Time. The item you seek is in the castle's basement. Through the Pirate's
Charm, the King of Red Lions will help you find its entrance by giving you a
clue. You must search for the Triforce crest somewhere in this room. In the
center of the hall, in front of the Hero of Time's statue, are a Triforce
crest and three triangular blocks that make a perfect fit when moved onto the
crest. These triangular blocks can be pushed and pulled by their corners in a
pivoting motion. Move them around so that they fit onto the Triforce crest.
When all three blocks have been moved into position, they will sink into the
floor and the crest will begin to glow. The Hero of Time's statue will slide
backwards to reveal the entrance to the castle's basement. Climb up to the
entrance and use the staircase to go inside.

After climbing down a flight of steps, you will see a sword resting on a
pedestal up ahead. This is the MASTER SWORD; the blade of evil's bane. This
weapon was once wielded by the Hero of Time, and it was used to defeat Ganon
in the past. Now, you must take the Master Sword from its place of rest and
bring it to the world above so that you can do the same once again. After the
Master Sword has been removed from its pedestal, five suits of armor around it
lower their mighty swords into formation. Suddenly, as if though a seal has
been lifted, Hyrule and its denizens spring to life once more. Run up the
steps and return to the entrance hall.

When the Master Sword was removed from its resting place, the Darknuts and
Moblins that were in the process of raiding Hyrule castle came to life again.
Unfortunately, this means that you will have to defeat every single one of
them before you can leave. As soon as you exit the basement, the Hero of Time
will seal its entrance shut and the first few enemies will advance towards
you. This will be a tough battle, but you have the Master Sword to even the
odds. This legendary weapon has twice the strength of the Hero's Sword, so
even the mighty Moblins and Darknuts won't last long against it. In addition
to the regular Darknuts, there are also some shielded DARKNUTS. Although the
two types are identical in every way save for the large bucklers the new ones
carry, they are treated as different enemies. Shielded Darknuts can block your
attacks from the front, but if you parry them like you should, the vital areas
beneath their armor will quickly be exposed. Because there are so many
difficult enemies here to fight, make sure you take advantage of the treasure
spheres they leave behind. They will usually supply you with enough refills to
last you through the next enemy. This is also how you can pick up their
spoils. Moblins leave behind Skull Necklaces, which will be handy later on
when you return to Windfall Island. Darknuts (of either kind) drop Knight's
Crests. There are seven Darknuts here, so if you collect all of their spoils,
you should have enough for Orca when you return to Outset Isle. If you want to
use the Grappling Hook to steal your opponents' spoils early, make sure they
aren't wearing helmets (in the case of the Darknuts). Because of the room's
size, it is likely that you won't have to fight more than three enemies at a
time. They usually end up hurting each other anyway if they are all attacking
you at once. After you defeat all of the Darknuts and Moblins on the bottom
floor, head upstairs by climbing the staircase. Sweep through the balcony to
finish off the remaining enemies.

When you finally defeat them all, the magical energy beams blocking the exits
will deactivate. You are free to use the lower exit, but the bridge outside is
barred by a strange, magical barrier that is impossible to break through. You
must return to the King of Red Lions and enter the ring of light in the water
to be transported back up to the Tower of the Gods.

=============

Chapter 7: Into the Crow's Nest.

=============

According to legend, the Master Sword has the power to repel evil, so it is
the only weapon that can defeat Ganon. Now that it is in your procession, you
can return to the Forsaken Fortress and free Aryll from Ganon's wicked grasp.
The fortress is a long way away though, so your first priority will be finding
a way to travel across the Great Sea in a much quicker and more efficient way.
To do this, you'll have to seek out Cyclos, the angered wind god who travels
across the sea in his mighty cyclones. Cyclos can be found in one of a few
locations, but the best place to find him after you get out of the Tower of
the Gods is Northern Triangle Island, which is only one sea quadrant northwest
of the tower.

As soon as you see the giant tornado swirling around on the horizon, make a
beeline towards it and have the Hero's Bow ready, well-stocked with a full
quiver of arrows. When you catch up with the cyclone, Cyclos will appear from
within it, mocking you for your lack of fear towards him. Normally, getting
trapped within the vortex of a cyclone would mean you would have to wait
helplessly before Cyclos sent you away to another part of the Great Sea. Now
though, you have the Hero's Bow, and you can use it to fulfill the task that
Zephos discharged you with. Aim carefully at Cyclos as he floats above you.
You can't lock on to him, so you will need to use the Hero's Bow manually.
Only three arrows will be needed to defeat Cyclos, but he can be hard to hit
because of the powerful wind that blows around his cyclone. If you don't hit
him three times soon enough, you will be sucked up into the cyclone and sent
away. If you do hit him three times, the cyclone will subside and Cyclos will
congratulate you for your impressive aim. He will then give you another
challenge by flying through the air in a distinctive pattern. The pattern that
he moves in is the sequence that you must repeat with the Wind Waker. If you
follow Cyclos's movements carefully and repeat the notes on your Wind Waker
(in four-fourths time; down, right, left, up) you will learn the Ballad of
Gales. This is a very useful song that allows you to instantly warp from
anywhere on the Great Sea to one of the following locations: Outset Island,
Southern Fairy Island, Forest Haven, Tower of the Gods, Greatfish Isle, Dragon
Roost Island, Windfall Island, Tingle Island and Mother & Child Isles. Apart
from the Wind's Requiem, this is the most useful song in the game. Now that
Cyclos's cyclones are under your control, you'll no longer have to fear them
as you sail across the Great Sea.

The Ballad of Gales will get you closer to the Forsaken Fortress much quicker
than normal, but there are still a few detours that should be taken before you
go there. To start with, play the new song and ride the cyclone to Outset
Island. If you have at least ten Knight's Crests, go to Orca's house and
present them to him. Orca will tell you the true meaning of the Knight's
Crests. They are symbols of power, wisdom and courage, and those who have them
are fit to learn a very special sword technique. As he did at the beginning of
the game, Orca will train you on how to perform this new technique. By
charging power when performing a spin attack, you can unleash a devastating
Hurricane Spin. This cool attack will send you spinning like a hurricane for a
few seconds, and anything that you run into will be in for serious pain. The
Hurricane Spin is great for plowing through large groups of weak enemies like
ChuChus and Miniblins. Be careful though, because using it consumes magic
power. Also, after executing a Hurricane Spin without striking anything, Link
will become dizzy for a few seconds, which could leave him vulnerable.
Nevertheless, the Hurricane Spin is a great technique to have.

Magic power is becoming more and more important as you find more ways to spend
it, so it is a good idea to find the Great Fairy that will give you even more
of it. This way you'll be able to use the Deku Leaf for greater periods of
time or use the Hurricane Spin more often. To get more magic power, get on the
King of Red Lions again and set the wind to blow east.

The first island east of Outset Island is Headstone Island. It will play a
more important role later in the game, but you can stop there now if you want
to pick up a Piece of Heart with a seagull, or enter the nearby submarine to
get a Treasure Chart. The next island over is Two-Eye Reef, one of six reef
formations that looks like a die face from above. Like all reefs, you can get
a Treasure Chart from it by destroying all of the cannon boats and wall-
mounted cannons that reside inside its walls. If you're only after the magic
power upgrade though, you don't need to enter the reef.

Use your Telescope to survey the horizon as you sail around the waters of Two-
Eye Reef. Somewhere you'll see a flock of seagulls flying around in a circular
formation. When you sail over to them, a whirlpool will appear in the water,
and an enormous BIG OCTO will rise from its center. Big Octos are mini-bosses
that lurk in certain islands. There are six Big Octos in the game, and all of
them can be found by searching for the conspicuous ring of circling seagulls
that gives them away. How difficult a Big Octo is to defeat depends on how
many eyes it has. This is because you need to destroy each of the creature's
eyes with the Boomerang before you can emerge victorious, and the more eyes
the Big Octo has, the longer it will take to defeat. The Big Octo found near
Two-Eye Reef only has four eyes; the smallest number of eyes these leviathans
can have (some have eight eyes, while others have a whopping twelve). Sweep
your Boomerang across the Big Octo's body to target all four of its eyes at
once. Release, and then wait for the Boomerang to return to you as it strikes
all of the creature's eyes during its pass. It will take a few hits to destroy
an eye. Normally they are yellow, but if you manage to destroy one, it turns
black. If you hit one and it turns red, you'll have to keep hitting it. Big
Octos look intimidating, but they don't really do anything to try and stop
you, other than trap you inside the whirlpool. If you don't defeat the Big
Octo in time, you'll be sucked into the mouth of the beast and spit back out
towards the island. If you do defeat it, the Big Octo will sink back into the
ocean and the whirlpool will disappear. Most Big Octos leave behind a light
ring that marks the location of valuable treasure that you can pull up with
the salvage crane. The one at Two-Eye Reef won't, but instead a Great Fairy
will appear out of nowhere and thank you for freeing her from the Big Octo's
grasp. As a reward, she'll double your magic power!

From Two-Eye Reef, hail a cyclone and warp to either Tingle Island or Windfall
Island. These are the closest places to the Forsaken Fortress that you can
travel to by cyclone, other than Mother & Child Isles. The reason you can't go
there instead is because the cyclone will dump you inside the hollow Mother
Isle, where it is impossible to reach the Great Sea again. This secret haven
is home to the Queen of Fairies, and she has been waiting to see you. However,
now is not the time for you to meet her, so you must return here after
rescuing Aryll. Anyway, Tingle Island is probably closer to the fortress than
Windfall, but there are more things that you can do in Windfall Island before
you head out. For example, you can learn the Song of Passing by speaking to
Tott, the odd dancing man in the jumpsuit found in front of the monument on
the island's northern side. Play the Wind Waker next to him and he will
perform a set of dance moves. Repeat his rhythm on the Wind Waker (right,
left, down) to learn the Song of Passing, which changes day to night, or night
to day. This is an optional song, but it is very useful for accomplishing some
of the game's side quests.

If you travel from Tingle Island, you will not be without reward. You can
battle a Big Octo north of the island for a Piece of Heart. Beware though,
because this monster has twelve eyes. You can also take a slight detour to
Rock Spire Isle (west of Tingle Island), where Beedle will sell you a Piece of
Heart, Empty Bottle or Treasure Chart, if you have the money. Anyway, start
sailing northwest when you're ready to go to the Forsaken Fortress.

The waters around the Forsaken Fortress are laden with explosive mine barrels
that will knock you off your boat if you don't steer clear of them. As you
approach the looming fortress, prepare your cannon. The Forsaken Fortress's
outer gate can only be breached by force, but it is protected by wall-mounted
cannons. Use the King of Red Lions' cannon to destroy the enemy cannons and
the wooden gate. Sail past the fortress walls after the gateway is opened.

The King of Red Lions will dock next to the ledge that you landed on when you
were first launched into the fortress by the pirates. Jump out of the boat and
climb onto the ledge, and then make your way up the steps to the fortress's
courtyard. Don't worry about the searchlights this time, since you aren't
running around without a sword to defend yourself with. Run over to the large
door on the opposite side of the courtyard. Before you can reach it, a
menacing figure will come into view behind you. The shadowy horned figure will
float into the sky, generating a ball of energy in his hands.

PHANTOM GANON is a dark spirit that was created by Ganon. He is powerful, but
the Master Sword is more than a match against him. The mini-boss's only
advantage is that he can drift through the air like a ghost, making him
impossible to reach. Phantom Ganon will try to hit you with two main attacks.
His most common attack is his ball of sparkling energy. After it charges in
his hands for a few seconds, the ball will be thrown at you with devastating
force. Sometimes, Phantom Ganon will also try to strike you with his powerful
sword. When he attempts this, he will appear next to you, giving you only a
short time to get away. There are two ways to defeat Phantom Ganon. The
easiest way is to rebound his energy ball at him. The ball is easy to deflect
with the Master Sword, although an Empty Bottle can be used as well. When the
ball is about to hit you, slash at it to send it flying back at its
originator. Ever the wiser, Phantom Ganon will retaliate by smacking the ball
back at you with his Phantom Blade. This will kick off a dangerous game of
volleyball. If you lose and the ball hits you, you will have to begin again.
After hitting the ball back and forth between yourself and Phantom Ganon, it
will hit him and he will fall to the ground. Run up to him and slash at him
with the Master Sword while he's reeling. It shouldn't take long to defeat him
this way. There is a quicker way to beat Phantom Ganon, but you'll rarely be
given the opportunity to try it. When the mini-boss tries to hit you with his
sword, parry his attack. The hit will stun him, and you can continue to attack
him while he is on the ground as normal.

After the duel, Phantom Ganon will let out a final sinister laugh before
disappearing. Like all dungeon mini-bosses, Phantom Ganon will leave behind a
treasure chest with a new item in it. Open the large chest that appears in the
center of the courtyard to get the SKULL HAMMER. This unsightly bludgeoning
weapon can be used to destroy or pound things into the ground. It is slow to
use, but it can be quite powerful. Like a bomb, the Skull Hammer can be used
to stun many weak enemies at once, like ChuChus. It can also be used to block
attacks, like a shield.

Just like during your first ascension through the Forsaken Fortress, you
should first try to disable the searchlights before proceeding to Aryll's
cell. You won't get chucked in prison if they catch you, but you will be
attacked by endless swarms of Miniblins or wall-mounted cannons. If you need
magic refills, the Miniblins are a good source of pickups, but otherwise you
should do your best to avoid them and the searchlights. Walk back to the steps
that you entered the courtyard from and look for the nearby set of steps
blocked off by three pegs. These pegs can be pounded into the ground with the
Skull Hammer, but the thorns that cover them will hurt you if you get too
close. After the pegs are out of your way, climb the steps without alerting
the searchlights.

Climb to the top of the steps but stay outside the covered walkway. Continue
walking up the path to your right until you reach the ladder that takes you up
to the first searchlight. The Master Sword will make quick work of the
Bokoblin operating the searchlight's controls. Once the lights are disabled,
use the Deku Leaf to float over the right-hand ledge on the path below. The
ladder to the second searchlight is on the other side of this ledge. Climb up
to the Bokoblin's outpost and slay it. Only one searchlight remains now. Float
down to the pathway below and use the northern door to get inside the Forsaken
Fortress's interior.

A shielded Bokoblin can be found on the ledge in front of the chest that once
contained the Compass. Kill it or knock it down to the lower levels. You have
to reach the opposite ledge to get to the third searchlight, but the hanging
lanterns are gone this time around. You must use the Deku Leaf to float across
the gap. Use the Skull Hammer to smash the set of pegs that blocks the exit on
the other side.

Use the left-hand opening in the covered walkway to reach the path that leads
up to the final searchlight. Climb the ladder at the base of the outpost and
kill the Bokoblin once you get to the top. When all three searchlights are out
of service, your trip to the top of the Forsaken Fortress can go undisturbed
by Miniblin swarms or cannon fire. Run back down to the walkway and continue
moving counterclockwise through the fortress. The walkway just before the base
of the tower will be guarded by a laser-firing statue, so move quickly through
it to avoid getting singed.

It would be wise not to fall to the lower level once you are inside the room
with the two patrolling Moblins, beneath the tower where Aryll is being kept.
If you do, you'll have to deal with several Bombchus (bomb-carrying Rats), an
Octorok and a FLOOR MASTER. The Floor Master is especially dangerous. This
creature resembles a wicked hand extending from a black portal in the floor.
If the Floor Master grabs you, it will drag you into another realm and spit
you back out inside the prison cell. To avoid this frustration and
embarrassment, kill the Floor Master with arrows or the Master Sword, or
simply avoid it altogether by staying on the upper balcony. Use the large
wooden gate in the back of the room after you get past the Moblins. When
fighting them, they'll throw their lanterns at you to distract you, but they
shouldn't pose a serious obstacle.

Climb the steps outside and cut through the ranks of the Miniblins that
attack. At the top of the steps, turn around and follow the left path when you
reach the vertical drop ahead. Continue walking the path, mowing down any
annoying Miniblins. At the end of the path, a set of thorny pegs will prevent
you from moving further. Whack them with the Skull Hammer and keep moving. If
you failed to disable all of the searchlights, you may have trouble sidling
across the ledges up ahead because of the cannons. If you get knocked off the
ledge, you'll have to start over again all the way from the beginning. After
you sidle across both of the thin ledges, run up the steps to reach the wooden
gate to Aryll's prison. The gate will only open if you smash the peg-like
switch in front of it with the Skull Hammer.

Link approaches Aryll cautiously, hoping that the great bird that caught him
the first time isn't nearby. Once again, Aryll and Link will be delighted to
see each other, but their celebration will be short-lived. As Link tries to
open the cell's door, Tetra and two of her pirate cronies appear behind Link,
criticizing him for the way he never thinks before he acts. The pirates had to
distract the giant bird just so that Link wouldn't end up in its clutches
again. As the two pirate thugs work on getting the door open, Tetra notices
Link's Master Sword, somehow recognizing it as the sword that the legendary
hero once wielded. The cell door is finally pried open, and at long last,
Aryll and the girls from Windfall Island are freed. Before Link can escape
however, there is one more thing he has to do. The bird of the Forsaken
Fortress will fly in at any moment, so Link must defeat it once and for all if
they are to escape. Tetra and the pirates exit with the three girls, leaving
Link alone in the tower just as the mighty bird flies in from above.

Water will start to pour in from the grating on the floor, and THE MONSTROUS
HELMAROC KING, boss of the Forsaken Fortress and devoted servant of Ganon,
will make its grand entrance. As the room begins to flood, start running up
the spiral walkway that winds its way up the tower. The Helmaroc King will
hover in the air next to you, doing everything in its power to stop you from
reaching the top. It will jab at you with its powerful beak, destroying large
sections of the wooden walkway as you run across it. As long as you keep
running, you'll be fast enough to dodge the bird's vicious strikes. Bokoblins
will spring out at you from jars as you climb higher and higher, but don't
waste time fighting them. The Helmaroc King will prevent most of them from
following you anyway as it destroys the wooden walkway. If you fall off or
don't make it in time when the Helmaroc King strikes the floor beneath you,
you will have to use the Grappling Hook to get back up. This will take much
longer, since you'll need to wait for the rising water level to reach the
stable sections of the walkway. When you finally reach the top of the tower,
the Helmaroc King will land in front of you, putting its head down near the
ground. Give it a good, hard whack with the Skull Hammer to send the Helmaroc
King tumbling into the water with a great splash. The bird is far from
defeated, so climb onto the tower rooftop after it lands in the water.

The Monstrous Helmaroc King will fly up through the opening on the rooftop
just before it seals itself shut. The giant bird will circle the arena like a
hawk before swooping down upon you. When the Helmaroc King lands on the
ground, get the Skull Hammer out and slowly back away from the boss as it
struts towards you with its wings outstretched. When it reaches you, the
Helmaroc King will viciously peck at you. Flip backwards to avoid the attack,
but run up to the bird again when its beak gets stuck in the ground. Before
the Helmaroc King frees itself, smash it in the head with the Skull Hammer.
The blow will crack the Helmaroc King's mask, and the boss will take to the
skies again. As the Helmaroc King flies overhead, it will try to graze you
with its sharp talons by flying low over the arena. You can do nothing more
than dodge it and wait for it to land on the ground again. The edges of the
rooftop arena are lined with spikes, and the Helmaroc King will sometimes try
to impale you in them by blowing powerful gusts of wind at you with its wings.
Run forwards and do your best to endure the gale. Sometimes, while the boss is
on the ground, it will stomp around if you are too close to its feet. Each
time the Helmaroc King lands and gets its beak stuck in the ground, slam down
on its masked head with the Skull Hammer. After four crushing blows, the mask
will shatter like tableware, revealing the Helmaroc King's face. With the mask
no longer protecting it, the Helmaroc King is vulnerable. This time, when it
gets its beak stuck in the ground after it pecks at you, cut at it furiously
with the Master Sword. You can also fire arrows at the boss while it struggles
to get free from the ground.

After it is dealt enough punishment, the defeated Helmaroc King will flap
weakly into the air, emitting feeble cries. With a final glorified screech,
the Helmaroc King explodes in a shower of feathers and dark clouds. When the
clouds settle, a Heart Container falls to the ground, and the path to Ganon's
lair is opened. Grab the container, and then walk up the pathway to a large
door, marked with skulls, feathers, swords and other strange artifacts. From
this lair, Ganon commands his minions across the Great Sea. If the legends are
true, then the Master Sword should have the power to destroy him for good.
Open the door and step inside to find out.

Ganon is waiting inside, mildly impressed that Link managed to reach him. He
introduces himself as Ganondorf, master of the Forsaken Fortress. With a
sneer, Ganondorf tells Link that when he drew the Master Sword from its
pedestal, he undid a powerful seal that restrained Ganondorf's power. While
the Master Sword is indeed the blade of evil's bane, it also held the role of
a key that kept Ganondorf in check. Now that this seal has been removed,
Ganondorf's powers are back to full strength! That is why Ganondorf 'let' Link
obtain the three pearls of the goddesses so easily; so that Link would
unknowingly be led to break the magical seal. After Ganondorf finishes telling
this to Link, Link suddenly makes a daring strike at him with the Master
Sword. To Link's surprise, the Master Sword merely glances off Ganondorf,
leaving him unfazed. Ganondorf retaliates by knocking Link across the floor,
and then draws his own sword from his robes. He tells Link that he cannot be
beaten with a sword that has lost the power to repel evil. The Master Sword is
no longer infused with this power, so it useless against Ganondorf. Ganondorf
raises his own sword against Link, but Tetra suddenly appears and intervenes,
jumping on Ganondorf and distracting him. Link rises to his feet, but
Ganondorf snatches Tetra up in his hands and holds her in the air by the
throat. Suddenly, the Triforce mark on Ganondorf's hand begins glowing. The
Triforce of Power he holds within him is resonating, which can only mean that
Tetra holds another piece of the Triforce; the Triforce of Wisdom! At long
last, Ganondorf's search for Princess Zelda is at an end. Tetra denies being a
princess, but Ganondorf isn't fooled. Suddenly, Tetra is snatched away from
Ganondorf's clutches by none other than Prince Komali, leaving him with a
blank look as he stares into his empty hand. Link is also snatched away from
harm by Quill. As Quill and Komali take Link and Tetra to safety, Valoo
appears outside of Ganondorf's window, blowing a wrathful jet of flame at him.
Ganondorf's lair burns up in a blaze of fire as the five heroes escape the
Forsaken Fortress.

At the base of the Tower of the Gods, Link finds himself on the King of Red
Lions, with Tetra unconscious at his side. Komali assures Link that Aryll is
safe as well, as she managed to escape with Tetra's crew. The King of Red
Lions thanks Valoo for rescuing them, and after a brief conversation between
them, Valoo and the Rito fly away into the night. Now, Link, Tetra and the
King of Red Lions must reenter Hyrule immediately. The three drift into the
ring of light and then disappear into the water.

Once in Hyrule, Tetra wakes up with minor pain. She is confused about where
she is and what happened to Ganondorf. Tetra is interrupted by the Pirate's
Charm. Strangely, it is the voice of the King of Red Lions speaking through
it. The King tells Link to take Tetra to the castle's basement, where all will
be explained. Tetra is a bit miffed about the voice using her stone without
permission, but she agrees to be taken to the basement of the castle where
Link found the Master Sword.

Run back into the castle while Tetra follows you. When you get inside, find
the entrance to the basement and climb downstairs. Link and Tetra find a man
inside the basement, dressed in red and wearing a large crown. This man is the
King of Hyrule, known as Daphnes Nohansen Hyrule. It was he who used Pirate's
Charm, and it was in fact he who made it. Even more surprisingly, the king
reveals that he is the voice of the King of Red Lions! Through the boat and
the Pirate's Charm, the King of Hyrule was able to communicate to Link and aid
him during his quest. The King of Hyrule will begin telling Link and Tetra
about Hyrule's past. Long ago, when Ganon took over the kingdom, he sought to
acquire the sacred Triforce so that the gods would grant him anything he
desired. Even after he was stopped by the Hero of Time, Ganon reemerged and
continued his plight. Hyrule's only hope was to pray to the gods. In response,
the gods flooded the kingdom and turned it into what is now the Great Sea.
However, because destroying the kingdom would only satisfy Ganon's desire for
destruction, the gods allowed certain individuals to survive on the
mountaintops that would become the many islands across the Great Sea, so that
they could continue to live as Link and Tetra's ancestors. After finishing the
tale, the King of Hyrule beckons Tetra to his side. The necklace she wears is
part of the Triforce of Wisdom, which when together with the Triforce of
Courage and Power, completes the sacred Triforce. The king combines Tetra's
piece with the piece he was holding, and the Triforce of Wisdom infuses itself
within Tetra's body. With a flash of light, Tetra is transformed into Princess
Zelda, the true heir of the royal family. Even Zelda was not aware of her own
true identity. Unfortunately, now that Ganon has identified her, he will be
searching endlessly for her. To protect Zelda, the king will keep her within
the castle's basement while Link searches for the power that the Master Sword
once had. Like a phantom, the King of Hyrule teleports through the basement,
telling Link to join him up above. Zelda apologizes to Link for the trouble
that she has caused for him and his sister, before the Hero of Time's statue
seals her away in the basement.

After the statue seals off the basement's entrance, run back outside again to
meet the King of Red Lions. The King suspects that the Master Sword has lost
its powers because something has happened to the sages that infused it with
them. These sages should be within two temples in Hyrule; the Earth Temple to
the south and the Wind Temple to the north. The way to these temples is
blocked by the magical barrier that prevented you from using the castle's
other exit, so you must seek their alternate entrances if you want to find out
what happened to the sages and attempt to recover the Master Sword's power.
These entrances will be marked on your Sea Chart when you return to the Great
Sea. After the King of Red Lions finishes speaking, cruise into the ring of
light to be taken back to the world above.

=============

Chapter 8: Earth, Fire, Wind and Water.

=============

After reemerging from Hyrule, the light portal that connects it to the outside
world will vanish. According to the King of Red Lions, the ring of light will
only appear again if you present the gods with the Triforce of Courage. Long
ago, the Triforce of Courage dwelt within the legendary Hero of Time. However,
when the hero set off on another quest, he lost the Triforce of Courage, and
the sacred treasure was split into eight shards and buried beneath the Great
Sea. You will have to find and assemble all eight pieces of the Triforce of
Courage if you want to reenter Hyrule after the Master Sword's power has been
restored.

The entrance to the Wind Temple is directly north of Windfall, on a small
island known as Gale Isle. The Earth Temple is west of Outset, on Headstone
Island. Both of the temples are impossible to reach without special items
found in Fire Mountain and Ice Ring Isle. However, you can't explore either of
these locations until you have a special upgrade given to you by the Queen of
Fairies. Play the Ballad of Gales and warp to Mother & Child Isles.

The Queen of Fairies will appear as soon as Link enters the Fairy Fountain
within Mother Isle. Although she appears to be a young girl, the Queen of
Fairies is much more powerful than the other Great Fairies. She has a certain
interest in Link, and so she will give new power to the Hero's Bow he wields.
The Great Fairy marionette in her hands transforms into two smaller Fairies,
glowing blue and orange. Both Fairies enter Link's body, and the power of fire
and ice is given to the Hero's Bow. FIRE ARROWS can ignite torches, melt ice
and burn certain objects and enemies, while ICE ARROWS have the ability to
freeze hot flames and enemies solid. To use them, you can cycle through these
options while you have an arrow nocked. Fire and Ice Arrows spend magic power,
so don't get carried away with them. After a bit more giggling and flirting,
the Queen of Fairies will disappear. As with all other Fairy Fountains, you
can return to this haven and use the Fairies to replenish lost energy.

To get the most out of your new weapons, make sure you have every upgrade
possible before you attempt to conquer the Earth and Wind Temples. In addition
to the magic and rupee upgrades, you can get two upgrades for bombs and arrows
each from the Great Fairies on Western Fairy Island (two quadrants south of
the Forsaken Fortress), Thorned Fairy Island (two quadrants east of Tower of
the Gods), Eastern Fairy Island (north of the tower) and Southern Fairy Island
(which you can warp to by playing the Ballad of Gales). These upgrades will
permit you to hold 99 bombs or arrows! To get another magic-related item,
return to Windfall Island and talk to Zunari, the man who sold you the Sail.
He will give you a trading item that you can use to expand Zunari's item
selection by trading it with one of the Traveling Merchants on Greatfish Isle,
the exterior of Mother & Child Isles, and Bomb Island. If you acquire at least
three different trading items, they will become available at Zunari's shop,
and he will reward you for your efforts with the MAGIC ARMOR. This rare
trinket negates all damage from enemy attacks! The catch is that it consumes a
steady supply of magic power. While you're on Windfall Island, try to get as
many Treasure Charts and Pieces of Hearts from the townspeople as possible.

Anyway, it's time to go check out the Earth Temple. The entrance on Headstone
Island is blocked by an enormous stone head (hence the island's name). You can
neither lift nor destroy the stone head, but the power to do so lies hidden
within Fire Mountain. Fly to Dragon Roost Island, and then sail south to get
to Fire Mountain. This island is an active volcano covered in flowing lava.
You can approach it on your boat, but you can't step foot on it, and
attempting to do so will only hurt you. To cool down the mountain, give the
Ice Arrows a shot. Fire one at the pillar of flame spewing from the mouth of
the volcano's crater. The icy blast will freeze the flame into a solid block
of ice. You can now begin climbing to the top of the mountain, but you only
have five minutes before the volcano warms up again. This gives you that much
time to find the item within the mountain and get out before you get
barbecued. Start climbing the stone steps up the side of the mountain. Keep
your Hero's Bow out and ready so that you can deal with the pesky Kargaroc
circling the mountain. When you get near the top of Fire Mountain, you'll have
to sidle across a thin ledge to proceed. After you get past it, continue
climbing until you reach the mountain's summit. Now jump in the volcanic
crater.

The inside of Fire Mountain is very similar to Dragon Roost Cavern. Fire Keese
will be the first to attack. Take them out with sword attacks or the
Boomerang. Now walk forward and start crossing the lava by jumping on the
floating platforms. The platforms will disappear soon after you land on them,
so don't stop until you reach the other side. There are two Magtails here, so
kill them with parry strikes. When both Magtails are killed, a treasure chest
will appear on the platform underneath a large golden ring. This chest
contains the POWER BRACELETS. Power Bracelets give Link extraordinary
strength, allowing him to lift immensely heavy objects like large boulders.
After you obtain them, the timer counting down the time you have left until
Fire Mountain reheats will stop. To get out, turn and lift the large stone
head next to the wall, similar to the one on Headstone Island. With the Power
Bracelets, you can lift it over your head and toss it out of the way. The path
behind it is a shortcut back to the exit portal. After you get out, jump down
to the King of Red Lions and return to Headstone Island.

When you get to Headstone Island, sail around to the beach on the southern
side and walk up to the large stone head at the top of the steps. Pick it up
and toss it aside to expose the entrance to the Earth Temple. The inside of
Headstone Island is nothing more than a small chamber. The temple entrance in
the back is sealed off by another stone obstacle. Unfortunately, this tablet
cannot be removed with the Power Bracelets. The tablet depicts several things,
including the Triforce crest, a harp-like instrument and a set of symbols.
These symbols are Wind Waker notes. Play the Wind Waker and repeat the six-
fourths time song that is shown to learn the Earth God's Lyric.

After the Earth God's Lyric is played, the Triforce crest on the tablet will
start glowing. Suddenly, a Zora spirit will appear out of nowhere, greeting
Link as the hero chosen by the Master Sword. This spirit's name is Laruto, and
she is the former sage of the Earth Temple. Long ago, Laruto prayed in the
Earth Temple so that the Master Sword would retain the power to cast down
evil. However, when Ganon discovered her, she was killed and the Master
Sword's power was lost. There is only one way to bring back this power. Link
must find another to take Laruto's place. This person must be a descendent of
the sage who carries her bloodline, identified by the same sacred instrument
that she plays. When returned to the Earth Temple, the new sage will be able
to restore the power that the Master Sword once held. To awaken the new sage
to their destiny, Link must play the Earth God's Lyric next to that person.
When the sage plays the song here on his/her instrument, the entrance to the
Earth Temple will be opened.

After Laruto vanishes, return outside to the King of Red Lions. You have to
find the person who plays the same instrument as Laruto, a harp. If you can't
think of who that might be, warp to Dragon Roost Island for a hint. As soon as
you set foot on it, you should hear the faint notes of a harp being played
somewhere up above. The sage must be somewhere in the mailing center or the
flight docks. Climb up to the mailing center and use the ramp inside to get to
the upper floor. Nobody in here seems to be playing a harp, so use the door to
the flight docks instead.

The flight docks are where the Rito postmen take off from to deliver mail
across the Great Sea. You should start hearing the harp's notes again after
you step outside. Turn right and walk to the end of the balcony. A grapple
point ahead will allow you to reach the ledge across from you, but if the wind
is set the right way you can simply glide across the gap with the Deku Leaf.
When you reach the ledge, climb the steps and the short ladder up to the
outcrop where the new sage is practicing her harp. It's Medli! Medli has no
idea that she is the descendent of the former sage, so at first she will start
talking about Komali and the various things he's done. When she resumes
playing her harp, get the Wind Waker out. Medli will ask you to conduct for
her, and you should know just what song to play. Switch to six-fourths time
and conduct the Earth God's Lyric. After hearing the song, Medli will faint.
In an almost dreamlike state, she will see Laruto appear before her. Laruto
will play the Earth God's Lyric on her harp, and after she finishes, Medli
does the same. The two sages play in unison until the Triforce crest and the
Master Sword's images appear before them. Medli wakes up from her vision,
aware now that she is the new sage of the Earth Temple. She decides to
accompany Link back to Headstone Island, but the two must leave before anyone
sees them.

Medli will ride on the King of Red Lions until you reach Headstone Island.
Play the Ballad of Gales and warp to Outset Island, and then sail east to
reach the island once more. When you arrive there, the King of Red Lions will
tell Medli about the Earth Temple. It is home to the evil monster that Ganon
commanded to kill Laruto long ago. The Earth Temple is dark and creepy,
swarming with Ganon's minions. Medli must aid Link as he makes his way to the
heart if the temple.

After the King finishes speaking, walk into the cavern where you learned the
Earth God's Lyric. Medli will follow behind you ask you walk. When you get to
the tablet marked with the Earth God's Lyric symbols, play the song. Medli
will begin playing her harp as well and the tablet will split open to reveal
the Earth Temple's entrance.

Medli will be your partner during your journey through this dungeon, just as
the guidepost statues were your brief partners when you were in the Tower of
the Gods. You can call her to your side, pick her up, throw her, and even
control her with the Command Melody! You and Medli will have to cooperate
together in order to make it through the Earth Temple. It is filled with
dangerous enemies and incredibly complex puzzles. Fortunately, these puzzles
will get slightly easier after you find the new item within this dungeon. The
first room's demonic-looking exit door rests on a ledge that is too high up to
reach from the ground. To get to it, pick up Medli and then jump off the first
ledge. While you carry her, Medli will flap her wings and fly a short distance
with you. You can reach the exit door this way, but remember that you must be
holding onto Medli if you want her to go through it with you.

The second room is fairly large, and you'll find three Moblins walking around.
Leave Medli by the entrance while you take care of them. Now that you have Ice
Arrows, you can freeze Moblins solid, and then shatter them with one good
whack from the Skull Hammer. The exit door to the east is sealed, but it can
be unsealed if both of the switches near the top of the room are pressed
simultaneously. Go back to where you left Medli and then carry her up the
stairway along the western side of the room. When you reach the top, jump off
the ledge and fly over to the large pillar ahead of you with Medli. Drop her
when you reach it, and then step on the switch. Now, while the switch is being
pressed, play the Command Melody to take control of Medli. Medli can fly
around on her own, but she will get tired after a while. The blue meter that
appears when she starts flying indicates how much longer she can fly. Fly over
to the second pillar nearby to activate the second switch. When both switches
are pressed at the same time, the exit on the east side will unseal. Fly down
to it, and then switch back to Link so that he can join Medli. Once you're
both there, pick Medli up and enter the next room.

The doors will seal in the next chamber, and several ChuChus will attack. As
before, set Medli down near the entrance while you fight them. The red and
green ones should be easy to kill, but the new purple ChuChus are tougher.
Purple ChuChus are the most dangerous type of ChuChu. They can be stunned and
attacked like other ChuChus, but they will simply dissolve into globules and
then instantly reform whenever you attack them. Even bombs are useless against
them. Purple ChuChus aren't without weakness however. They enjoy dark places,
so naturally they are vulnerable to light. If you lure the ChuChus into the
beam of light shining into the room, they will become petrified. In this
state, they can be smashed to pieces with the Skull Hammer. The doors will
unseal after all of the ChuChus have been destroyed. Medli's harp is also
quite reflective, so you take control of her and stand in the light beam to
reflect the light at whatever you point the harp at. You can petrify the
ChuChus quicker this way, and you can use the light to uncover a hidden
treasure chest in the back of the room. The transparent chest will only become
visible if light reflected off of Medli's harp is shined onto it. The chest
contains the Dungeon Map. You can also reflect the light towards the elephant
statues along the south wall, which will dissolve and reveal pickups. Finally,
before leaving, use a bomb or Fire Arrow to remove the wooden covering on top
of the warp cauldron in the back corner, so that you can use it later.

The east exit will take you to the Earth Temple's hub, a large room filled
with swirling purple fog. The accursed fog will momentarily prevent you from
using your sword or any items, so don't touch it. If you do get afflicted, run
over to the light beams near the front of the room to shake off the fog. You
can make the fog disappear for a short time by shining reflected beams of
light through it. The two light beams in the room can be used by Medli to do
this. Take control of her with the Command Melody, and then stand in the
right-hand beam of light. Use the harp to reflect light towards the fog ahead
of you. There is a switch hidden in the dense fog that Link must hit with the
Skull Hammer. With Medli, keep pointing light at the switch as you revert back
to Link, so that she remains in position even as you control Link. Now run
over to the switch and pound it in with the Skull Hammer. This will unseal the
south door, which is just one of four unused doors in this room. Pick Medli up
and carry her through the doorway.

Two large, gray coffins in the next chamber will open, and a Red Bubble will
emerge from each of them. Kill them, and then take Medli to the other side of
the room. At the far end of the chamber, you'll find another transparent
treasure chest. Climb the ladder on your left to get to a balcony. Up here,
grab onto the stone block and pull it backwards so that it uncovers a hole in
the wall, from which a beam of light enters the room. Control Medli and use
her harp to illuminate the treasure chest. This chest contains a small key,
which you can use on the north door in the previous chamber. As soon as you
grab it however, two Floor Masters will appear in this room. If the Floor
Masters grab you, they will dump you in the previous room. They will also
attack Medli, and if they grab her, they will place her inside the birdcage
back in the main chamber. If this happens, all you need to do is play the
Command Melody, and then fly out of the cage through the top. Use arrows to
kill the Floor Masters so that they don't snatch you or Medli. Note that there
is a sealed door along the far west side of this room, but you can't get the
prize within it until you have the new item from this dungeon.

Return to the hub chamber and use the key to open the north door. Red, green
and purple ChuChus will appear as soon as you enter the new room, but this
time the doors will stay unlocked. Defeat the red and green ChuChus before the
purple ones get to you. The only way to kill one is with a light beam, but
there doesn't seem to be one in here. Upon further investigation, you may
notice small rays of light poking through the frayed curtain on the west wall.
Shoot the curtain with a Fire Arrow to burn it down. Sure enough, a beam of
light will shine through the hole behind it, giving you something to petrify
the ChuChus with. After solidifying them, you aren't going to want to destroy
them, because you need them to get out of here through the east door. Once a
purple ChuChu is petrified, you can pick it up and carry it around like any
other item. Set them both on the two switches next to the beam of light to
make a stairway appear from the east ledge. Hurry and climb up to the ledge,
not because of the fact that the ChuChus only remain petrified for a short
time, but because of the additional purple ChuChus that will drop in as soon
as the stairway is made. The east door is sealed, so move over to the cubic
block sitting on the edge of the ledge and push it off. The block will land in
a special slot down below that will unseal the east door. Grab Medli and exit.

Before doing anything in the next chamber, go fight the Floor Master moving
around up ahead. This room has a rather tricky puzzle to solve, but it's
actually one of the easier ones you'll find in this dungeon. Start by pushing
the first cubic block along the channel on the floor and into the slot at the
end. A hole will open up in the ceiling when you do this, letting a beam of
light into the room. Play the Command Melody to control Medli, and stand in
the light. Point the reflected beam towards the elephant statue sitting on top
of another cubic block nearby. The statue will dissolve into dust, allowing
Link to move the block beneath it. Before you switch back and push the block
into its slot, have Medli shine the light onto the yellow symbols on the
walls. The section of the wall that these symbols are on will also dissolve
when light is shined onto them. The symbols on the north wall will reveal
another cubic block that can be moved to its slot, while the south wall's
symbols hide the second warp cauldron. Switch back to Link and move the two
remaining cubic blocks to their respective slots along the floor channels. One
will cause a treasure chest to appear on the east ledge, while the other will
unseal the exit door and serve as a stepping stone to reach the ledge. You can
throw Medli up to the ledge first before climbing up there yourself. Open the
chest to get the Compass. Remember that the Compass will also display Medli's
location in the dungeon, which can be useful if the two of you are separated
for whatever reason (Floor Masters, saving and restarting, etcetera).

Climb up the steps in the next room and get ready to fight a few more Moblins,
as well as a brand new enemy. POES are ghostlike entities that cannot be
harmed in their usual state. Any attack will simply pass right through them.
Like Moblins, Poes often carry lanterns that they will throw at you to burn
and distract you. The easiest way to defeat a Poe is by shinning light at it.
Light will force a Poe to assume its vulnerable, corporeal form.
Unfortunately, there is no light in this room that you can straightforwardly
use, so you'll have to let the Poe get rid of itself. When the Poe lunges at
you, it will possess you! While under the Poe's curse, your movement controls
will be inversed, making it confusing to try to get around. After a while, Poe
curses wear off and the Poe will disappear for good. If you ever fight Poes
where there are more-accessible light beams, you can also exorcise them from
your body by walking into the light. After all of the enemies are gone, a
stairway will appear along the south wall, taking you further into the room.
Ignore the ladder and the elephant statues inside the first chamber and climb
up to the second part of the room. The door on the very south end of the room
is locked, but there is another door to the left of it. Medli doesn't need to
accompany you into this next room, so keep her here so that she stays out of
harm's way.

This chamber is small, but it contains a very dangerous enemy. Jump down from
the balcony into the pit, where five gray coffins line the back wall. The
coffin lids will fall open when you get close to them, revealing whatever is
inside. From left to right, the second coffin contains a yellow rupee, while
the first, third and fourth each contain a REDEAD. ReDeads are undoubtedly the
game's creepiest enemies. These zombies will start to inch their way towards
you as soon as they sense you. If you get spotted by a ReDead, it will let out
a bone-chilling scream that will paralyze Link with fear. The ReDead will
continue moving towards you, and if it catches you, it will begin biting you
in the head. If you perform a jump attack towards the ReDead, you'll be able
to strike it before its scream takes any affect on you, but the safest way to
get rid of a ReDead is from afar with bombs. Four should be enough. Other
weapons are fairly useless against them. Only fight a single ReDead at a time,
or else you'll never get the chance to attack with multiple enemies screaming
at you. Once a ReDead is defeated, its body will remain longer than other
enemies, but don't worry about it coming back to life or anything. A ladder
will appear along the ledge after the ReDeads are killed, allowing you to get
back up to the entrance. The final coffin has a small key in it, which you can
use to open the locked door in the previous room. When you return to it, enter
the south door without Medli again.

This is the room where you will get the next new item. The door will seal, and
a new terror will rise up from the ground ahead of you. This enemy is a
STALFOS. These skeletal fiends are among the toughest enemies in the game to
defeat; their strength and power even rivals that of the Darknuts. Stalfos
carry giant, spiked maces around that they can use to smash you into pulp.
Luckily, the heavy clubs make the Stalfos walk slowly, so you have plenty of
time and room to prepare. Stalfos cannot be destroyed while their bones are
assembled. You have to dismantle one before you can start attacking its skull.
If you attack the Stalfos with your sword, it will take several hits before it
breaks up. However, approaching a Stalfos is very dangerous, since they can
swing their maces with unimaginable strength. Usually, when the Stalfos
swings, it will start twirling as the momentum generated by the heavy mace
spins it around in a deadly circle. To avoid getting near it, you can throw a
bomb at it to blast it to pieces. The Stalfos won't always disassemble neatly
into many pieces. Sometimes, its body will simply be split in half, and the
legs and torso will run around independent of each other. The upper body will
run away from you, but the legs will start kicking you. You can attack both
pieces further until they each split into many pieces. After the Stalfos's
bones fall to the ground, the skull will start bouncing around. You can slash
at it until it is destroyed, or you can stun it with the Boomerang and follow
up with a crushing Skull Hammer blow. Whatever you do, defeat it quickly
before it reforms again. While a Stalfos is in pieces, you can pick up its
mace and use it against its owner, but if you throw it or let go of it, the
mace will float harmlessly back into the Stalfos's bony hands. Also, if a
Stalfos is deprived if its weapon, it will rip off one of its arms and start
swinging it around like a nunchuck! Unfortunately, the battle won't end after
the first Stalfos is destroyed. Two more of them will appear from the coffins
on either side of the room and attack at the same time! As with the ReDeads in
the other chamber, you should only fight one Stalfos at a time. They are slow
enough so that you can easily avoid one while you engage the other. The first
Stalfos's mace should still be lying around, so you can pick it up and throw
it at the other Stalfos if you want. Defeat the two newcomers the same way you
defeated the first one. Use bombs to dismantle them, and then crush their
skulls with the Skull Hammer.

When all three of these frightening mini-bosses have been destroyed, a chest
will appear in the back of the room. Climb the steps up to the chest and open
it to receive the MIRROR SHIELD. This highly-polished piece of equipment works
just like the Hero's Shield, but it can also be used in the same was as
Medli's light-reflecting harp. A beam of light will appear from the ceiling of
the chamber after you grab the Mirror Shield. When you step into it, raise
your shield and point the reflected beam of light towards the solar crest
above the exit. After a few seconds, the crest will start shining and the room
will brighten considerably. With the exit door unsealed, return to the
previous room, where Medli is waiting.

When you return to this room, you'll have to defeat the Poes and Moblins
again. Now that you can use the light beams without Medli's help, you can
climb up to the ledge on the western side of the lower chamber and reflect the
beam of light up there towards the Poes so that they take on their solid
forms. In this state, they'll flail around until they become ghostly again, so
hurry up and defeat them. Kill the Moblins with the Ice Arrows and Skull
Hammer. Afterwards, climb back up to the west ledge and use the light to
dissolve the three elephant statues across from you. When they are out of the
way, climb down and open the chest behind them for a Joy Pendant. When you
face the west ledge, you may notice that there's a light symbol beneath it. It
is impossible to shine light onto it from the ledge above, so you must work
with Medli if you want to see what's behind the wall. Play the Command Melody
to control Medli, and then fly up to the ledge where the light beam is. Use
the harp to reflect light towards the ground. Keep pointing at the ground as
you switch back to Link. Now, with Link, run over to the spot where Medli's
light is shinning, and use the Mirror Shield to reflect it back towards the
symbol on the wall. That was clever, wasn't it? A secret passage will be
exposed behind the south wall. Medli won't be able to get off the ledge even
if you call her, so you'll have to climb the ladder to retrieve her. Walk down
the passage until you reach a door. The light beam in this passage can be used
to reveal minor treasure beneath the elephant statue, and it can also be used
on the light symbol near the beginning of the passage (though you'll need both
Link's shield and Medli's harp to reach it). The symbol conceals a trove of
blue, yellow and red rupees. After collecting it all, use the door at the end
of the passage.

Instead of taking you to a new room, this door will put you back inside the
hub chamber. You will emerge from a ledge in the southeast corner. Fly down
with Medli to the south door and enter it once again. Defeat the Bubbles and
Floor Masters as you did before and play the Command Melody afterwards. As
Medli, run or fly over to the switch next to the sealed door at the far end of
the room. Because the switch needs to be pressed continuously in order for the
door to remain unsealed, there is no way you can enter it with Medli. You'll
need the Mirror Shield in this small chamber to reflect the light beam onto
the symbols on the back wall. The exposed chest contains a Joy Pendant. After
grabbing it, return to the previous room, fetch Medli, and then take her back
to the hub.

You may notice that the eyes of the giant, demonic figure staring at you from
the east wall are similar to the crest that you saw in the chamber where you
got the Mirror Shield. These eyes are actually solar crests, but they both
need to be activated simultaneously if you want the room to light up as the
Stalfos's chamber did. This means that both Link and Medli will have to use
their respective items to shine light from the two beams in the room onto the
solar crests, and you'll need to use the Command Melody again to make Medli do
this. When the solar crests light up, the giant figure will start shining
brightly like the sun and the room will be filled with light. The cursed fog
will dissipate and a stairway will appear beneath the figure, leading to a new
door down below. Grab Medli and head through the door.

Descend down the stairway in the next passage and quickly cross the bridge
before the BLUE BUBBLES get to you. Blue Bubbles are nastier than Red Bubbles
because they are shrouded in cursed fog. Touching one will disable your
weapons temporarily, making it hard to fight back. Blue Bubbles are also more
relentless than their red cousins, and they can detect you much sooner. As if
that weren't bad enough, you can't kill them with sword attacks like a Red
Bubble. You have to use the Deku Leaf to stun them and turn them into regular
skulls. Also, make sure you don't fall off the bridge, or else you'll land in
more cursed fog concealing a few Floor Masters. Use the ladder if you have to
escape. After killing the Blue Bubbles, you can use the Deku Leaf to float
over to a set of platforms along the east side of the room (the left side of
the bridge). The hidden alcove back there contains several rupee-filled
skulls, but watch out for the disguised Red Bubble amongst them. Anyway, after
crossing the bridge, you'll come to another stone tablet similar to the one
that blocked the Earth Temple's entrance. With Medli by your side, play the
Earth God's Lyric to destroy the tablet and reveal the doorway behind it.

The next room is fairly large, and somewhat similar to the hub chamber. There
are two ReDeads nearby, but fortunately you have more than enough room to
fight them in this time. To play it safe, run into the beam of light and shine
the light towards the ReDeads. The fiends hate light, and shining them with it
will stun them for a few seconds, leaving them open for a sword combo strike.
There are two scorpion mirrors on either side of the room that will reflect
light that you shine at them towards whatever they are pointing to. In this
case, reflecting the light off of them will cause the elephant statues
blocking the east and west doors to disappear. You can reflect light directly
onto the west door without the nearby mirror, but the pillar in between the
light beam and the east door will block your reflected beam unless you use the
other mirror. Enter the west door first. Medli won't need to accompany you
into this chamber, so leave her behind for now.

Head down the stairs and turn right. The floor of this room is obscured by a
thick layer of cursed fog. To make matters worse, the fog also conceals six
Floor Masters. Normally, you could use the Deku Leaf to forge a path through
the fog, but doing so in here would make you easy prey for a lurking Floor
Master. The best thing to do is run as fast as you can through the room so
that the Floor Masters don't have time to grab you. Try to avoid running
directly through the center of the rows in between the columns, because that
is where the enemies tend to hide. It also helps to roll as you run, because
it will make you go faster and more difficult to capture. When you get to the
other side, open the chest in the small alcove to get a key that opens a door
in the room you left Medli in. After you grab the small key, the fog will
vanish. The Floor Masters can be defeated now that the cursed fog is gone, and
if you manage to defeat all six, another chest will appear near the front of
the room (containing a Treasure Chart). Sometimes, the Floor Masters like to
grab nearby objects such as skulls and throw them at you, so watch out. After
you have everything you need from this room, return to the previous room. When
you get there, enter the unlocked east door.

Like in the last fog-filled room, a few Floor Masters hide beneath the purple
shroud of cursed fog within this passage. Luckily, you can defeat them without
having to walk into the fog. Stand by the edge of the small ledge just before
you step into the fog to lure out the nearest Floor Master. Shoot it a few
times with arrows, and then run to the other side of the fog pit and repeat
the procedure with the Floor Master on this end after the curse wears off. Now
climb up onto the ledge and smack the peg with the Skull Hammer to make a beam
of light appear. The light is meant to be reflected through the grate behind
the peg, but you'll have to move the nearby scorpion mirror first before that
can happen. Push or pull the mirror forwards until it falls into its slot and
the light from above shines onto it. The light will reflect into the room
behind the grate. You can't enter it from this side (or defeat any of the
enemies you see), so return to the previous room again, where Medli is
waiting.

To reach the south door, you have to push the block on the floor towards the
back of the room so that it comes to rest at the base of the ledge. You won't
be able to move the block anywhere, however, until you get rid of the elephant
statue perched on top of it. Shine some light onto it from the light beam, and
then push the block back towards the ledge. To get Medli up there, throw her
up or play the Command Melody to control her, and then fly up to the ledge.

The next room is where you were able to look into from the other side of the
grate. The light from the scorpion mirror should be shining into this part of
the room, so you can use it to subjugate the Poes in here. Also, take out the
Bubbles with sword attacks. After defeating all six enemies, stand in the
light beam and use the Mirror Shield to reflect light onto the statues along
the south wall. After the statues dissolve, grab the pickups hidden in the
alcoves behind them. The west wall also has an elephant statue against it, but
you can't shine light onto it alone because the light beam is facing the same
direction that you would have to stand in to reach it. Call Medli over and
control her with the Wind Waker. Have her stand in the light and point her
harp towards the east wall before switching back to Link. Now run over to
where the light is being reflected and rebound it towards the elephant statue
on the west side. The statue conceals a door. Grab Medli and head through.

The walls of this small passage are lined on both sides with gray coffins.
Before you find out what's inside them, take out the Keese with the Boomerang.
The passage splits off into two directions, but the one ahead is a dead end.
Run and roll past the coffins quickly to avoid getting hit by them as they
fall. If you take the path that goes west, watch out for the pair of ReDeads
that come out of the coffins. At the end of this path, you'll find a chest
with a red rupee inside it. Now run back to the other path and run through it.
The coffins on this side conceal a deadly Stalfos. Luckily, there is only one
this time. After defeating it, you'll find a tablet marked with the Earth
God's Lyric symbols. Bring Medli in front of it and play the song so that she
can open the path through the tablet.

After entering the next room, run down the flight of stairs lined with
torches. At the bottom, you'll come to an enormous, seemingly-bottomless
chamber. In fact, the chamber does have a bottom, but make sure you don't
fall. If you do, the Floor Masters down below will have their way with you. If
you need to escape, you can climb the vines growing up the south part of the
wall. The boss's lair is visible from the chamber's entrance, but with no key
to enter it, you have no choice but to descend down the long flight of stairs
on your left. Before doing so however, take out a bomb and blow up the boulder
covering the warp cauldron on your right. This will save you a lot of time if
you have to start from the beginning. Anyway, run down the stairs until you
reach a gap next to the thick vines growing on the wall. The stairway
continues down below, so fly off the ledge with Medli to reach it. Again, make
sure you don't fall into the foggy pit below. At the bottom of the stairway is
a door that both you and Medli must enter.

The next chamber contains the longest and most challenging puzzle in the Earth
Temple. Fortunately, there aren't any enemies in the room, so you can work on
the puzzle undisturbed. The lower floor is filled with scorpion mirrors that
must be moved around in a certain way so that light can be used to activate
the solar crests inside the eyes of the statue in the back of the room. First
though, there must be light for the mirrors to reflect. As soon as you enter
the room with Medli, play the Command Melody to take control of her mind. Now
fly over to the top of the central structure in the room and press the switch
on it. An opening will appear on the ceiling and a beam of light will shine
through. Rejoin Link after the switch is pressed, and then switch back to his
control. Now grab Medli and jump down to the right side of the chamber, where
the beam of light is shining. The first thing you can do with it is illuminate
the nearby transparent treasure chest so that you can get a purple rupee from
it. Now pull the nearest scorpion mirror into the beam of light so that it
reflects towards the north side of the room. The light won't hit anything, nor
will it reflect towards anything else if you move any of the other mirrors
around, but it will be shining directly over a small pedestal that either Link
or Medli can stand on. Play the Command Melody and control Medli. Fly up onto
the pedestal and face the alcove along the eastern side of the room. Use
Medli's harp to shine the light towards the smaller pedestal inside the alcove
marked with a harp symbol. Now switch back to Link and jump onto this small
pedestal to receive Medli's light. Use the Mirror Shield to reflect it towards
the four light symbols on the wall ahead of you. There is another scorpion
mirror behind this wall, as well as a few jars containing a fair amount of
rupees. Pull the scorpion mirror out and drag it along its channel until it
reaches its slot next to the central structure. When this mirror is set, the
light still will not shine towards any other direction. Stand in the beam of
light again and reflect the light towards the elephant statue next to the last
mirror you moved. When it dissolves, another mirror will be revealed behind
it. Move this one so that it ends up shining the light towards the second
mirror, which in turn will shine it to one last mirror. The light will shine
through an opening in the central structure, but end up hitting nothing else.
Take Medli over to the room's southwest corner. There is another transparent
chest nearby, as well as a scorpion mirror that can be moved a short distance
to intercept the light beam. Move the statue so that it shines the light
towards the room's northwest side. As before, the light will shine over a
pedestal that you can stand on to reach the light. Use it to open the
transparent chest for Joy Pendant, and then shine it towards the elephant
statue on this side of the central structure. Move the exposed scorpion mirror
in a zigzag pattern into its slot. Once again, you're going to need to control
Medli so that she can reflect light from the pedestal towards the smaller one
next to it marked with a harp symbol. This way, Link can use his shield to
reflect the light onto the four light symbols on the west wall that conceals
the last scorpion mirror (and more rupees). You can also reflect light onto
the lone light symbol a bit further south of the other four to find a secret
passage to another room, but that section of the wall will dissolve anyway
once the solar crests illuminate the entire room. Anyway, when the last
scorpion mirror is placed into its slot, the light will shine back towards the
chamber's center. The important part to note is that you can stand on the two
cobra pedestals in front of the large solar crest statue to shine light
towards it. Have Medli stand on one pedestal and shine her light towards one
of the crests, and then have Link stand on the other pedestal and shine the
light into the other crest. When the room brightens up, a path will appear
beneath the statue, leading to a new door. Also, if you didn't open up that
passage along the west wall or illuminate the transparent chests, the intense
light that fills the room will expose them automatically. Finally, you can
move on!

Both of the new doors should be entered without Medli, since she won't be
needed anymore in this dungeon. If you have time for a Treasure Chart, enter
the hidden passage along the west side of the room and use the door at the
end. This small chamber contains three coffins lined up along the back wall,
inside a pit. The coffins won't open unless light from the beam on the ledge
is shined onto them. Each coffin contains a Stalfos. Unless you're brave or
reckless, it is a good idea to open one chest at a time and fight the Stalfos
within it before climbing back out of the pit to open the next one, lest you
don't fight two or three Stalfos at the same time. Remember to keep your
distance from them and use bombs to blow them apart. After you defeat all
three Stalfos, pull the cubic block out from the wall to get escape the pit
and open the chest with the chart that appears on the ledge above. Now return
to the mirror chamber and enter the other door, beneath the solar crest
statue.

This room is where the key to the boss's chamber is kept. Unfortunately, you
just can't grab it and walk out of here without having to face something mean
and nasty. Or maybe three things. The key is guarded by a Darknut and two Blue
Bubbles. You should try getting rid of the Bubbles before they or the Darknut
notice you, by shooting all of the skulls lying on the ground with the
Boomerang. You'll be able to tell which skulls are actually Bubbles because
the Boomerang won't destroy them. However, after the regular skulls are gone,
you can shoot the remaining Bubbles with arrows and defeat them before they
even awaken. The Darknut will be more difficult to defeat. This one carries a
buckler, so stun it with the Boomerang after you knock its helmet off. The
battle will be very tough if you didn't defeat the Blue Bubbles first, since
you won't last long against the Darknut if you can't attack it. After the
enemies have been defeated, the exit will unseal and the gate in the back of
the room will be lifted, so you'll be able to open the chest containing the
Big Key.

Return to the mirror chamber and climb the ladder up to the south ledge. Medli
should be standing near the door up here, but you don't need to bring her back
if you don't want to. You have to climb across the network of vines in the
previous chamber in order to get from the lower stairway to the upper one.
When you get to the top, glide over to the boss's door by using the Deku Leaf.
Remember to stock up on last-minute refills before you unlock the door.

Link stumbles upon a bizarre and somewhat comical scene. Several dozen
colorful Poes are flailing franticly in the bright light of this chamber,
stopping when they notice Link. The room darkens and the Poes glide towards
the center of the room, where they converge and form a large mask. Suddenly, a
gigantic figure appears behind the mask. The oversized Poe laughs and
brandishes his fiery lantern. Long ago, when Laruto prayed to maintain the
power within the Master Sword, Ganon sent this terrible beastie to do away
with her. This monstrosity is JALHALLA, PROTECTOR OF THE SEAL. Unlike other
bosses, Jalhalla is a composite of many smaller enemies, so in a way he is
only as strong as the group of Poes that he's made up of. The only things you
need to defeat him are you sword and your shield, or rather, the Master Sword
and the Mirror Shield. Like with a regular Poe, Jalhalla is normally immune to
attacks because of his ghostly form. However, prolonged exposure to light will
force Jalhalla to become solid and corporeal. Stand in the beams of light and
pull up the Mirror Shield to reflect the light towards Jalhalla. After
Jalhalla takes on his physical form, he will sit dazed on the floor. Run over
to him and pick him up, utilizing the Power Bracelets. Now throw the boss like
a bowling ball towards one of the spiked pillars around the edge of the arena.
When Jalhalla strikes them, he'll pop and split off into the many Poes he is
comprised of. As the Poes flail around, cut down as many as you can before
they reform into Jalhalla again. The Hurricane Spin is the best way to get rid
of the Poes quickly. Charge one up as soon as you throw Jalhalla, and then
release the attack for a Poe slaughter-fest. Jalhalla won't get smaller or
weaker as more of his Poes are defeated, but the battle will end when every
last Poe has been finished off. Jalhalla has a few attacks that he will use to
try to prevent you from shining him with light. He can suck in air with great
enough force to draw you and the many skulls littered around towards him. Just
roll away from him while this is happening to avoid getting damaged. As soon
as Jalhalla is done inhaling though, he'll blow all of his air out in a mighty
gust of wind, pushing you backwards towards the spike-lined edges of the
arena. Instead of rolling away from him this time, run and roll towards him.
Jalhalla's lantern also provides some of his attacks. The flames he shoots
from it can come out in a continuous stream, or they can be shaken out in
blasts that are quicker and more powerful. If you keep your distance from the
boss, most of his fire attacks won't affect you. Like his brethren, Jalhalla
can also place a jinx on you that will screw up your movement controls. If
Jalhalla turns purple and tries to body slam you, run away from him to avoid
the curse. If you do get cursed, run into a beam of light to get cured
instantly, or wait for it to wear off. Unlike a Poe, Jalhalla won't possess
you when he attempts to curse you, so he won't need to sacrifice himself in
order to do it. All of Jalhalla's attacks can be interrupted if you zap him
with a beam of light, but this isn't always easy to do. His wind inhalation
and expulsion attacks can pull or push you out from beneath the beams of
light, making it difficult to strike him. Also, the beams sometimes disappear
on their own, reappearing elsewhere in the room. You won't need any ammo
refills for this fight, since all of your other weapons are useless against
Jalhalla and the Poes. However, if you need health or magic for the Hurricane
Spin, the skulls and the Poes will be your source of pickups. This fight is
relatively easy, and when the last Poe is defeated, Jalhalla's mask will
shatter and a Heart Container will take its stead.

Collect the Heart Container, and then step into the blue triangle that appears
in the center of the room. Medli will run into the chamber and Link will place
the Master Sword within the triangle. Together, Link and Medli play the Earth
God's Lyric, soon accompanied by the spirit of Laruto. After the sacred song
is finished, the Master Sword begins to draw in a strange energy. Link picks
it up, and the Master Sword's hilt changes shape. The sword's former energy
has finally been restored! However, there is but one step left to accomplish
before it becomes the true Master Sword. Medli will remain in the Earth Temple
to continue praying while Link travels to the Wind Temple to find its sage.
Link steps into the glowing portal and is taken to the shores of Headstone
Island.

=============

Chapter 9: Protectors of the Seal.

=============

Gale Isle is where the secret entrance to the Wind Temple lies. However, like
Headstone Island, the entrance to the temple is inaccessible at first. A
ferocious wind blowing from a statue in the back of Gale Isle's beach prevents
you from walking into the cavern. The item that you must use to get through
the windstorm is located on Ice Ring Isle, which is west of the Forest Haven.
Play the Ballad of Gales to reach the haven, and then set sail for Ice Ring
Isle.

Ice Ring Isle is shrouded in a veil of snow that keeps the island icy cold. If
you so much as set foot on its shores, you'll freeze into a solid block of
ice. To thaw out this island, you have to shoot the stream of frozen vapor
coming from the dragon statue's mouth with a Fire Arrow. Just as the Ice
Arrows helped you on Fire Mountain, the Fire Arrows will allow you to explore
Ice Ring Isle. However, you only have five minutes again to find the treasure
inside the island's cave before turning into a Popsicle.

Walk around the icy perimeter of the island so that you can get the treasures
locked within blocks of ice. To melt the ice, you'll have to shoot the blocks
with Fire Arrows naturally. You can get a yellow rupee and a Treasure Chart
this way. Make your way to the western side of the island, where you can climb
up to the inner ledge using the steps. When you reach the upper walkway, start
moving counterclockwise around the island. Be very careful as you make your
way across the icy ledge. There are some areas where you will slide down the
slippery slopes, while in other parts you have to carefully cross over thin
but slick walkways. If you fall into the water, you have to use the steps near
the western side to get back out. When you reach the end of the path, jump
over to the icy platform floating in the water. The next platform moves, so be
careful when jumping across. After reaching the third platform, jump over to
the dragon statue and climb the steps to the cavern entrance in its mouth.

When you fall into the frozen cave inside the island, take the right path
across a slippery walkway. When you get to the ledge that follows it, kill the
Keese flying above you. Now climb up to the icy slide that will take you to
the ledge where the treasure chest sits. It's possible to slide right off the
slope when it curves to the left, so make sure to lean accordingly. If you end
up falling into the water, you'll have to get out by climbing on the beams
sticking out of the wall with the Grappling Hook. When you get to the treasure
chest, open it to receive the IRON BOOTS. This footwear allows you to
withstand powerful gusts of wind, like the one found on Gale Isle. After you
have the boots, you won't have to worry about the island freezing over again.
To get to the cavern's exit, walk across the thin ledge on the other side of
the treasure chest. You'll need to put on the Iron Boots in order to make it
past the whirlwind blowing from the cavern on the wall and to the exit. The
boots make you walk painfully slow, but you won't get tossed around by the
crazy wind. If you want, you can drop down into the hole inside the cavern,
where you can get an orange rupee after defeating a few icebound enemies.
After exiting the cave, return to Gale Isle.

Gale Isle's winds are insanely powerful, but they will have no effect on you
once you put on the Iron Boots. Trudge across the beach and climb up the stone
steps to where the statue blowing out the wind is sitting. With a whack of the
Skull Hammer, the statue will break and the fierce wind will stop blowing.
Enter the cavern behind the statue. The interior of this island is shaped just
like that of Headstone Island. The tablet in the back of the cavern that
blocks the entrance to the Wind Temple depicts a Triforce crest, Wind Waker
symbols, and a violin. If you play these symbols with the Wind Waker as notes,
you will learn another sacred song known as the Wind God's Aria.

The Wind God's Aria will awaken the former sage of the Wind Temple, a Kokiri
spirit named Fado. Like Laruto, Fado was killed when Ganon discovered his
location. If Link wishes to return the power to repel evil to the Master
Sword's blade, he must seek out Fado's descendant. The new sage will be
awakened to his destiny when the Wind God's Aria is played to him. Like
Laruto, Fado carries an instrument that the new sage will also have. Fado
vanishes after finishing his message to Link.

The new sage of the Wind Temple will be much easier to identify than the sage
of the Earth Temple. While it wasn't blatantly obvious that Medli carried a
harp before, the one who uses a violin already used it during Link's quest to
perform a special ceremony. The new sage of the Wind Temple is Makar, the
Korok that Link had to rescue from the Forbidden Woods. The Earth Temple's
sage was found on the island that was closest to the place that contained the
item that would help you get into the Earth Temple, and likewise, Makar is
found on the island closest to where the Iron Boots were found; the Forest
Haven. After you are out at sea again, warp to the Forest Haven once more.

Although identifying Makar as the new sage of the Wind Temple was much easier
than identifying Medli, actually finding him will be harder. Makar normally
hangs out inside the Forest Haven, but you won't find him there now. As you
start walking up the path to the Forest Haven, you'll start hearing a violin
being played, just like Medli's harp could be heard on Dragon Roost Island.
Makar must be somewhere outside. After you cut your way past the first four
Boko Babas, you'll see musical notes coming out of the waterfall ahead. Use
the Grappling Hook to attach yourself to the branch hanging over the gap.
Instead of swinging across though, lower yourself while hanging onto the
Grappling Hook's rope. After you get as far down as you can go, start swinging
again. Your aim is to swing into the hidden cavern underneath the waterfall.

Makar is playing his violin at the end of the hidden cavern, practicing for
next year's annual ceremony. He will be especially delighted when you start
playing the Wind Waker in front of him. To awaken Makar to the knowledge that
he is the new sage of the Wind Temple, you'll have to conduct the Wind God's
Aria. After the song is played, Fado's spirit will appear in Makar's place.
Link and Fado will begin performing the Wind God's Aria in front of an
imaginary audience. Afterwards, Makar's revelation will come, and he will be
made known to the fact that he is the new sage of the Wind Temple. Link must
take him back to the Wind Temple now.

Take Makar back to Gale Isle as soon as you reach the King of Red Lions again.
During the voyage, Makar will sit on the King's head. When you reach Gale
Isle, the King of Red Lions will instruct Link and Makar to work together as a
team to overcome the dangers of the Wind Temple. Makar will be your partner
inside the Wind Temple, and you must rely on his abilities and the new item
you obtain in this dungeon to make it through. After entering Gale Isle's
cavern, walk up to the stone tablet with Makar. When you play the Wind God's
Aria with your Wind Waker, Makar will repeat the song on his violin and the
entrance to the Wind Temple will open.

The Wind Temple is much like the Earth Temple, but not as creepy. Like Medli,
Makar can help you in many ways. He can be picked up, made to follow you,
thrown so that he can fly a short distance, and controlled with the Command
Melody. The only thing Makar can't do that Medli could is fly while carrying
Link, since he is far smaller than him. While under the control of the Command
Melody, Makar can fly on his own for short distances using the propeller leaf
he carries. Additionally, he can plant seeds in designated patches of dirt
that instantly grown into short, squat trees. Although this ability doesn't
seem like much, the trees Makar plants can unlock certain puzzles and will
become much more helpful after you have the new item from this dungeon. The
first room is fairly simple, and nothing is stopping you from carrying Makar
through the doorway ahead of the entrance portal.

After climbing down the steps in the next room, you'll notice a springboard
near the ledge. You'll need this to get through the room, but first you should
take care of the enemies in it. Jump into the pit and get ready to fight a
Wizzrobe. Remember that Wizzrobes are weak to arrows; if you have magic to
spare, shoot it with a Fire or Ice Arrow for a one-hit kill. There is another
springboard down here that can be used to get back up to the ledge, as well as
a pair of round dirt patches that Makar can use to plant his seeds. Play the
Command Melody to control Makar. Scuttle over to the patches of dirt and plant
a seed in each. Instantaneously, the trees will shoot out of the ground. When
both trees are planted, a treasure chest containing an orange rupee will
appear in between them. Now switch back to Link and run to the back of the
room, past a thin corridor. You will be ambushed by a blast from the past; a
Stalfos. Defeat this mighty enemy quickly, or try luring it into the open
before attacking it. To the left of where it emerged, you'll find a warp
cauldron that can be unsealed using a bomb or Fire Arrow. If you'd rather not
spend ammo or magic, you can also smash the covering off with the Stalfos's
mace. Anyway, to get out of the pit, jump on the springboard near the bottom
of the south ledge and put on the Iron Boots. The weight of the boots will
depress the springboard, and when you take the boots off again, you'll be shot
up into the air. To get to the northern ledge, where the exit is, you have to
use the springboard on top of the south ledge to launch yourself into the air.
While in midair, you have to use the Deku Leaf so that you can glide over to
the ledge. This isn't that different from using Baba Buds. The only problem is
that the powerful downdrafts coming from the room's ceiling will prevent you
from gliding smoothly over to the ledge. To solve this problem, take control
of Makar again. Run over to the spot where the Stalfos appeared, and fly up to
the ledge. There is a switch up here that will turn off the downdrafts,
allowing Link to make it to this ledge. After both he and Makar are safely on
the ledge, climb down the steps and head through the exit door.

The next room contains a familiar wind lever, just like ones that you found in
the Forbidden Woods. Blow the lever with a gust of wind from the Deku Leaf to
make it spin. This will cause the gate behind it to open. Be careful of the
two Armos that will attack you near the lever. Fortunately, the Master Sword
can destroy the crystals on their back in one hit, but you may still need to
stun the Armos with arrows to get a clear shot. The switches on the other side
of the raised gate simply serve to lower and raise it from this side, so you
can ignore them. Instead, turn your attention towards the deadly blade moving
from side to side across the room. The blade is very dangerous, but you can
run past it with careful timing. When you reach the far end of the room, set
Makar down and play the Command Melody. As Makar, plant two seeds in the dirt
patches on either side of the sealed exit door. After the trees are planted,
the exit will unseal itself.

The pit in the next room can only be crossed by Makar at the moment. If you
fall into the pit below, you can climb back out by using the vines on the
wall. Just make sure you get out before the grabbing tentacles get to you and
start draining your magic power. After taking control of Makar, fly up to the
first ledge up ahead and plant a seed in the patch of dirt. Now fly over to
the one on the left side of the room, a bit higher up, and do the same on it.
Lastly, fly up to the highest ledge. Like the door in the southeast corner of
the room, the one up here is sealed. However, when you plant the final tree in
the patch of dirt, both doors will unseal. Suddenly though, four Floor Masters
appear out of nowhere and grab Makar! They drag the poor little Korok into
oblivion and dump him somewhere else within the Wind Temple. Sadly, there is
nothing you can do to prevent this. You have to move on through the southeast
door without your companion.

This enormous chamber is, as expected, the Wind Temple's hub. When you walk
into the room, Makar will shout out to you. The young Korok is imprisoned
behind a cage on your left, and the only exit out of it is blocked by a
massive stone head. This stone is too heavy for even the Power Bracelets. You
can do nothing for Makar just yet, so continue alone. Defeat the two Peahats
in the room before they become an annoyance. Head towards the east side of the
room, across from where you entered from. The door there is guarded by a pair
of Armos Knights. Fight them if you wish, or simply run past them.

The next room is similar to the one that had the wind lever in it. This room
also contains a wind lever, but it isn't as simple as the last one. Start by
killing the pair of Peahats near the beginning of the room. Afterwards, run
past the moving blade. You'll come to a ledge that drops off into the room's
lower section. You can jump down from the ledge, or you can drop down from one
of the two holes nearby. The hole covered in a layer of cracked rock can be
broken through if you stand on the rock while wearing the Iron Boots. Watch
out for the Floor Master prowling the area below. Floor Masters that grab you
here will deposit you by the west entrance to the hub chamber. After defeating
it, blow the wind lever with the Deku Leaf to close the gate above and create
a walkway across the gap. You'll need to get back up again, so use the nearby
springboard to launch yourself through the hole up above. When you get to the
top part of the room again, walk across the closed gate, but don't forget to
open the chest on your left to get a Joy Pendant. Defeat two more Peahats and
run past another moving blade, and then take the southeast exit (the eastern
door is blocked by a stone slab similar to the one that covered the Wind
Temple's entrance).

When you step inside the next room, make sure you have full magic power. This
spacious chamber is essentially a large ravine that you must cross with the
Deku Leaf. The lower level is safe to walk on, but you can't get through the
room unless you stay on the top part. If you fall down below, return to the
beginning of the room and climb back up. There is another reason you shouldn't
go down there; grabbing vines. The vines will suck away your magic power if
they get a hold of you, and you need it to get by. Anyway, float over to the
updraft swirling up ahead to get pushed upwards. Now float down to the first
ledge on your left. The switch here will open up a section of the gate up
ahead when pressed, allowing you to get through it. Glide over to the level
section of the gate and fight the Wizzrobe in the area up ahead. Make sure to
restock on magic power before continuing. Now turn left and jump from the gate
to the grassy ledge against the cliff. Continue jumping and gliding until you
get to the ledge in the chamber's southeastern corner. The treasure chest here
holds the Dungeon Map. Now float back to the ledge where the Wizzrobe
appeared, using the updraft to your advantage. To get through the large gate
separating you from the western path, you have to float through the opening on
the left side. After you make it through, you'll have to make a tight turn in
order to get to the updraft that will push you up to the next platform (the
horizontal portion of the next gate). Use the littered skulls lying on the
platform to get magic refills. Don't lose focus for too long though, or you'll
get hit by a Wizzrobe's fireballs. This Wizzrobe will be too far away to lock
on to, so you can either aim for it manually or you can wait until you reach
the far ledge before fighting it. Just make sure you take out all of the
Peahats to make the voyage go smoother. After you defeat the enemies, use the
door on the west ledge.

This takes you right back to the hub. Whatever you do, don't jump off the
ledge until you press the large switch here while wearing the Iron Boots, or
else you'll have to go all the way around again. The switch will open up the
floor, revealing more to this already spacious chamber. Before you jump down
to the bottom, uncover the nearby warp cauldron for future use. It's a long
way down, so make sure you deploy the Deku Leaf before you hit the bottom.
There are two doors down at the bottom, but one is locked, so use the other.

The chest containing the small key into the other room is on the ledge near
the back of this room, but a row of pointy spikes prevents you from getting up
there. Fortunately, there are five covered holes in front of the spikes that
you can smash through while wearing the Iron Boots. When you break through a
hole, enemies will appear down below. What you have to fight depends on which
hole you break through. From left to right, the holes will reveal the
following enemies when broken through: five red ChuChus, nothing at all, two
Floor Masters, three Armos, and five green ChuChus. There are spikes down
below too, so fight carefully. To get out of the lower area, push or pull the
two blocks around so that the one with the springboard on it is on top of the
tile near the back of the room marked with a wind symbol. The other block must
be placed next to it so that you can climb up to it. Use the springboard to
launch yourself up through another hole next to the treasure chest. When the
chest is opened, both the spikes up above and the ones down below will
retract. You can leave if you wish, but if you want a Treasure Chart, you have
to break through all five holes and fight every set of enemies before its
chest appears. Good luck! Afterwards, run back to the previous chamber and
open the north door with the small key.

The only door to this chamber will seal as soon as you enter it, meaning only
one thing; a mini-boss battle is about to occur. Out of nowhere, an orange-
robed WIZZROBE wearing a golden headdress will appear in the center of the
room, cackling like a loony. Seconds later, the mage will use its powers to
summon two other enemies into battle before vanishing again. This mini-boss is
the most powerful of all the Wizzrobe types, capable of summoning other
enemies to do its biding while it fights you. The first two enemies that the
Wizzrobe summons are always a yellow-robed Wizzrobe and a Darknut. Yellow-
robed Wizzrobes are variants of the weaker Wizzrobes, but they too have the
ability to summon other enemies into battle. Even though only the orange-robed
Wizzrobe is powerful enough to summon other Wizzrobes, the yellow-robed
Wizzrobe can call out larger groups of creatures. When two Wizzrobes are on
the loose, each summoning one thing after another, the battle can get
incredibly chaotic. This makes the orange Wizzrobe the toughest mini-boss in
the game. Luckily, this is the only time and place you will ever have to fight
it (although the yellow-robed mages will continue appearing later on). Between
the yellow and orange-robed Wizzrobes, you will have to face Darknuts,
Moblins, Keese, Kargarocs, and Peahats. The orange-robed Wizzrobe will summon
the stronger enemies (the Darknuts, Moblins and the yellow-robed Wizzrobe
itself), while the yellow-robed Wizzrobe sticks to summoning larger groups of
weaker enemies (the swarm of six Keese, the Kargarocs in groups of two, and
the Peahats in groups of two or three). Fortunately, the mini-boss won't
summon any other Wizzrobes after the first one. Also, both will only summon
one enemy or set of enemies at a time, and only if none of their other
respective creations are still fighting. Like the red-robed and seagoing blue-
robed Wizzrobes, the yellow and orange-robed Wizzrobes can also shoot a triple
fire blast attack and teleport around the room erratically. You can tell what
kind of spell the Wizzrobes are about to cast by the way they move before
performing it. When they twirl their wands around, a fireball attack is
coming. When the Wizzrobes dance in a circle, they are about to summon.
Naturally, you should get rid of the Wizzrobes first so that no more enemies
are summoned into battle. This is easier said than done though. With so many
enemies around, targeting the Wizzrobes (especially the mini-boss) can be
nearly impossible. Even if you do finally get locked on to one, it may just
teleport to a new location before you can shoot it. The yellow-robed Wizzrobe,
slightly more resilient than its red cousins, can be defeated with two
Fire/Ice Arrow blasts. The orange-robed Wizzrobe will take three hits before
it goes down. The Boomerang is also helpful in this fight, since you can stun
the other enemies around you and defeat them quickly with your sword. If you
manage to lock on to the Wizzrobes, stun them with the Boomerang to keep them
still while you fire arrows at them. If they're low enough to the ground, you
can even hack at them with your Master Sword. The battle will become much
easier after you defeat any one of the two Wizzrobes and all of its respective
minions. The only way to get health or ammo during this fight is to break open
the treasure spheres that the stronger enemies leave behind. After you finally
kill both of the Wizzrobes, defeat every last enemy standing. Even with their
masters gone, the other enemies must be killed off before the prize chest
appears.

This chest contains the HOOKSHOT, a handy tool that can latch onto objects and
pull you to them. It can attach itself to many things, including trees,
treasure chests, enemies, pickups, and special targets designed specifically
for its use. Offensively, the Hookshot can be used to reel smaller enemies in
for a sword attack. This proves useful when battling such foes as Bubbles or
Bokoblins. Use the Hookshot to pull yourself up to the north ledge by
attaching it to the yellowish target above it. To unseal the exit door, pound
the peg on the ledge into the ground with the Skull Hammer.

With the Hookshot, you must now make the long journey upwards back to the
first floor to rescue Makar. Start by killing the two Peahats near the bottom
of the shaft. You can reel them in close with the Hookshot and attack them,
rather than having to hit them twice with the Boomerang or wasting arrows. Now
hook yourself up to the northeast ledge by aiming for the circular target
above it. Repeat this process moving counterclockwise and upwards, until you
get to a ledge on the east side. Directly across from you, there should be a
small alcove containing a treasure chest. Glide over to the alcove using the
Deku Leaf, and pry open the chest to get the Compass. To get to the next ledge
above you, use the springboard near the treasure chest to launch yourself up.
From here you can resume using the Hookshot until you get to another
springboard. Use it to get to the longer ledge near the first floor. The
Peahats will probably notice you at this point, so be ready for them. To get
from the elongated ledge to either the west doorway or the place where Makar
is being held, pull yourself up by hooking the targets on the walls. Rescuing
Makar will require more clever use of the Hookshot. The stone head blocking
the entrance to his cage has a target on it, but hooking yourself onto it will
do you no good. Instead, put on the Iron Boots, and then use the Hookshot. The
weight of the Iron Boots will keep you grounded as the stone head is pulled
outwards. Make sure you aren't directly beneath it when it falls over. After
the stone head is out of the way, enter the cage and retrieve Makar. You can
open the chest as well to get a Joy Pendant. Now, both you and Makar must
reach the west doorway. You can get there by using the Hookshot as usual, but
in order to get Makar up there, you'll have to control him with the Command
Melody. Afterwards, return to the room where the Floor Masters grabbed Makar.

A yellow-robed Wizzrobe now lives in this room. The yellow-robed Wizzrobes you
encounter now and in the future will be able to summon a greater variety of
enemies than the one that accompanied the orange-robed mini-boss. Each
individual yellow-robed Wizzrobe has its own predetermined set of enemies that
it can summon. Some will even be able to call out former mini-bosses like
Moblins and Stalfos (however, the orange-robed Wizzrobe alone retains the
ability to summon other Wizzrobes). Usually though, they'll stick to summoning
smaller and weaker things like ChuChus and Keese. The one in this room will
only be able to summon Fire Keese and Red Bubbles. After defeating it, Makar
will tell you that the Hookshot can latch onto the trees he planted. You can
pull yourself up to the northernmost ledge, and then control Makar to have him
fly up there as well. Use the door after you are both there.

The following room is almost identical to the last one. The key difference is
that there are four Blue Bubbles flying through the air up here. You can use
the Hookshot to take out the nearest one, but the far ones will have to wait
until you get closer. Play the Command Melody to control Makar, and then fly
up to the nearest ledge up ahead. Plant a seed in each of the mounds of dirt
on the four ledges so that Link can pull himself up by hooking onto the trees.
You'll probably have to pause before all of the trees are planted so that Link
can defeat the Bubbles that will otherwise make it difficult for Makar to
plant seeds. When planting the final tree, stay well away from the Floor
Master on the top ledge. After both Makar and Link reach the top of the room,
enter the door on the right.

This door places you in the top section of the hub chamber. The gate up ahead
must be opened by pressing the two switches in front of it simultaneously. Set
Makar down on one switch while you press the other. The gate will open,
allowing you to go through. Additionally, a portion of the floor down in the
basement will open as it did on the first floor, revealing a large fan
underneath. Play the Command Melody again to control Makar. Under his control,
fall down to the basement of the shaft. On the west side of the room, you'll
see two patches of dirt that Makar can plant seeds in. After planting the two
trees, the fan below him will activate. The giant fan will turn off and on
periodically, lasting in each phase for about ten seconds. When the fan is
off, you can jump in between the openings in the floor and the fan's blades to
get to a hidden doorway. When the fan is on, a giant updraft will blow up the
shaft, but you won't be able to go beneath it. The door down below is locked,
and you currently have no key to enter it. Leave Makar down at the bottom of
the shaft and switch back to Link, who should still be by the second floor
entrance (if not, use the Deku Leaf to ride the updraft back up). When the
updraft starts up again, jump into it to be lifted even higher. From this
altitude, you can get to any of the remaining ledges on the top floor. On the
east ledge, there is a chest containing a Joy Pendant. The west ledge offers
nothing, but the south ledge has another door. Enter it once you reach it.

As soon as you walk through the doorway, it will seal behind you, leaving you
to fight the Armos inside the room. There are six of the statues this time,
making it rather hazardous to move around. If you get them clustered together,
it will be easy to take out multiple enemies with sword strikes, or stun them
with arrows. After all six are destroyed, the exit will unseal and a gate in
the back of the room will open. Get the small key from the treasure chest
behind the gate before you return to the wind shaft.

The key you just got unlocks the path to the boss's lair, but there's no sense
in going there just yet without the Big Key in your hands as well. Upon
returning to the hub, you'll find Makar waiting in front of the north doorway
on the top floor. If you accidentally went to the bottom looking for him, use
the switch-powered elevator beneath the fan to get up to the ledge above the
fan. Anyway, you're going to want to head down (or up) to the first floor,
which is actually the middle level. Use the Deku Leaf to float to it if you're
up above, but make sure the updraft doesn't catch you. Makar will also be
affected by the updraft while he flies. When you get to the first floor, head
inside the east doorway guarded by Armos Knights with Makar.

Head through this room the same way you did before. Just leave Makar on the
top level so that he doesn't become victimized by the Floor Masters down
below. After the gate forms a bridge across the gap and you launch yourself
back up to the top level, bring Makar over to the stone tablet at the far end
of the room. Play the Wind God's Aria in front of the tablet, with Makar
nearby. Makar will repeat the song and the tablet will crack to reveal a new
doorway. Feel free to leave Makar behind in this room when you enter it.

The Big Key is in this room, but three Darknuts guard it, including one
wearing black armor and a buckler. This battle can be just as tough as the one
against the Wizzrobe. It is hard to ignore the other Darknuts while you fight
one, so stay on your toes and get ready to fight all three at the same time.
Circling the Darknuts is the best way to get closest to the one you are locked
on to. If you simply try to evade their attacks, there is a chance the
Darknuts will end up hurting each other. This can really help you out, but it
won't win the entire battle for you. After defeating all three Darknuts, open
the chest sitting behind the opened gate. Claim the key, and then leave the
room.

Now that you have both the small key to the door down at the bottom of the
wind shaft and the key to the boss's chamber, return to the hub and drop down
to the bottom with Makar. Use the small key to open the door down here,
beneath the large fan. Remember to take Makar in with you this time.

The enemies in the Wind Temple just don't let up, do they? The new room
unlocked with the small key contains not one, but two hulking Stalfos and a
yellow-robed Wizzrobe! The Wizzrobe is only capable of summoning Morths, but
these spiky irritants are the last thing you need when fighting three other
dangerous enemies. Defeat the Stalfos first by blowing them up, stunning their
skulls, and then smashing them with the Skull Hammer. If there are any Morths
around, leave one or two of them alive so that the Wizzrobe doesn't summon any
more (since it won't until all of the previous enemies that it summoned are
destroyed). Use Fire or Ice Arrows to kill the Wizzrobe as usual. After the
enemies are gone, the east exit still won't unseal. Look up to see a set of
platforms around the edge of the room. Above each platform is a Hookshot
target. There are a few stone heads on the walls with targets as well. Make
your way up to the top of the room with the Hookshot by using the targets and
the stone heads. At the very top, on a ledge on the northwest side of the
room, you'll find a switch that you can press while wearing the Iron Boots.
This will unseal the east door below. However, if you want to uncover another
treasure chest, you'll have to stick around a bit longer. If you pull all of
the stone heads off of the wall by using the Hookshot while wearing the Iron
Boots, Bokoblins will emerge from behind them. There are four stone heads, but
only two of them hide Bokoblins. After defeating them (use Stalfos maces or
the Hookshot for fun), a chest containing a Treasure Chart will appear on the
floor. After getting it, use the east exit with Makar.

The next room is very large and very long. Grabbing tentacles lurk in the
grass at the bottom of the chasms on either side of the pathway, so don't go
down there. The first enemies you'll see along the pathway are Bokoblins and
Armos Knights. Don't miss the opportunity to get more Joy Pendants with the
Grappling Hook from the Bokoblins if you still need them. After defeating them
all, walk with Makar to the circular platform at the end of the pathway. The
drafts of wind on either side of the space ahead will prevent you from
crossing over to the next ledge, but not Makar. Control him with the Command
Melody, and then fly straight over the gales. The ledge ahead has a spot of
dirt that you can plant a seed in, but watch out for the Floor Master lurking
near it. After the tree is planted, switch back to Link and use the Hookshot
to make it across the gap. When Link reaches the ledge, kill the Floor Master
quickly. Now take Makar to the end of the passage, defeating the Peahats along
the way. Use the door on your right to proceed.

This room is all that separates you from the boss, but it's very tricky to get
past. There are three strong gusts of wind coming from the back wall that will
prevent you from walking through unless you're wearing the Iron Boots. The
only problem with this is that the boots will make you walk too slowly, and
the three moving blades in the room will hit you before you can get past them.
There are three blocks that can be moved around to trap the blades against the
walls, but the trench just before final blade will make any block you try to
push across it fall in. This leaves you with two blocks. The first two blades
are close enough together so that a single block can be used to trap them
both. To trap the third one, push the last block across the trench by setting
down the other block inside the pit so that the one you are pushing doesn't
fall in. In the end you should have a block inside the trench, one trapping
the first two blades, and the last one trapping the third blade. Now pick up
Makar and put on the Iron Boots so that you can walk to the back of the room.
When you go through the opening and into the back section of the room, you can
remove the Iron Boots. Take Makar to the back of the room and play the Wind
God's Aria in front of the stone tablet to destroy it. The boss's door is up
ahead. Before using it, uncover the final warp cauldron and break the
surrounding jars for pickups. Makar will stay here while you enter the boss's
lair and fight whatever is inside.

The gloomy chamber is quiet...too quiet. Jump down from the ledge into the
sandpit below. As Link approaches the center of the pit, the ground begins to
rumble and sand begins pouring into the room, covering the stone tablet with
the Triforce crest on it. Suddenly, an ugly and massive sandworm bursts out
from the ground and starts gliding through the room, bellowing loudly.
MOLGERA, PROTECTOR OF THE SEAL is the boss of the Wind Temple. After Molgera
dives into the soil again, a sand whirlpool will form in the arena floor.
Molgera lurks beneath the heart of the whirlpool, waiting with opened jaws. As
Molgera sits in the center of the sand pit, it will extend its blue tongue
into the air. Lock on to the boss's tongue and shoot it with the Hookshot.
When attached, the Hookshot will pull Molgera's tongue towards you, allowing
you to cut it up with sword strikes. Molgera's tongue is its weak spot so keep
hitting it to inflict damage to the boss. The tricky part about this is that
the sand beneath your feet will constantly pull you in towards the center of
the pit and into Molgera's gaping jaws. If you get too close to the boss, it
will try to eat you, dealing two whole hearts worth of damage. You should try
to shift around so that you stay at a safe distance from Molgera while you try
to Hookshot its tongue. The sand whirlpool won't necessarily stay centered
within the arena. In fact, Molgera will try to follow you around so that the
pit gets closer and closer to you. You can't attack Molgera from outside the
bounds of the sand whirlpool, so you're going to have to keep an eye out for
where the bottom of the pit is. Molgera itself won't be the only one attacking
you either. The boss can send out larval sandworms after you. Like their
mother, the larvae can swim through the sand with ease. To defeat them, reel
them in with the Hookshot and slash at them twice with your sword. These worms
appear three at a time, after you damage Molgera's tongue. Although vicious,
they are a great source of health. Try eliminating all of the larvae first
before going after the boss. The only other thing you'll need to watch for is
when Molgera emerges from the sand and starts gliding through the air again.
After circling the arena, the boss will dive towards you with its mouth open.
If you have Molgera's larvae on top of you, it can be difficult to discern
Molgera's location during this attack. Although Molgera can dish out a
beating, it won't last long in battle if you keep attacking its tongue. After
you defeat the boss, it will crumble into dust and leave behind its Heart
Container. The sand will empty out of the room, leaving the stone tablet
exposed. After you grab the game's final Heart Container, step into the blue
light shining from the Triforce crest.

Makar enters the chamber, and Link places the Master Sword in the center of
the Triforce crest. The two begin playing the Wind God's Aria, just as Link
had done with Medli in the Earth Temple. Fado appears and begins playing as
well. As the musicians play, energy begins to flow into the Master Sword. Link
holds it in his hands, and the blade begins glowing. The final step to
restoring the Master Sword has finally been completed. Once again, the
legendary blade has the power to defeat Ganon. After the performance, Makar
tells Link that he will remain in the Wind Temple to continue praying. Link
steps into the portal and is taken to Gale Isle's exterior.

=============

Chapter 10: The Hero of Winds.

=============

Back outside, Link sees the King of Red Lions talking to a Fishman. According
to the Fishman, the Forsaken Fortress is completely empty. Ganon and his
minions haven't been seen since Valoo burned down his headquarters. Although
the Fishman is pleased to hear that he is gone, the King of Red Lions is
troubled. He fears that Ganon may have already gotten to Princess Zelda. There
is only one thing left to do before Link can reenter Hyrule. He must collect
eight Triforce Shards that together form the Triforce of Courage.

The eight shards are scattered at the bottom of the ocean, but they can be
found and salvaged just like any other kind of treasure once you find the
eight corresponding Triforce Charts. The charts are more heavily-guarded than
the shards themselves, and you will have to overcome tough enemies or tricky
puzzles to get them all. Even then, you won't be able to read the charts
without some assistance and a lot of cash.

Anyway, it matters not which order you get the charts and pieces, but before
you go anywhere, warp to any island that has a postbox on it and check your
mail. Tingle sent you something, but he attached a postage fee of 201 rupees
to it, so pay up. The thing Tingle sent you is the IN-credible Chart, which is
the most useful tool there is for hunting Triforce Shards. This chart displays
the location of every Triforce Chart in the Great Sea. What's better is that
the chart also shows you where to find the actual Triforce pieces after you
get their corresponding charts deciphered. And as an added bonus, the chart
will cross off any charts or shards you've already collected, making it easy
to keep track of which ones you have left to collect. Very cool! If you find
nothing in your postbox, it means you haven't freed Tingle from Windfall
Island's jail yet. Do that before starting the treasure hunt.

After you start collecting Triforce Charts, you'll notice that after they are
opened, you won't be able to read them. You have to get them deciphered by
Tingle. After Tingle is freed from the jail on Windfall Island, he'll return
to Tingle Island (where else?), where his enslaved look-alikes Ankle and
David, Jr. are forced to rotate Tingle's tower day and night. Whenever you get
a Triforce Chart, warp to Tingle Island and climb the ladder up to his tower.
If Tingle detects that you have an un-deciphered chart with you, he will offer
to make it readable for a minor cost of...398 rupees per chart! Tingle certainly
doesn't lead a cheap life. You will need over 3,000 rupees just to get all of
your charts deciphered, but it's the only way to find out where the Triforce
Shards are, even with the IN-credible Chart.

After you know where the shard lies, sail to that quadrant and look for the
ring of glowing light, just like the ones that appear when you open regular
Treasure Charts. Don't confuse them for the many smaller rings though; the
ones you're looking for emit a beam of light into the sky that can be seen
from far away. The rings disappear when you get close to them, but you can
listen for the humming sound that the treasure makes when you pass over it.
After you pinpoint the shard's location, use the salvage crane to haul it up
from the sea floor.

The first Triforce Chart is on an island known as the Islet of Steel. It is
also one of the earliest charts you can acquire. To get to the Islet of Steel,
play the Ballad of Gales to warp to Greatfish Isle. The Islet of Steel is
directly south of Greatfish Isle. This metallic island is surrounded by a
convoy of cannon warships. Although most of them can be avoided, one of them
blocks the entrance to the island's interior. Use the King of Red Lions'
cannon to sink it. Kargarocs will attack you as you get close to the island
too. When you get inside the island, cruise up to the steps that lead to a
strange altar. There are two crests on the floor. One is a wind crest, while
the other is a Triforce crest. Stand on the wind crest and conduct the Wind's
Requiem to make a chest appear on the Triforce Crest. Inside, as expected, is
Triforce Chart 1. When deciphered, this chart will lead you to a TRIFORCE
SHARD somewhere around Greatfish Isle. Before you exit the Islet of Steel and
go look for the shard, break open the jars along the side of the altar for
rupees that will help you pay for Tingle's deciphering fee.

The first chart was relatively easy to get, but the second one takes a lot of
work. However, you'll finally be able to make use of the Joy Pendants you've
been gathering throughout your travels. Start by returning to Windfall Island.
Walk up to the top part of town and look for a building with a sign posted on
it, depicting a crude drawing of a woman with pink hair (there's also a ladder
to the left of the building). This is Windfall Island's school. Mrs. Marie,
the pink-haired teacher, will be standing inside. If you chat with her, she'll
tell you about the Killer Bees, a gang of boys that like to cause mischief.
They cut class often, and Mrs. Marie would be grateful if you tried to talk
them into returning to school. The Killer Bees happen to be just outside the
school. However, like most of the townspeople, they only come out during the
day (use the Song of Passing if it's night). Their leader, a boy named Ivan,
will challenge you to a game of hide-and-seek against all four of the gang's
members. When you accept, the four boys will run off in different directions.
Your goal now is to find them and catch them.

The first boy, Jin, is behind the bomb shop. To get there, sidle across the
ledge to the left of the shop just as you did when you went after the pirates.
After you find him, he'll start running, so jump after him and chase him down.
You have to tag him in order for him to be considered caught. Another gang
member, Jun-Roberto, is behind the monument on the cape that Tott normally
dances in front of. Catch him just as you caught Jin. The next boy, Jan, is
hiding on a ledge near the school. To the left of the school's entrance is an
opening that takes you to the ledge Jan is hiding on. Turn left on it to find
the boy hiding behind a bush. Finally, go after Ivan, the gang's leader. Ivan
is cleverly hidden in the branches of the tree next to the town's archway.
Perform a rolling attack to knock him out of the tree. After you catch all
four boys and beat them at their own game, they'll reconsider their delinquent
ways and reward you with a Piece of Heart. As valuable as Pieces of Hearts
are, this isn't what you came for. Return to Mrs. Marie after you finish
speaking to the Killer Bees.

Mrs. Marie will thank you for talking some sense into the gang and reward you
with a purple rupee. That still isn't good enough though. Run outside again
and talk to the Killer Bees again. They suggest that you should give Mrs.
Marie a present, as it's her birthday soon. Mrs. Marie's favorite things in
the world are Joy Pendants, so the more you give to her, the happier she'll
be. Ivan will tell you how to get a Joy Pendant here in town, but if you have
enough already, you don't need any more. The best way to get more pendants is
by stealing them from Bokoblins with the Grappling Hook.

Anyway, run back into the school and show Mrs. Marie your Joy Pendants.
Delightedly, Mrs. Marie will accept them from you. She will only take one at
first, giving you a red rupee in return. However, when you present twenty more
to her, she'll give you a piece of parchment. This is the Cabana Deed, a
document that identifies its holder as the owner of the Private Oasis found
south of the Tower of the Gods. The deed is all you need to continue the
Triforce hunt, but you can get something even more exciting by giving Mrs.
Marie twenty more Joy Pendants. Her final reward will be a peculiar mask
called the HERO'S CHARM. When worn, the charm allows you to see an enemy's
health meter. On regular enemies, this only works when you lock on to them,
but when fighting bosses, the meter will stay on the screen as long as you're
wearing the Hero's Charm. This item, like the Magic Armor, is optional, but
very rare and very cool. Anyway, now that you have the Cabana Deed, set sail
for the Private Oasis.

The luxurious cabana on the Private Oasis is owned by Mrs. Marie, but it's
yours if you have the deed. The island's steep sides make it difficult to get
on, but if you sail around to the south side, you can climb the stone steps or
use the Hookshot on the tree. The pool outside is filled with stuff like
hearts, but nothing too exciting. The real treasure lies inside the cabana,
but you can't get in without the Cabana Deed. When you try to enter the cabana
door, the butler painted on it will rudely deny you entry. Just flash the
Cabana Deed in front of him and he'll recognize you as the new master,
allowing you to enter. The island itself will even be renamed after you.
Inside, you'll find a fire burning inside the fireplace, and an interesting
sliding puzzle on the wall, which you can try solving to entertain yourself
and win rupees. To find the chart you seek, look up towards the ceiling. A
beam that can be grappled onto hangs down from above. When you pull down on
the beam while hanging off of it, the fire in the fireplace will extinguish
itself. You can enter the cabana's hidden basement by dropping down into the
hole left behind in the fireplace.

The catacombs below the Private Oasis are confusing and kind of creepy. Many
of the passages up above are blocked by gates that are controlled by Skull
Hammer pegs. Hitting them with the Skull Hammer will raise the corresponding
gates and allow you to explore further into the maze. The only way to get from
one section of the maze to another is to climb in and out of the holes located
in most of the rooms. These underground holes are connected by yet another
confusing series of small tunnels that you must crawl through. The Triforce
Chart lies deep within this network of tunnels, but you may get lost a few
times before reaching it. This isn't necessarily a bad thing though, since
there are other valuables in the maze too, such as troves of jars filled with
expensive rupees, and a chest containing a solitary orange rupee! Although the
catacombs are pretty creepy, Rats are the only things living down here. You
just have to worry about what isn't living.... At some point, you'll have to go
into a hole that looks a bit earthy. Two ghastly ReDeads lurk down below, but
you must get by them in order to find the Triforce Chart. The chamber they
hide in isn't very big, so defeat them quickly before they notice you. After
you defeat them, break the jars along the wall and crawl into the tunnel they
were concealing. After exiting the tunnel, climb the ladder up to the top
level. Like in the Islet of Steel, you have to play the Wind's Requiem while
standing on the wind crest up here to make the chest containing Triforce Chart
2 appear. After grabbing the hard-earned reward, smash the nearby Skull Hammer
peg to raise the gate, and then find the exit portal. When you get the chart
deciphered, it will guide you to a TRIFORCE SHARD buried somewhere near Gale
Isle.

The next chart is considerably easier to get, but that's not saying much,
since Triforce Chart 2 probably takes the longest time to acquire. Anyway,
your next destination is Bird's Peak Rock, a remote location at the eastern
end of the Great Sea. Use a cyclone to get to the Forest Haven, and then sail
northeast (or just sail two quadrants east from the Private Oasis if you feel
like taking the scenic route). Bird's Peak Rock isn't much of an island. The
six rocky spires around the main eastern islet are inaccessible, but they are
the nesting sites of Kargarocs. The chart itself is inside a secret cave
behind the metal gate on the main islet, but the gate can only be opened if
you hit six diamond-shaped switches resting on top of the spires. Since there
is no way you can reach them yourself, you must call upon a seagull to do the
task for you. You'll have to control one using a Hyoi Pear (if you don't have
any, buy some from Beedle). The seagull will be able to reach the switches,
but if it flies too close to the Kargaroc nests, the territorial birds will
chase after it and attack it. Try to take out all of the Kargarocs from the
ground with arrows first. Aim carefully at them and pick them off one by one.
Only four of the Kargarocs are sitting on nests. One will be flying around the
central spire, but unless you are a very good shot, you won't be able to kill
it. The best you can do is hope that it doesn't harass your seagull while it
flies up there. After killing the nesting Kargarocs, lay out a Hyoi Pear to
lure in one of the seagulls. After taking control of one, start flapping up to
the spires and fly through the diamond-shaped switches to activate them. After
you hit the four on top of the smaller spires, keep your distance from the
circling Kargaroc and start gaining altitude. When the seagull is high enough
to reach the topmost switch, make a beeline for it and hit it before the
Kargaroc reaches the gull. The gate on the main islet will open after all six
switches are pressed. Enter the secret cave and play the Wind's Requiem on the
altar again to make the chest appear. Open it to get Triforce Chart 3, whose
TRIFORCE SHARD is located in the waters around Stone Watcher Island (wait
until you have to go there to get an upcoming Triforce Chart). If you're
curious to know the purpose of the wooden beam sticking out from the rock
above the secret cave's entrance, attach the Grappling Hook to it and climb up
to the ledge. Chu Jelly collectors will find a rare blue ChuChu up there.

Triforce Chart 4 isn't located on an island, but inside the Ghost Ship that
haunts the waters around certain locations during the night. This spooky
vessel appears every night in one of the following locations, depending on
which phase the moon is in: Crescent Moon Island, Diamond Steppe Island, Bomb
Island, Spectacle Island, Five-Star Isles, Star Belt Archipelago and Greatfish
Isle (full, left gibbous, left half, left crescent, right crescent, right half
and right gibbous, respectively). The Ghost Ship can be spotted by looking for
the floating blue flames that dance around it, giving it an even eerier look.
Unfortunately, when you get close to the Ghost Ship, it will just disappear.
You need a special chart first before you can explore the phantom boat. This
chart, appropriately named the Ghost Ship Chart, is on Diamond Steppe Island,
where the Ghost Ship appears during the left gibbous moon. Warp to Outset
Island, and then start sailing northwest. You might have a run-in with an
eight-eyed Big Octo along the way, but at least you get an orange rupee for
defeating it. When you reach Diamond Steppe Island, sail around to its western
tip and pull yourself up to the ledge with the Hookshot, using the tree. The
island is named after its diamond shape, but it is also noted for the
geographical steps on it that are impossible to climb without the Hookshot.
Pull yourself up from ledge to ledge the same way you got on the island. Make
sure you don't go in the water though, or else the river current will sweep
you back down to the lowest part of the island. When you reach the top, enter
the secret cave.

Diamond Steppe Island's secret cave is the hidden gravesite of many ruined
ships. It is also filled with warp cauldrons and Floor Masters. The cauldrons
are interconnected confusingly, and you must enter them in a certain order to
reach the cave's treasure. If you use the wrong cauldron, you'll be returned
to the beginning of the maze. The Floor Masters also serve this purpose, but
they can be defeated with arrows or sword combo strikes. To make it through
this maze, start by jumping into the only cauldron in the first clearing. When
you emerge, ignore the two other cauldrons nearby and go around the wooden
wall in front of you. A Floor Master guards a warp cauldron in this corner.
Trounce it, and then grab the Boko stick from inside the jar next to it. Use
the torches near the cauldron you emerged from last to light the stick on
fire, and then use it to burn off the covering over the cauldron that the
Floor Master was in front of. Bombs or Fire Arrows can also be used if you'd
rather not use the Boko sticks. The cauldron will send you to the deck of one
of the ruined ships. Open the nearby chest to get a Joy Pendant if you still
need to get the Hero's Charm. To the right of the cauldron, you'll find an
opening in the ship's railing. Jump down to the clearing below and use the
cauldron closest to where you landed, after you burn or blast the covering off
it. That cauldron will warp you to another ship deck. There are three other
cauldrons up here, as well as a Floor Master. After defeating the fiend, use
the cauldron diagonally across from the one you came in from to reach the
chest containing the Ghost Ship Chart. Jump off the ledge behind the treasure
chest to get to the exit afterwards.

The Ghost Ship Chart is divided into six sections that represent the islands
that the Ghost Ship appears in. Each section also shows the phase of the moon
that the Ghost Ship appears in. During the night, the ship's image will appear
on the section of the chart that corresponds to the island it is currently
haunting. Additionally, the ship's image will appear on the Sea Chart as well.
Once you know where to find the Ghost Ship, set sail for its location and look
around for it. The ship's blue flames will easily give it away in the dark
night. Now that you have the Ghost Ship Chart, the Ghost Ship will remain
visible and you can sail right into it. The inside of the Ghost Ship is shaped
almost exactly like the inside of a submarine. Jump down from the ledge and
start attacking the ghostly enemies. There are two Poes down here, and one
yellow-robed Wizzrobe. The Wizzrobe is the most dangerous of the enemies,
since it can summon powerful Stalfos and creepy ReDeads. Shoot it with a pair
of Fire/Ice Arrows, but stay at a safe distance from its minions. The light
beam in the room helps to defeat the Poes and the ReDeads, and the skulls
lying around can be cracked open for pickups. After defeating everything, a
ladder will drop from the ledge in the back of the room. Climb it to get to
the chest containing Triforce Chart 4. Before you open it, break the jars next
to it and collect the 300 rupees or so that spill out. As soon as you get the
chart, the Ghost Ship will disappear forever, leaving you on the King of Red
Lions. Follow the deciphered chart to Outset Island, where another sunken
TRIFORCE SHARD is hidden.

Four Triforce Charts down, four to go! The next chart is very simple to get.
It's located on Needle Rock Isle, but it's not on the island itself. From
Greatfish Isle, sail southwest towards Needle Rock Isle, whose pointed spire
is easily visible from Greatfish. As you approach from the northeast, look for
three cannon warships cruising around the quadrant's northern edge. The small
pirate fleet is commanded by a gold-colored warship. All three of the boats
will leave behind a small ring of light indicating sunken treasure beneath
them. This means that you have to destroy the boats with your own cannon. Sail
right up to each one so that you can get clear shots, but don't get too close
or else the explosions will hurt you. After all three are destroyed, use the
salvage crane on the spot that the boats' treasure spheres are floating. The
two regular cannon boats yield an orange rupee and a purple rupee, which isn't
bad. The golden cannon boat leaves behind Triforce Chart 5. When you get it
interpreted, look for the TRIFORCE SHARD near Cliff Plateau Isles, which is
east of the Forest Haven.

The sixth chart is very fun to get, but very difficult. To get it, you must
return to your home island, Outset. It is a good idea that you fill up on
Elixir Soup at your grandma's house and Fairies or other potions in the Forest
of Fairies. The chart is inside a secret cave known as the Savage Labyrinth.
The entrance to it is found on a ledge behind your grandmother's house. To get
to it, use the Hookshot on the tree to pull yourself up. The Savage
Labyrinth's entrance is covered by a massive stone head, but it can be lifted
and thrown out of the way with the Power Bracelets. Jump into the hole when
you're ready.

The Savage Labyrinth is a subterranean complex made up of 51 levels, one after
another. The hole that leads to each next level is surrounded by a ring of
fire, and you can only proceed through the labyrinth by defeating all of the
enemies on each level. Before you get to the end of the labyrinth, you will
have to fight just about every enemy that you've seen so far, with the
exception of oceanic enemies, bosses and a few others like Floor Masters.
Every tenth level, starting with the first level, is one where instead of
fighting you can recuperate and prepare for what lies ahead by refilling on
ammo, health and a lot of rupees. You are also given the opportunity to leave
the labyrinth if you don't wish to continue anymore, by stepping into the
light portals. The enemies in the Savage Labyrinth don't leave behind spoils
of any kind, but you can still use the Grappling Hook to get them anyway. The
nine levels in between each recovery level are themed after the five major
dungeons that you've explored already, and at the end of these nine levels,
you'll have to fight two of the dungeons' mini-bosses (so on the tenth level,
expect to see two Moblins, while on the twentieth level you must fight two
winged Mothulas). The exception of course is the fiftieth level; instead of
fighting two orange-robed Wizzrobes, you'll fight four Darknuts. You only need
to reach the thirty-first level to find the Triforce Chart, but you can
continue to the fifty-first to get a Piece of Heart. When you get to the
thirty-first level, play the Wind's Requiem on the wind crest to make the
chest appear. If you want to keep going, use the Mirror Shield to deflect
light from the smaller light beams (not the portal) that appear onto the
elephant statue blocking the hole to the next level. Triforce Chart 6 will
lead you to a TRIFORCE SHARD buried near Southern Triangle Island.

Head to Stone Watcher Island next. Once again, Greatfish Isle is the closest
island to your destination that you can ride a cyclone to. Stone Watcher
Island is southeast of Greatfish. There are a few cannon boats near Stone
Watcher Island, so you may want to get rid of them before stepping on land.
Stone Watcher Island is named after the large stone head sitting on top of it.
Climb up to the top of the island and lift the stone over your head so that
you can throw it out of your way. Enter the secret cave beneath the stone.

The large, circular room inside the secret cave has six doors, including the
one you entered from. The far one has a Triforce crest above it, indicating
the place where the chart lies. However, this is also the only sealed door. To
unseal it, you must go into each of the other four rooms and fight the enemies
inside. When you come back into the circular room after defeating them, the
torch above the door will light, indicating that you've cleared that room.
When you go into the rooms, the doors will seal behind you, so you cannot come
back until you defeat everything. You can clear the rooms in any order. The
first one on your left contains four Armos. The next one going clockwise has a
pair of Moblins inside. The next one, past the sealed door, has three red-
robed Wizzrobes in it. Finally, you'll have to fight five Bokoblins (carrying
either Boko sticks or machetes) inside the room to the right of the entrance.
These battles shouldn't be very difficult. However, when you finish clearing
the rooms, two Darknuts will appear inside the main chamber. Use the pillars
as cover and try fighting them one at a time. After you defeat them, the door
with the Triforce crest above it will unseal. Go inside and get Triforce Chart
7 and a bunch of rupees. The TRIFORCE SHARD that this chart marks is in the
water near Seven-Star Isles (north of Dragon Roost Island). Before you leave
Stone Watcher Island, bomb the pillars in the circular chamber for even more
rupees, and don't forget to get the Triforce Shard from the water (using the
chart you got at Bird's Peak Rock) or the Blue Chu Jelly from the top of the
island.

Only one Triforce Chart remains, but getting it won't necessarily be easy. The
chart is found on a remote islet in the very northeast corner of the Great
Sea, called Overlook Island. Warp to Dragon Roost Island, and then sail
northeast from there. Overlook Island is made up of a series of old buildings
with trees growing on top of them, and it's patrolled by a pair of cannon
boats. You can only get from the water to the top of the structures by using
the Hookshot on the trees. Start by pulling yourself up to the northwestern
side of the island. Now continue using the Hookshot to get by the next three
structures in the same manner. Watch out for the blue ChuChu that lives on the
third one. After you locate the entrance to the secret cave on top of the
fourth structure, jump in.

The secret cave on Overlook Island is almost identical to the one on Stone
Watcher Island, except the enemies you fight here are harder. As before, the
door in the circular room leading to the Triforce Chart is sealed, and it will
remain that way until you beat the enemies inside the four other rooms. The
first room on your left has three Armos Knights in it. The bulky statues are
hard to maneuver around in such a small chamber. Use bombs to destroy them. If
you want an even greater challenge, fight the Armos Knights using the four
bomb flowers growing on the ground. Two Stalfos will challenge you inside the
second room on your left. Together, the two skeletal monsters can be quite
dangerous, so take them out quickly. The third room contains a trio of yellow-
robed Wizzrobes. They will always start by summoning something, meaning the
small chamber will get crowded quickly if you don't work fast. Blast the
Wizzrobes with Fire or Ice Arrows before you are overwhelmed by Kargarocs,
ChuChus, Keese, Fire Keese and Morths. The final room contains five jars. All
five of them conceal hidden shielded Bokoblins. They shouldn't be that much
harder to kill than the five on Stone Watcher Island. After you clear all four
rooms, the dreaded Darknuts will appear inside the main room. This time there
are four of them. Defeating these Darknuts is probably the toughest part of
getting Triforce Chart 8. If possible, only fight the first few that notice
you before going after the remainders. This will cut down on the number of
Darknuts you have to face at the same time. After you defeat all four, use
bombs or the Darknuts' swords to get rupees and pickups out of the eight
pillars in the room. Enter the doorway with the Triforce crest above it and
play the Wind's Requiem in the final room one last time to make the chest
appear. After grabbing the Triforce Chart, break the jars for rupees and exit
the cave. Look for the TRIFORCE SHARD revealed by Triforce Chart 8 inside or
around Two-Eye Reef.

After you find all eight Triforce Shards, they will fuse together and form the
Triforce of Courage. The King of Red Lions will congratulate you and tell you
that you must return to Hyrule at once. Play the Ballad of Gales and ride a
cyclone to the Tower of the Gods.

Link must present the Triforce of Courage to the gods in order to open the
portal to Hyrule. He raises it into the air, and the Triforce begins to float
up from his hand. As Link does this, the glowing ring of light appears in the
water in front of the entrance to the tower. Suddenly, the Triforce
disappears, and the Triforce crest appears on Link's hand. Astonished, the
King of Red Lions proclaims that the Triforce of Courage now dwells within
Link. This means that Link is indeed the true hero. For ages to come, he will
be known as the Hero of Winds. Link and the King of Red Lions sail into the
light portal and disappear beneath the water.

=============

Chapter 11: Hyrule's Golden Power.

=============

Link has successfully passed his trials and awakened the power of the Master
Sword. He has restored its former energy and defeated countless enemies sent
by Ganon to stop him. He has controlled and mastered the wind, using it to
find the sacred Triforce of Courage that so long ago dwelt within the Hero of
Time. Now, he must defeat his strongest adversary; Ganon, the king of
darkness. He can only hope that it is not already too late to keep Ganon from
discovering Princess Zelda.

Climb the steps in Hyrule's courtyard and enter the castle. The Hero of Time's
statue lies broken in pieces on the floor. This can only mean that Ganon has
indeed already found Princess Zelda. Hurry up and climb down the steps to the
castle's basement. Up ahead, standing over the pedestal where the Master Sword
once rested, is Princess Zelda. Link rushes forward, happy that she is safe.
Suddenly though, Zelda turns and disappears in a flash of light! She is
nothing more than a mirage. Ganondorf's voice echoes through the chamber,
mocking Link. Even this sacred chamber could not hide Zelda from his clutches.

Flames erupt around the chamber, forming a ring. Two Darknuts clad in black
armor and billowing capes jump down from the ceiling's opening, striking out
at Link. These foes are MIGHTY DARKNUTS. They are the captains of Ganon's
elite army of Darknuts, recognized by their large helmets and capes. Mighty
Darknuts fight just like other Darknuts do, but they are a lot more resilient,
having twice the amount of health. Their sweeping capes cover the straps on
their back that hold their armor up, so any parry strikes to the back will be
useless. The capes must first be removed, most easily with a Fire Arrow. Shoot
one straight at each of the Mighty Darknuts. Although the arrow blasts won't
hurt them at all, their capes with catch fire and burn off. Now you can
continue fighting the two Mighty Darknuts in the same way you would fight a
regular one. Like some of their weaker underlings, Mighty Darknuts also carry
large, round bucklers that they can use to block attacks. Remember to keep
circling around them so that they don't corner you into the ring of fire. If
you remove their body armor first, start slashing at their vital areas until
they are defeated. If you can get their helmets off, the Boomerang can be used
to stun them. Once stunned, circle behind the Mighty Darknut and sever its
armor straps. After you defeat the two Mighty Darknuts, the ring of fire will
disappear. Climb back up to the castle's entrance hall and use the lower exit.

The green fields of Hyrule lay ahead, but at the end of this pathway,
something less inviting can be seen. Ganon's Tower looms in the distance,
staining the otherwise splendid view. Start walking across the bridge that
leads to the tower. Before you get to the end of it, you'll run into a near-
invisible barrier. This magical barrier was created by Ganon, and no weapon
can destroy it other than the Master Sword. When the sword is stabbed into the
magical barrier, it solidifies and shatters into a thousand pieces. Continue
moving along the path. After you cross the bridge, you'll reach a dirt road.
Two Peahats can be found hovering overhead. Shoot them with arrows as soon as
you are within range. Further down the path, you'll encounter five red ChuChus
and yet another Peahat. Defeat them quickly and move on. There are two Moblins
up ahead patrolling the path. They will be harder to defeat unless you use Ice
Arrows to freeze them, and then Fire Arrows or the Skull Hammer to shatter
them. The red-armored Darknut that follows can't be defeated this way however.
If you don't want to fight it, use the Hookshot to clear the gap behind it
before it attacks you. However, if you lure the Darknut close to the edge, you
can knock it backwards and make it fall to its death. After pulling yourself
across the first gap, fight the Keese roosting below the archway above you.
Pull yourself across the second gap, and then enter the cavern at the end of
the path.

The entrance to Ganon's Tower is littered with skulls, and the door up ahead
is marked with the face of a wicked monster. Open it and enter Ganon's lair.
The circular chamber inside the tower is filled with lava, and there are five
other doors that you can get to by crossing the wooden bridges. The door up
ahead is sealed, but note the strange markings on it that look like the bosses
from Dragon Roost Cavern, Forbidden Woods, Earth Temple and Wind Temple. The
four other doors in the chamber, guarded by shielded Bokoblins, lead to rooms
that greatly resemble those dungeons, and at the end of them, you'll get
treated to a spectacular rematch against these four bosses. After you defeat a
particular boss, the image of that boss on the sealed door in this chamber
will start glowing. After you defeat all four of the bosses, the door will
unseal. Like in the secret caves on Stone Watcher Island and Overlook Island,
it doesn't matter what order you enter the side rooms in, as long as you enter
all of them. The first door on your left takes you to the Dragon Roost Cavern
chamber. The one after it is the Forbidden Woods chamber, then the Earth
Temple and Wind Temple chambers. Cross the wooden bridges to each of these
doorways and defeat the Bokoblins guarding them to get inside.

The Dragon Roost Cavern chamber is filled with lava. In order to get to the
other side of the lava pit, you can jump outwards and use the Deku Leaf to
glide towards the floating rock platforms, or you can climb up to one of the
grapple points above you. Geysers of lava will sometimes erupt from the pool,
but if you climb up to the grapple points, you can avoid them. However, you'll
still need to defeat the Bubbles hiding on the beams before climbing up to
them with the Grappling Hook. Use the Boomerang to destroy the regular skulls
sitting on the beams, and then fire arrows at the dormant Bubbles. From the
overhanging beam you can glide out towards the next beam or platform. When you
reach the far platform, hook yourself onto the third overhanging beam. You
won't be able to reach the ledge by swinging, so climb up to the beam and use
the Deku Leaf from there, but don't get hit by the Red Bubbles floating
nearby. The boss's door is identical to the one in Dragon Roost Cavern, but it
lacks color. You'll know what this means when you go inside.

Gohma will rise out of the lava, while Valoo's tail hangs from above. This
battle is a replica, or a memory, of the battle you had with Gohma back in
Dragon Roost Cavern. This explains why Valoo's tail is present, and why you
can only use the items that you had during the actual fight with Gohma. The
only key difference is that you can still use the Master Sword, and you also
get to keep all of your Heart Containers and Empty Bottles. Defeating Gohma
now will be no different than defeating it in Dragon Roost Cavern. Remember to
avoid the boss's flame and claw attacks, and use the Grapping Hook to latch
onto Valoo's hanging tail. Once you start swinging, let go so that the stone
slab on the ceiling falls down on top of Gohma. Its shell will crack, but
Gohma will replace the stone slab and continue fighting. Repeat this procedure
twice more until Gohma's outer shell falls off, leaving its eye exposed. Use
the Grapping Hook to pull it in towards you so that you can slash at it with
your sword. The Master Sword is twice as powerful as the Hero's Sword you had
originally, so it won't take long to kill Gohma. After you defeat it, you'll
return to the main chamber in Ganon's Tower through a portal on the floor of
the central platform. Gohma's image will start glowing on the sealed door. Now
continue to the next dungeon chamber.

You will need to use a wind lever in the Forbidden Woods chamber to get across
the large chasm. Blow the wind lever on your left with the Deku Leaf to bring
over the cable platform up ahead. Jump on it, and then push yourself back to
the platform's original position by blowing gusts of wind from the Deku Leaf
backwards. When the platform goes as far as it can go, jump down to the flat
vine moving up and down ahead of you. When the vine lowers, blow the wind
lever up ahead on your left, behind the thick plant supporting the wall. This
will make the second cable platform move towards you. When the flat vine
pushes you up again, float over to the platform and then push yourself along
just as you did on the first cable platform. The only things left between you
and the far ledge are the pair of flat vines and a few thorny vines flailing
around. Carefully glide over to the flat vines and let them push you upwards.
When you reach a suitable altitude, float down to the ledge and kill the local
Peahats with arrows. Lastly, enter the faded boss door.

Kalle Demos is back and meaner than ever. This time, you have the Boomerang
and the Deku Leaf, but you'll only need the former to win this memory battle.
Target the vines holding Kalle Demos to the ceiling with the Boomerang, five
at a time. Each time you use it, the vines will be cut and the boss will come
closer and closer to falling to the ground. Try not to pause for long in
between each Boomerang sweep, because the severed vines will grow back and
reattach themselves to the ceiling if you don't persist with your attack. You
may need to move around in order to avoid getting lashed at by Kalle Demos's
numerous tentacles. After you cut through all of the boss's vines however, it
will fall to the ground and open its large petals. Quickly run forward and
start slashing at Kalle Demos's head. With the Master Sword, you may be able
to win in only one round. If you don't, Kalle Demos will close its petals
around you and inflict a lot of damage. Just repeat the process again to
eradicate Kalle Demos. Once again, you will return to the main chamber after
you defeat the boss. Smash open the skulls for refills and then enter one of
the two remaining dungeon chambers.

The Earth Temple chamber is probably the longest chamber out of the four, but
it isn't necessarily the hardest. The first part of it is a long hallway lined
on either side with gray coffins. Run as fast as you can to the end of the
hallway. As you run, the coffin lids will fall forward, and if you're fast
enough you can avoid getting hit by them. After you get to the end of the
hallway, turn around and see what came out. Apart from a pair of Red Bubbles
and ReDeads, the only things that you need to pay any attention to are the
additional refills (including a Fairy that can be bottled). Afterwards, climb
up the steps to reach a second hallway. Before running through it, take note
of the switch and the light beam near the steps. The switch must be pressed in
order to create a stairway at the end of the hallway ahead, but it will only
work if it is pressed continually. Run through the hallway to open all of the
coffins. This time, a few purple ChuChus will come out of them, as well as two
Poes. Run back to the beginning of the hallway and use the light beam to
petrify the ChuChus and stun the Poes. Pick up a petrified ChuChu and set it
on the switch so that the stairway at the end of the hallway is created. Now
run to it before the ChuChu liquefies again. After climbing the steps, you'll
come to yet another hallway. Again, you have to use a petrified dark ChuChu
from one of the coffins to press the switch. This time however, the beam of
light is at the end of the hallway, while the switch is still at the
beginning. This means that you'll have to petrify a ChuChu, run over to the
switch and then run back after you set the ChuChu on it. Before you reach the
steps though, a Stalfos will emerge from the ground. Annoyingly, you have to
destroy it and then go back and press the switch again with another petrified
ChuChu. When you do, run to the end of the hallway once more and climb the
steps before they reset. When you finally reach the boss's door, go inside.

This memory battle against Jalhalla, Protector of the Seal won't be very
different from the original one. Even in the previous dungeon chambers, you
still had the Mirror Shield. Use the shield to reflect light towards Jalhalla
until he becomes solid. Now hoist him over your head and toss him towards the
spiked pillars along the wall. When Jalhalla hits them, he will split off into
many Poes. The Poes will run around franticly, already in their vulnerable
solid forms. Cut through them one by one (or up to five or six with the
Hurricane Spin) until they reform into Jalhalla. Now repeat the process again,
starting by stunning Jalhalla with the Mirror Shield and then using the Power
Bracelets to throw him towards the spiked pillars. Watch out for the flame
attacks that come out of his lantern, as well as his mind-altering jinxes and
the breath inhalations and expulsions. After you defeat every last Poe that
Jalhalla splits off into, you will return to the main lava chamber for the
third time. Only one dungeon chamber remains; the Wind Temple.

After refilling your health and magic meters using the jars along the walls
inside the Wind Temple chamber, use the springboard next to the bottomless pit
and the Deku Leaf to clear the gap and the spikes on the other side. There's a
red-robed Wizzrobe on the other side that will need to be punished before you
continue. Afterwards, use the springboard in front of the tall, cage-like
structure to get across the second gap. There are moving blades down below, as
well as two downdrafts that will push you into the chasm unless you float
directly in between them. At the end of the passage, you'll see a row of six
jars along the back wall. Two of them have Bokoblins inside them. After you
kill them, use the Hookshot to pull yourself up to the ledge by shooting the
targets on the walls. Now enter the boss's door.

With the exception of any Heart Containers or optional items that you may have
gotten since beating the Wind Temple, there won't be any difference this time
against Molgera, Protector of the Seal from when you fought it the first time.
The Hookshot is all you need to wipe this bad memory. Hook it to Molgera's
tongue when it sticks out of the center of the sand whirlpool and attack it
with your Master Sword. Don't let Molgera eat you though, and watch out for
the larvae that appear every time the boss retreats into the sand. When the
boss emerges and starts flying around the room, keep an eye on it so that it
doesn't try to burrow on top of you. You should be able to kill Molgera after
three sword combo strikes to its fleshy tongue. When you do, the sealed door
inside Ganon's Tower will crumble away. Upon your return, cross the bridge and
enter the dark doorway.

The door leads to a long stairway. Climb up to the top, but watch out for the
Miniblins that will be coming in the opposite direction to attack you. At the
top of the stairway, you'll find a large door. Use it to proceed to the next
room. The next chamber is a good place to save in. There are three other doors
in this room, but the one directly across from the entrance is sealed off by a
panel of bricks. Try the one on your right instead.

When you enter this room, four lanterns on the wall will suddenly ignite in a
certain order. After all four are lit, the King of Red Lions will contact you
via the Pirate's Charm. He tells you that you must remember every detail about
this room, from its shape to the number of lanterns on the wall. Interestingly
enough there are painting above the lanterns that depict the four bosses that
you just fought, and a stone tablet near the back that reads a rather cryptic
message, but the only thing you really need to remember right now is the order
in which the lanterns lit. The far right lantern lit first, followed by the
near left, near right and far left ones. Memorize the order, and then return
to the previous chamber and use the opposite door.

This chamber is almost exactly like the one with the four lanterns, only
instead of them, there are four diamond-shaped switches. The switches must be
hit in a certain order with the Boomerang. This order is the same as the one
that the lanterns in the other room lit in. Target the far right switch, then
the near left, near right and far left switches. If you don't hit them in this
order, they will deactivate. After you hit all four in the proper order, a
dark portal will appear in the pool of water inside the room. Suddenly, the
King of Red Lions will cruise in from the channel in the back of the room. He
explains that the dark portal in the water must be how Ganon was able to
return to the world above. You can use it for your own benefit by cruising
into it on the King of Red Lions. The portal will take you to the Forsaken
Fortress.

If there is anything you need from the outside world, this convenient shortcut
will let you get it without forcing you to return to Ganon's Tower through the
entrance at the Tower of the Gods. It is a good idea to return to the Great
Sea to obtain every last treasure and item in the game. Collect all of the
Treasure Charts and Empty Bottles, as well as the optional Deluxe Picto Box,
Magic Armor and Hero's Charm items. Collect as many Nintendo Gallery figurines
and complete every possible side quest. Most importantly, explore every last
secret cave and collect all 44 Pieces of Hearts. Combined, the pieces will
form eleven Heart Containers, which along with the three that you begin with
and the six you obtained from the bosses, make twenty whole Heart Containers.
When you finish with your errands, return to the Forsaken Fortress and use the
portal to reach Ganon's Tower.

Run back into the room with the four hanging torches. The only other thing of
interest in this chamber is the stone tablet at the far left end of it. The
message on the tablet, written by Ganon, says, "The sword hilts of my servants
who lurk deep in the darkness shall be the guideposts that point to me". You
may not understand it entirely just yet, but you will soon. Now jump into the
pit in the middle of the room, which is the darkness that the message refers
to. The pit may look bottomless, but it is actually the entrance to an
intricate labyrinth below the tower.

You will fall into an elaborate chamber with four doors. As soon as you make
your entrance, something else will appear as well. Phantom Ganon will return
from his absence since his defeat in the Forsaken Fortress, stronger and more
relentless than before. This time, Phantom Ganon has a few new attacks. He can
charge a large sphere of dark red energy in his hands before releasing it upon
you. The sphere will diffuse into several smaller energy blasts that will home
in on you like guided missiles. To avoid getting hit by this attack, jump out
of the way just before the blasts are about to hit you. Phantom Ganon can also
replicate himself and surround you with his mirages when he tries to strike
you with his Phantom Blade. If you're quick enough, you can find and attack
the real Phantom Ganon before they strike and vanish. Even though Phantom
Ganon has learned a few new tricks this time, the main method of defeating him
remains the same. When he throws the ball of sparkling white energy at you,
send it back to him using the Master Sword. Phantom Ganon will most likely do
the same, so keep hitting the energy ball back and forth until it hits someone
(hopefully not you). When Phantom Ganon falls to the ground, run up to him and
strike him down with the Master Sword.

After Phantom Ganon disappears, he will leave behind his Phantom Blade. The
sword will fall to the ground and its hilt (the handle) will point towards one
of the four doors in the room. This is the door that you need to take in order
to continue through this maze. If you take the wrong door, you'll end up in
the dark chamber above and you'll have to start over again. You can pick up
the Phantom Blade like any other enemy weapon, but don't move it until you are
sure which door to take. If you find the right door, you will enter another
chamber almost identical to the first, and you'll have to fight Phantom Ganon
again. This will continue several times, and each time you defeat Phantom
Ganon you will have to look at which way his sword is pointing in order to
find the right path through the maze. After the first battle, you will fight
Phantom Ganon six more times before you reach the final chamber.

The final chamber only has two doors in it. The entrance and exit will seal as
soon as you go in, and Phantom Ganon will appear again. Fight him just as you
did the last several times. After he falls, a treasure chest will appear in
the center of the chamber. Inside it are the amazing LIGHT ARROWS. The Light
Arrows can be used just like Fire and Ice Arrows. They are so strong that they
can defeat any enemy, with the exception of Ganon himself, in a single shot!
Even heavily armored Darknuts stand no chance against these weapons. However,
the Light Arrows consume twice as much magic power as the Fire and Ice Arrows
do, so they are not to be wasted. The Phantom Blade's hilt will be pointing
towards the exit door again, but this is meaningless since only the exit will
unseal after you open the chest. This door will take you back to the main
four-door chamber up above.

Once more, Phantom Ganon will rise from the darkness and attack. This time,
just lock on to him and fire a shining Light Arrow at him. Phantom Ganon will
writhe in agony before disappearing with a flash of blinding light. Finally,
Phantom Ganon is gone for good. Now, the only door in this room left to use is
the one directly across from the entrance, sealed by bricks. No weapon you
have, even the Light Arrows, can break through the seal, so use the only other
weapon available to you: the Phantom Blade. With a single swing, the Phantom
Blade will break through the seal and destroy it with another bright flash of
light. Before you go through the doorway, run around the room and break the
small jars for health, magic and ammo.

The new door will take you to a very long set of stairs. The stairway is so
long that you won't even be able to see the first landing from the bottom. The
four landings are each patrolled by powerful enemies, but you have nothing to
fear from them while you have the Light Arrows. Run up the first set of steps
and decimate the lone Moblin on the first landing. Go up another flight of
steps and defeat the Darknut the same way. Next, you'll have to face a pair of
Moblins. On each flight of steps there should be jars that will supply you
with magic power for your Light Arrows, so there is no need to use anything
else other than them. At the top of the long stairway, the final two enemies
standing between you and Ganon will confront you. However, even these Mighty
Darknuts cannot withstand the destructive energy of the Light Arrows. After
you soundly defeat them, look for pickups inside the jars along the wall.
Ganon's lair is just on the other side of this door, so make sure you are as
prepared as you can be before you step inside.

Link runs into a cavernous room over a hundred feet in width and as tall as a
cathedral. The floor is covered in a shallow, reflective pool of water, and in
the center is a bed surrounded by curtains. Link spots Princess Zelda, fast
asleep on the bed, and rushes over to her side. Suddenly, he sees Ganondorf's
figure next to Zelda's bed. He tells Link not to be so hasty. He can see into
Princess Zelda's dreams; dreams of vast oceans that stretch out as far as
anyone can see. Ganondorf turns towards Link and asks him about the King of
Hyrule's tale about the fate of the kingdom with derision. He sees this story
as foolishness; the gods did not seal away Hyrule so that the people could
someday return to it. They abandoned and destroyed their people, leaving them
stranded on the islands of the Great Sea. The moment Ganondorf has been
waiting for has come. He laughs, and before Link's eyes, begins to transform
grotesquely into a colossal monster. Zelda's bed rises towards the ceiling as
Ganondorf's creation towers over Link.

Before you can face Ganondorf, you'll have to bring down his last
manifestation, PUPPET GANON. This giant marionette is supported by several
strings, each controlling its various body parts. Puppet Ganon's only weak
point is the blue orb at the end of its tail, and its only vulnerability is
light. To defeat this behemoth, you must strike its tail with Light Arrows
three times. However, the tail cannot be locked on to, so you must find an
alternative approach to attacking Puppet Ganon. Puppet Ganon takes up a large
portion of the room and has no trouble reaching the other end of it, so stay
as far away as you can from it. When the puppet tries to punch you, its arms
will extend towards you and hit you like battering rams. Although this is
Puppet Ganon's only attack, it depletes an entire heart from your energy
meter. Most of the time, while Puppet Ganon isn't attacking you, it will dance
around on its string in front of you. Get the Boomerang out and use it to
target as many of Puppet Ganon's strings as you can. The Boomerang will cut
through the strings supporting the marionette, and when all but the main
string is cut, Puppet Ganon will hang limply in front of you. This strategy
should be familiar to you, since it is the same one used to defeat Kalle
Demos. Puppet Ganon will sometimes summon Keese into battle that will distract
you while the boss is hanging loosely from its strings. As long as you already
have the Boomerang out, use it to take them out one by one. The Keese will
provide magic power to fuel your Light Arrows. Don't waste too much time
fighting them though, or else the marionette's severed strings will reattach
themselves. As Puppet Ganon hangs from its single remaining string, its tail
will drag along the ground. Quickly run to it and carefully aim at it with a
Light Arrow. When fired, the arrow will pierce the orb and damage Puppet
Ganon. At this point, the strings that you severed with the Boomerang will
reconnect themselves with the ceiling and Puppet Ganon will rise to its feet
again. Use the Boomerang to cut the strings again, shoot Puppet Ganon's tail
with a Light Arrow, and then repeat this process one final time.

Puppet Ganon falls to the ground with a splash. Link celebrates his victory,
but unfortunately too soon. Puppet Ganon rises up again, and then transforms
into a massive spider-like creature! The spider form of Puppet Ganon shares
the same weakness as the marionette. If you hit the blue orb on its tail three
times with Light Arrows, the boss will be defeated. However, the spider isn't
supported by many strings like the marionette was, but only by the single,
indestructible string. You have to find another way to attack Puppet Ganon
this time. The spider will dangle high above you, spinning in circles before
crashing down on top of you. The best way to avoid getting crushed by Puppet
Ganon is to watch its reflection in the shallow pool of water. After the
spider stops spinning, run to the side so that it doesn't land on top of you.
The only time you can hit Puppet Ganon's tail this time is when it lands on
the ground for these few short seconds. Use Puppet Ganon's reflection when it
stops spinning up above you to determine where the tail will be when it lands.
When Puppet Ganon lands next to you with its tail in front of you, quickly
shoot it with a Light Arrow before it goes up again. If you learn how to
successfully predict where Puppet Ganon's tail will land and how to avoid
getting crushed by its body and legs, this part of the battle shouldn't be
very difficult. Once again, the Keese Puppet Gannon summons can be killed and
used to refill on arrows and magic power. After you hit the spider's orb-like
tail three times again, it will fall to the ground again. Then, with a blast
of smoke, it will transform yet again!

The third and final form that Puppet Ganon assumes is a snake. It is probably
the most dangerous and difficult of its forms to defeat, but the strategy
remains the same; hit the blue orb at the end of its tail with three Light
Arrows. Puppet Ganon will slither along the ground at high speeds like a
bullet train, ramming and crushing you. As it streaks across the floor, its
tail will swing from side to side. If you're lucky, you can lock on to Puppet
Ganon and shoot Light Arrows at its tail, but it'll most likely be moving much
too fast for a successful hit. The only way to get this monstrosity to stop
moving is to attack its head with a Light Arrow, a bomb or the Master Sword.
Of the three, bombs are the less riskiest to use, since you can drop one as
Puppet Ganon circles around you and hope that the snake runs into it. Bombs
also stun Puppet Ganon for the longest amount of time. When you manage to stop
the snake's rampage, quickly shoot its tail with a Light Arrow before it
starts moving again. During this battle, Morths will appear instead of the
Keese that Puppet Ganon called upon previously. Morths can seriously hinder
your ability to stay out of harm's way while you fight Puppet Ganon. If you
need to escape, use the Hookshot to pull yourself up to one of the four ledges
along the sides of the room. You can get health and other refills by breaking
the jars sitting on these ledges. After stunning Puppet Ganon and shooting the
blue orb on its tail with three Light Arrows, the beast will finally explode
in a cloud of black smoke, and the string that supported it will dangle to the
ground in front of you.

Link breathes heavily, exhausted after the tough battle. He looks up to see
Ganondorf standing on the rafters above, holding Zelda unconscious over his
shoulder. He laughs, saying that Link must surely be the Hero of Time, reborn.
Ganondorf flees, floating up through the chamber's ceiling. Ganondorf will be
waiting for you at the top of his dark tower.

There is only one way to proceed; up. The warp cauldron next to the wall will
take you up to the rafters, but only after you find its counterpart up above.
Climb onto the pedestal in the center of the chamber, where Zelda's bed rested
before Puppet Ganon appeared. From there, jump and grab onto the red string
hanging from the rafters. Now climb all the way up to the first set of
rafters. The climb will be very long, and you'll surely take damage if you
fall. When you get to the top, climb onto the circular platform suspended by
chains. Although this seems like a dead end, you can continue by using the
Grappling Hook. Hook yourself onto one of the wooden beams above your head and
climb up the rope again. This time, after you climb on top of the wooden beam,
make your way to the center of this circular platform and break open the ten
small jars sitting on it for much-needed health. As before, use the Grappling
Hook to climb even higher. The next set of rafters has more jars on it, as
well as a few Morths and the second warp cauldron. You should save one last
time now, before you climb to the top of the tower. The doorway to the rooftop
is above you, but you can only reach it with the Hookshot. Walk onto the thin
beams of wood nearest to the rooftop entrance and hook yourself onto the
yellow target above the doorway. When you're ready, go through and prepare for
the climatic showdown against Ganondorf.

Ganondorf is standing on the other side of the rooftop, his robes blowing in
the gentle breeze. Calmly, he begins telling the tale about his home country.
It lay within a desert, scorched by the hot sun and searing winds during the
day, and pierced by the frigid gales during the night. Whenever it came, the
wind brought with it death. Ganondorf coveted the gentle breezes that blew
across the green fields of Hyrule. He believes now that it can only be fate
that he has once again gathered the three who hold the pieces of the Triforce,
here in the land that he hoped to conquer. Already, he has taken the Triforce
of Wisdom. All he needs now is the Triforce of Courage that dwells within
Link, so that when the Triforce is formed, he who touches it will have
whatever he desires granted. Ganondorf lunges towards Link, knocking the
Master Sword out of his hands. The legendary sword lands inches away from
Zelda, who remains unconscious. Holding Link in front of him, Ganondorf
laughs. He assures Link that he doesn't mean to kill him. He only desires the
piece of the Triforce that dwells inside him. Link's hand begins to glow, as
does Zelda's. Ganondorf raises his own left hand, which too begins to glow.
The three pieces of the Triforce rise into the air and unite, forming the
sacred Triforce. Ganondorf laughs as he walks towards the golden treasure of
Hyrule. He makes his plea to the gods, wishing to raise Hyrule from the depths
of the sea, so that the sun can shine upon it once more under his rule. As
Ganondorf lowers his hand to rest upon the Triforce though, he sees another
hand touching it. The red-sleeved hand belongs to the King of Hyrule. The king
repeats Ganondorf's statement, that whoever touches the Triforce shall have
whatever he desires granted. The king asks the gods to bury Hyrule beneath the
ocean forever, and that Link and Zelda may have a future above the sea. The
king then turns to Ganondorf, telling him to drown with Hyrule. The Triforce
glows brightly before separating and dispersing itself. The water cocooned
over Hyrule begins to fall towards the ground in sheets, forming great walls
of water around the tower rooftop. Despite having been foiled, Ganondorf
laughs maniacally as a torrential downpour falls around him. Zelda appears by
Link's side, awake at last and holding the Master Sword. She turns to Link and
tells him that it is time to return to the ocean above. However, Ganondorf
turns towards them, ridiculing the king's final request. He will show Link and
Zelda their future, and what little hope they really have. Ganondorf withdraws
two deadly swords from his robes. Then, with a snarl, he lunges towards Link.

GANONDORF, the king of darkness, is the game's final opponent. At the start of
the match, Princess Zelda will take the Hero's Bow, using the Light Arrows to
cover you as you clash with Ganondorf. As Ganondorf advances, circle around
him with your shield in front of you. In the hands of Ganondorf, the twin
swords he wields are very lethal, and the offensive and defensive techniques
he uses are insane. No matter how quickly you try to attack, Ganondorf will
always block your sword strikes with his own blades. The only way to get
through his defenses is with a parry strike. When Ganondorf's swords whirl
around in front of you, jump out of the way but prepare to parry the final
part of his sword combo. When the parry strike hits Ganondorf, he will reel in
pain. Run towards him and start attacking him as fast as you can before he
recovers. Occasionally, Zelda will fire a Light Arrow towards Ganondorf from
the sidelines. Although Ganondorf can dodge them skillfully, he will get hit
on occasion. If he does get hit, you will get another opportunity to attack
him as he lays stunned. Because you no longer need to use magic power for the
Light Arrows, it is a good idea to put the Magic Armor on as long as you can
to protect yourself from Ganondorf's vicious attacks. Stay alert and continue
parrying his sword attacks or waiting for Zelda to hit him. After Zelda
manages to shoot him with two Light Arrows, Ganondorf will get angry and knock
her unconscious again. Now, you can no longer rely on her to cover you.
Ganondorf will attack even harder now, making it difficult to counter him.
Continue trying to parry Ganondorf's attacks and use your shield if he
overwhelms you. After a few minutes, Zelda will regain consciousness again.
However, the intensity of Ganondorf's attacks will increase even further. He
will move so fast that he'll even be able to block all of your parry strikes
and dodge any Light Arrows that Zelda fires at him. There is absolutely no way
you can hit him now. Luckily though, Zelda has a new plan. You must distract
Ganondorf while Zelda aims her arrows towards you. When she fires at you, use
the Mirror Shield to deflect them back towards Ganondorf. As Zelda prepares to
fire an arrow, make sure Ganondorf isn't directly between the two of you, or
else he will leap into the air and the plan won't work. When she shoots, make
sure the Mirror Shield is in front of you, or else the Light Arrow will end up
hurting you. If you manage to successfully deflect an arrow towards Ganondorf,
he will kneel over in pain again. Quickly run up to him to attack. Ganondorf
will try to slash at you once more, but if you parry this strike, you'll
deliver the finishing blow to Ganondorf. With a triumphant yell, Link leaps up
into the air and plunges the Master Sword deep into Ganondorf's forehead.
Congratulations, you beat The Legend of Zelda: The Wind Waker!

Ganondorf whispers his final words, before turning to stone. Link, drenched
with rain, collapses with exhaustion into Zelda's arms. The King of Hyrule
appears before them, giving the two heroes an important message. Throughout
the past, the king has lived in regret. Like Ganon, he has lived bound to
Hyrule. Now, Link and Zelda must return to their ocean and live for the
future, trusting in themselves. The king apologizes to them, saying that
Hyrule was the only word that their ancestors were able to leave for them.
Now, it is gone forever. He bids farewell to Link and Zelda, telling them to
find a new land to call their own. The sea above collapses in upon itself,
burying the tower beneath it. Link and Zelda, protected by air bubbles, float
to the surface as the King of Hyrule fades away into the depths of the ocean.
Link wakes up floating next to Zelda, who has transformed back into Tetra.
Prince Komali is flying above them, glad to find them alive and well. The
pirate ship then approaches them, with everyone onboard waving happily to the
two heroes, including Aryll, Medli and Makar. Together, Tetra and Link set off
across the Great Sea to find their new land.

After beating the game once and saving after the credits, you will be given
the opportunity to start the second quest. Although this quest follows the
same storyline as the first, there are a few notable differences. Link will
begin the game by getting the Hero's New Clothes instead of the Hero's
Clothes, so you can play the entire game while Link wears his pajamas. Also,
Aryll will start off with the skull dress she wore at the end of the first
quest, rather than her original blue dress. Additionally, you will now be able
to read the Hylian text spoken by Valoo, the Deku Tree and Jabun, which can
make the conversations they have with other characters a lot less confusing.
Most importantly, you will start off with everything you need to work on
completing the Nintendo Gallery, including the Deluxe Picto Box and an
already-opened gallery filled with the figurines you collected during the
first quest. If you missed your chance at getting shots of rare enemies or
characters like the orange-robed Wizzrobe or the wind deity, Cyclos, then this
is your second opportunity to get their figurines. After beating the second
quest, you will have truly mastered this game.

-----------------------------------------------------------------------

Side Quests.

This section provides a brief explanation on how to get just about every
single important item in the game, from Pieces of Heart to the powerful Light
Arrows. Additionally, it provides instructions on how to find the various
charts that lead you to these items, among other things.

-Hero's Sword-
After Aryll gives you the Telescope, hurry over from the Outset Island
watchtower to Orca's house. It's the multistory building just past the wooden
bridge. Orca will give you training lessons, letting you use the Hero's Sword.
If you successfully master the horizontal swing, vertical slash, thrust, spin,
parry and jump attacks, Orca will let you keep the Hero's Sword.

-Master Sword-
After conquering the Tower of the Gods and descending into the old kingdom of
Hyrule, enter the castle and locate the Triforce crest on the floor in the
center of the hall. Pivot the three triangular blocks nearby so that they
align with the crest. This will cause the statue of the Hero of Time to move,
revealing a hidden chamber beneath it. Enter the secret chamber and remove the
Master Sword from its pedestal.

-Hero's Shield-
After Aryll is kidnapped on Outset Island, return to Link's house, where his
grandmother will provide the shield. You must first climb up the ladder to
where the shield normally hangs on the wall, and then climb back down the
ladder.

-Mirror Shield-
Soon after you find the second small key in the Earth Temple, you'll use it to
open the mini-boss's door. Attack the first Stalfos by throwing bombs at it.
When the Stalfos is blown apart, destroy its skull before it reforms again.
After the first Stalfos is defeated, two more will emerge from coffins. Defeat
them to find the treasure chest that contains the Mirror Shield.

-Power Bracelets-
After getting the Fire and Ice Arrows from the Queen of Fairies in Mother &
Child Isles, sail to Fire Mountain, south of Dragon Roost Island. Shoot the
volcano's pillar of flame with an Ice Arrow to freeze it solid. You are now
given five minutes to enter the volcano's interior and retrieve the Power
Bracelets before the mountain reheats. Climb to the top of the mountain and
jump into its crater to enter the fiery cavern inside it. Hop across the
platforms in the lava and defeat the Magtails on the other side to make the
chest containing the bracelets appear.

-Pirate's Charm-
Tetra will place this item in Link's clothing just before he is launched into
the Forsaken Fortress.

-Hero's Charm-
Mrs. Marie, Windfall Island's schoolteacher, will give you a red rupee if you
present her a Joy Pendant after playing hide and seek with the Killer Bees.
Give her twenty more Joy Pendants to receive the Cabana Deed, which gives you
access to her Private Oasis. Finally, give her an additional twenty Joy
Pendants and she will reward you with the Hero's Charm.

-Telescope-
After acquiring the Hero's Clothes, find Aryll on the watchtower to get the
Telescope from her as a birthday gift.

-Sail-
When you first wake up in Windfall Island, look for Zunari's shop at the end
of the main road past the town's archway. Zunari, the man in the parka, will
sell you the Sail for 80 rupees.

-Wind Waker-
After arriving on Dragon Roost Island, the King of Red Lions will give you the
Wind Waker and teach you how to play it.

-Grappling Hook-
In Dragon Roost Cavern, there is a shrine at the very top of the mountain
where Medli is being imprisoned. Defeat the two shielded Bokoblins and the
airlifted Moblin to set her free. The Moblin is a powerful enemy, using its
sharp spear and brute strength against you. The best way to kill it is by
attacking it from behind or parrying its spear strikes. Medli will give you
the Grappling Hook after you win the battle.

-Tingle Tuner-
In the uppermost part of Windfall Island, look for Lenzo's pictography shop (a
brick building). There is an opening to the left of his door that takes you
behind the building, where you will find another door. This is the Windfall
jail. The cell cage inside will open if you press the floor switch in the
corner, behind some jars. Once Tingle is freed, he will give you his chart and
the Tingle Tuner.

-Picto Box-
After you set Tingle free from the Windfall Island jail, look in his cell for
a large wooden crate. You can pull this crate away from the wall so that you
can enter the small crawlspace behind it. Once inside the maze, take a left,
then a right, left again, and right again. Follow the path all the way to the
end, and then turn right and do the same. When you emerge in the small
chamber, you will find a treasure chest containing the Picto Box that Tingle
stole. While in the maze, watch out for the Rats that will spring traps on
you, dropping you into the water.

-Deluxe Picto Box-
After you get the Picto Box, enter Lenzo's shop and speak to him. He will
offer you a chance to be his assistant. If you accept, he will give you three
commands, or pictograph challenges that you must complete, one after the
other.

First off all, you must find a certain man in town who constantly sends
rejected love letters to his crush, via the postbox, and then take a
pictograph of him in the act. Lenzo needs proof of this man's actions before
he can try to talk some sense into him. This man is Garrickson, the guy with
the mustache and red trousers who always walks from the top part of town all
the way down to the docks, where the postbox is. You need to snap his
pictograph just as he is inserting his mail into the postbox. Garrickson walks
painfully slow and he won't walk at all if he sees you watching him, so just
go stand on the docks next to the postbox and wait. When Garrickson shows up,
quickly snap his pictograph as he is delivering his doomed love letter. If
Lenzo accepts your work, you will move on to the second challenge.

Now you must go after and pictograph the town's most timid individual,
Gossack. You can find this man inside Windfall Island's cafe. To get him to
tremble in fear, you have to smash something nearby like a cup or a plate. As
soon as the startled Gossack starts shaking in fear, snap his pictograph. This
task should be much easier to accomplish than the first.

The third and final task is to take a pictograph of two people in town that
are in love. You need to take their pictograph as they walk past each other.
Anton, the redheaded man who walks around town in the opposite direction as
Garrickson, will eventually walk past Linda, the woman in the orange dress
standing in the upper part of town. Anton's stroll covers about the same
distance as Garrickson's, but he walks faster so it shouldn't take him as long
to reach Linda. When they pass each other, Anton and Linda will give each
other a fleeting glance. Take their pictograph when this happens.

After completing all of Lenzo's challenges, you will become his number one
assistant and he will give you a Joy Pendant. However, if you want your Picto
Box to take color pictographs, you're going to have to give Lenzo a
multicolored Forest Firefly. Sail to the Forest Haven and enter it by making
your way up the riverside. Somewhere inside the haven, usually in the grass to
the left of Hollo's Forest Potion Shop, you'll see a luminous object floating
in the air, radiating a glowing light around it. This is a Forest Firefly. If
you have an Empty Bottle, use it to capture this mythical insect. Now return
to Windfall Island and show Lenzo your firefly. He will use it to add color to
the Picto Box's pictographs, making it the Deluxe Picto Box.

You also get the Deluxe Picto Box automatically when you start the second
quest.

-Iron Boots-
To get the boots, you first have to have Fire Arrows. Sail to Ice Ring Isle
(west of the Forest Haven) and shoot the stream of ice spewing from the dragon
statue's mouth with a Fire Arrow. This will thaw out the entire island for
five minutes. If you try to walk on it without first using a Fire Arrow, or if
your five minutes run out after you do shoot the Fire Arrows, you'll freeze
solid and awaken on the King of Red Lions. After thawing the island, head over
to the west side and climb the steps up to the icy ledge. Now start walking
along this slippery ledge carefully until you reach a platform floating in the
water ahead. Jump over to it, but don't fall in the water. After jumping
across a few more platforms, you'll reach the dragon statue's mouth. Climb up
the steps and jump into the cavern entrance. After landing inside Ice Ring
Isle's cavern, use the slippery paths to reach the chest containing the Iron
Boots, but watch out for the Keese and make sure you don't slide off into the
water below.

-Magic Armor-
This item is optional, but it's useful nonetheless. After you beat the
Forsaken Fortress's boss, head to Windfall Island and talk to Zunari (the man
in the parka who sold you the Sail). His business isn't doing very well, so he
asks you to expand his item selection by trading with a few Traveling
Merchants found throughout the Great Sea. If you accept, Zunari will give you
a Town Flower, the most basic of the trading items. Now you must take this
Town Flower to one of the three Traveling Merchants (found on Greatfish Isle,
Mother & Child Isles and Bomb Island) and trade it for other rare and valuable
items. Each time you acquire a new item, it will become available at Zunari's
shop through a 'merchant's oath' deal established with the Traveling
Merchants. Note that the Traveling Merchants won't make a trade without a
small fee, so make sure you have plenty of cash on you too. There are a total
of twelve trading items you can obtain, but you only need to get three before
Zunari gives you the Magic Armor. Still, you will find it worthwhile to finish
the entire quest so that you can get the Shop Guru Statue, which is needed for
another side quest. Starting with your lowly Town Flower, follow these steps
to complete Zunari's quest:

1.	Sail to Greatfish Isle. Trade your Town Flower for a Sea Flower.
2.	Trade your Sea Flower for an Exotic Flower.
3.	Sail to Mother & Child Isles. Trade your Exotic Flower for a Pinwheel.
4.	Sail to Bomb Island. Trade your Pinwheel for a Sickle Moon Flag.
5.	Sail to Mother & Child Isles. Trade your Sickle Moon Flag for a Big
Catch Flag.
6.	Sail to Greatfish Isle. Trade your Big Catch Flag for a Fountain Idol.
7.	Trade your Fountain Idol for a Skull Tower Idol.
8.	Sail to Mother & Child Isles. Trade your Skull Tower Idol for a Big
Sale Flag.
9.	Sail to Bomb Island. Trade your Big Sale Flag for a Hero's Flag.
10.	Sail to Greatfish Isle. Trade your Hero's Flag for a Postman Idol.
11.	Sail to Mother & Child Isles. Trade your Postman Idol for a Shop Guru
Statue.
12.	Return to Zunari and receive the Magic Armor.

-Empty Bottle #1-
Medli will give you the first Empty Bottle after you help her reach the
entrance to Dragon Roost Cavern. This is the easiest bottle to get, but it's
necessary to proceed in the game.

-Empty Bottle #2-
Look for a submarine around Bomb Island, and enter it. The inside of it is
furnished with a dining room set, where two regular Bokoblins, a shielded
Bokoblin and four or so Rats have established residence. The Rats can be
especially nasty because they like to pickpocket your rupees. If you have the
Boomerang, use it to incapacitate them. After killing the lot, a small
treasure chest containing the Empty Bottle will appear near the back of the
submarine.

-Empty Bottle #3-
After you complete the Tower of the Gods dungeon, Beedle will send you his
chart in the mail. Afterwards, a special shop ship will appear around Rock
Spire Isle (one sea quadrant west of Tingle Island). The Beedle inside wears a
battle helmet, and for 500, 950 and 900 rupees you can buy a single Empty
Bottle, Piece of Heart and Treasure Chart (respectively) from him.

-Empty Bottle #4-
After beating the Forsaken Fortress and rescuing the girls, return to Windfall
Island. Mila's father, the man who lived inside the luxurious mansion, is now
dirt-poor after having spent all his money on rewarding the pirates for
bringing his daughter home, while Maggie's father, who was poor to begin with,
is now filthy rich after having sold the Skull Necklaces that Maggie brought
home from the Forsaken Fortress. Anyway, Mila has recently gotten a job at
Zunari's shop in order to earn money for her and her father. At night however,
she can be seen standing to the right of the auction house. If you try to
speak to her, she will tell you to go away. Start walking up the steps next to
her. As soon as Mila thinks the coast is clear, she will start running in the
opposite direction. Do not follow her. Instead, run up to the upper part of
town and climb the stairs to the entrance of the mansion. Instead of entering,
climb up onto the left-hand ledge overlooking Zunari's shop and wait.
Eventually, Mila will come running down the road towards Zunari's shop (in
order to avoid detection, Link will make a cat noise when Mila hears him
moving). As soon as Mila enters the shop, jump down and go after her. Don't
talk to her until you see a rupee thought bubble above her head. Mila is
apparently trying to steal from the safe in Zunari's shop. After surprising
her, she will ask you a series of questions. Answer the first response to all
of them. Mila will reconsider her thieving ways and give you an Empty Bottle.

-Spoils Bag-
This bag will be rewarded to you if you pass Niko's first training session
below the deck of the pirate ship (just after departing from Outset Island).
After pressing the switch on the ledge, cross from platform to platform by
swinging from the hanging lanterns between them. Don't fall, and make sure you
reach the back room before your time expires and the platforms lower again.
Niko will let you take the Spoils Bag when you reach the back room.

-Bait Bag-
Beedle will sell the Bait Bag for ten rupees on any of his shop ships that
normally sell bait. You can get the bag as soon as you find Beedle's shop ship
on Outset Island.

-Delivery Bag-
After reaching the Rito mail center on Dragon Roost Island, you will get the
Delivery Bag from Quill.

-Boomerang-
In the Forbidden Woods, you will have to defeat a winged Mothula in order to
claim the Boomerang. Stun the Mothula with the Deku Leaf before chopping its
four wings off with your sword. The Mothula will attack with a rocket-
propelled charge and a pincer strike. It can also release Morths from its body
that will slow you down if they cling to you. After the wings are cut off,
continue attacking it on the ground. When it dies, the chest containing the
Boomerang will be released.

-Deku Leaf-
After you speak with the Great Deku Tree, use the Baba Bud next to him and the
ones that follow to reach the leafy platform where the Deku Leaf rests. You
will need the Grappling Hook as well to swing across a gap halfway through.

-Hero's Bow-
When you find the Darknut within the Tower of the Gods, you will have to
defeat it in order to get the Hero's Bow. Parry the creature's attacks to
remove its helmet and body armor. When its body is exposed, attack it with
your sword until it is killed.

-Fire & Ice Arrows-
After getting the Ballad of Gales, you'll be able to reach the interior of
Mother Isle, one of the two islands that make up the Mother & Child Isles
quadrant. Go there after beating the Forsaken Fortress's boss to meet the
Queen of Fairies. She will give your arrows the power of fire and ice.

-Light Arrows-
The Light Arrows can be obtained deep within Ganon's Tower. Jump into the dark
pit in the room with the lit torches and prepare to fight Phantom Ganon again.
After you defeat him just as you did at the Forsaken Fortress (see Skull
Hammer), Phantom Ganon will drop his Phantom Blade. The sword will fall in
such a way so that its hilt will point towards one of the many doors in the
chamber. You must take the door that the hilt points to in order to proceed
through the maze. If you don't, you'll have to start over at the beginning of
the maze. By taking the correct door, you'll fight Phantom Ganon again. Repeat
the process about seven times until you reach a two-door chamber. After
defeating Phantom Ganon here, the chest containing the Light Arrows will
appear.

-Bombs-
After learning the password to the pirate ship's cabin, use it to gain entry.
Below deck, Niko will put you through another training session. This one is
similar to the first training session, except you won't be able to land on the
platforms beneath the hanging lanterns. You must swing from lantern to lantern
without any breaks in between. If you don't reach the doorway at the end, a
metal cage will shut you out. Just climb out of the pit and reset the switches
to retry the course. If you reach the back room, Niko will give you some of
the bombs the pirates stole from Cannon.

-Hookshot-
Inside a chamber at the bottom of the Wind Temple, you have to fight an
orange-robed Wizzrobe. In addition to the fireball attacks, this Wizzrobe can
summon enemies into battle. It can summon a yellow-robed Wizzrobe (only once),
Darknuts and Moblins. The yellow-robed Wizzrobe can also summon enemies, but
different types. It summons groups of Keese, Kargarocs and Peahats. After
every last enemy in the room is killed, the large chest with the Hookshot in
it will appear.

-Skull Hammer-
After acquiring the Master Sword, return to the Forsaken Fortress. When you
enter the courtyard outside, Phantom Ganon will attack you. The easiest way to
kill him is by deflecting his energy ball attack back at him with the Master
Sword. Phantom Ganon will hit it back towards you, but you can keep hitting it
back and forth until it hits him. When Phantom Ganon is hit, run up to him and
slash at him with your sword. After Phantom Ganon is defeated, the Skull
Hammer will appear inside a treasure chest.

-Piece of Heart #1-
The first Piece of Heart you can obtain is in the Forsaken Fortress. After you
escape from your prison, drop down to the bottom floor of the southeastern
room of the fortress. The chest containing the piece is within the closed cell
down here, but you won't be able to get inside unless you step on the floor
switch in one of the corners, underneath several barrels.

-Piece of Heart #2-
Sail to Star Island (east of the Forsaken Fortress) for this piece. This
island is covered in cracked boulders that bombs can destroy. The large
boulder on the southwest arm of the island covers a secret cave entrance, but
the others shouldn't be overlooked either. Once inside the cave, you'll have
to kill three Magtails. Afterwards, a pair of Bokoblins will appear. Defeat
them, and the pair of shielded Bokoblins and the two Moblins that follow.
After all of these enemies are defeated, a chest containing the Piece of Heart
will appear.

-Piece of Heart #3-
Use Treasure Chart 11 to locate and salvage the Piece of Heart from the water
around Crescent Moon Island, which is northeast of Windfall Island and
northwest of Dragon Roost Island.

-Piece of Heart #4-
From Dragon Roost Island, sail north to the find Seven-Star Isles. Use the
Telescope to look for a ring of circling seagulls somewhere south of the
isles. These seagulls mark the location of a monstrous, twelve-eyed Big Octo.
Use the Boomerang to take out each of its eyes before it sucks you into its
mouth and spits you across the Great Sea. After you defeat the Big Octo, use
the salvage crane to haul up a chest that it left behind. This chest contains
a Piece of Heart.

-Piece of Heart #5-
(See Treasure Chart 17).

-Piece of Heart #6-
(See Treasure Chart 7).

-Piece of Heart #7-
If you speak to Windfall Island's schoolteacher, Mrs. Marie, she'll ask you to
find the Killer Bees, a gang of young miscreant boys that hang out outside the
school. If you talk to them, they will challenge you to a game of hide-and-
seek. After they run away, you have to find and catch each one of them. Ivan,
the gang leader, is hiding at the top of a tree just outside of town. Knock
him down by rolling into the tree, and then chase him down. Jin, another boy,
can be found behind the bomb shop. You can get to him by sidling across a thin
ledge to the left of the shop. Jan is hidden on a ledge next to the school.
Use the opening to the left of the school's entrance to reach this ledge, and
then turn left to find the boy behind a bush. The last boy, Jun-Roberto, is
behind Tott's monument on the cape. After you tag all four boys, they give you
their prized possession; a Piece of Heart.

-Piece of Heart #8-
Ever wonder what those small, metal holders around Windfall Island are for?
They are places to put decorative items in, such as the items that Zunari will
start selling if you embark on his trading quest. Talk to Sam (sitting on the
bench next to Zunari's shop) and he will tell you about the Joyous Volunteer
Association he is a member of, a group dedicated to making the world look
'prettier'. If you help his cause by buying fourteen decorative items from
Zunari and placing them in all fourteen metal holders (or 'joy pedestals')
around town, he will reward you with a Piece of Heart. You don't need to get
fancy; stick with cheap Town Flowers and don't waste your money on stuff like
Shop Guru Statues unless you really want to.

-Piece of Heart #9-
After rescuing the three girls from the Forsaken Fortress, find the one on
Windfall Island named Maggie, who lives in the auction house's top floor (use
the wooden stairway next to the lighthouse to reach the red door). Inside the
luxurious residence, you will find Maggie and her father. Maggie is
heartbroken over being separated from her beloved Moe, one of the Moblins from
the Forsaken Fortress. You will be asked to assist Maggie with her disturbing
infatuation by delivering a letter that she gives you to the nearest postbox.
Sending Maggie's Letter by mail will cost money, depending on how far away
from Dragon Roost Island you are. From Windfall Island, it will cost you a
mere five rupees. Get it out of your Delivery Bag and deposit it into the
postbox. A day later, the Rito postman named Ilari will personally deliver the
reply letter to Maggie's house. However, when you enter the building, you will
walk in on a heated confrontation between Ilari and Maggie's father. Maggie's
father, who for some reason despises postmen, will not permit Ilari to deliver
his letter or stay inside the house. Frustrated, Ilari leaves for the Windfall
cafe, which is above Zunari's shop. Follow him and speak to him inside the
cafe. Because Maggie's father won't allow Ilari to deliver the letter, he asks
you to do it for him. Return to Maggie and show her the Moblin's Letter.
Overjoyed, Maggie will read the disturbing letter out loud, and as a reward
for helping her convey her misguided love to Moe, she will give you a Piece of
Heart.

-Piece of Heart #10-
You'll need Fire Arrows to go after this piece. Windfall Island has a
lighthouse that while still functional, hasn't been used for a long time. The
lighthouse is actually more than just a lighthouse; it's a windmill and a
Ferris wheel too. At night, enter the lighthouse and climb the stairs next to
the bored-looking Salvatore. When you get to the lighthouse balcony, you'll
see a man named Kreeb standing there. He'll tell you about the windmill on the
lighthouse, saying that all it needs is the right wind to start up again, and
for someone to press the power switch behind it. Start by setting the wind to
blow north by playing the Wind's Requiem. Now jump down to the base of the
lighthouse and follow the thin ledge that goes around it, to the left of its
entrance. You'll come to a ladder. Climb it, and then press the hidden switch
inside the small alcove at the top. If the wind is blowing north, the windmill
will start up again. Now that the Ferris wheel is working as well, you can go
for a ride when you climb back up to the lighthouse balcony by jumping into
the gondola seats from the end of the balcony. As the Ferris wheel takes you
up and around, you'll notice that the top of the lighthouse is spinning. When
you pass it, shoot a Fire Arrow into the spinning chamber. If you hit it
right, the inside of the chamber will ignite and the lighthouse will start
working again. The light will illuminate a transparent treasure chest sitting
on a lonely rock just off the south shore of the island. Use the Deku Leaf to
get to it after you run back to the bomb shop, but make sure the wind is
blowing south this time. The chest contains a Piece of Heart.

-Piece of Heart #11-
After lighting the lighthouse (see Piece of Heart #10), talk to Kreeb again.
He'll give you another Piece of Heart.

-Piece of Heart #12-
(See Treasure Chart 38).

-Piece of Heart #13-
To get this piece, you have to play matchmaker with two of Windfall's
residents. You have to get Anton to hook up with Linda. If you've already
completed Lenzo's pictography challenges, then you should know who they are.
Anton is the man with orange hair that walks around town, while Linda is the
young woman with the orange dress in front of the lighthouse. If you talk to
Linda, she'll ask you to take a good color pictograph of her, using the Deluxe
Picto Box. After taking it, find Anton and show him Linda's pictograph. Upon
seeing her beauty, Anton will make up his mind to ask her out the next day.
Play the Song of Passing to make the following day come quicker. Anton and
Linda will be on their date inside the cafe. If you talk to Linda, she'll give
you the Piece of Heart you were after.

-Piece of Heart #14-
Use Treasure Chart 30 from the Tower of the Gods to fish up a Piece of Heart
off of Pawprint Isle, directly in between Windfall Island and Dragon Roost
Island.

-Piece of Heart #15-
When you get to Pawprint Isle, climb up to its center. There is as strange
gray-and-blue dome on top of the island that conceals the first of two secret
caves on Pawprint Isle. You can crawl into this hollow dome through a
crawlspace along its side. However, this entrance is hidden by a clump of
grass, so first mow all of the grass around the dome. When you enter the dome,
jump into the secret cave. This cave is infested with red and green ChuChus
that lurk in the grass. After reaching the first clearing, you will see two
paths that split off ahead. Take the right-hand path to get to another
clearing, and open the chest here to get a Piece of Heart. You need bombs to
get the Joy Pendant and purple rupee sealed off by cracked boulders that block
the other paths.

-Piece of Heart #16-
Go up to the mail center on Dragon Roost Island and give Hoskit, the Rito
guard standing next to the chieftain's room, twenty Golden Feathers for his
girlfriend. He will give you an orange rupee in exchange for them, but his
girlfriend will send you a Piece of Heart in the mail the next day. To get
Golden Feathers, look for them after you battle Kargarocs, Peahats and
Mothulas, or use the Grappling Hook to steal them from the aforementioned
enemies.

-Piece of Heart #17-
Head up to Dragon Roost Island's mail center again and talk to Koboli, the
Rito in charge of sorting mail behind the upper floor counter. He will offer
you a part-time job as a mail sorter. In this mini-game, you are given thirty
seconds to sort at least ten letters into their corresponding slots (marked
with different symbols). For every two letters you sort correctly, you are
given a rupee. The next time, you'll have to sort twenty or more letters in
thirty seconds. This will be more difficult than the first time, but it will
become easy with practice. You get one rupee per letter this time. Lastly, you
will have to sort twenty-five or more letters in thirty seconds, which is
fairly hard to do. For this, you'll get an amazing three rupees per sorted
letter. Koboli will be impressed with your skills, but he won't increase the
challenge or payoff any further (although you can continue sorting mail for
more money). Leave the mail center and then reenter it. Baito, a human with
blue tattoos on his body, will join Koboli as his assistant. If you show Baito
your ability to sort at least twenty-five letters in thirty seconds one more
time, he will give you a letter to send to his mother (...!?). The following day
you will get two letters in the mail; one from Baito and one from his mom.
Baito's has a red rupee attached to it, while his mom's has a Piece of Heart.

-Piece of Heart #18-
You must win the Bird-Man Contest on the Flight Control Platform (east of
Dragon Roost Island) to get this Piece of Heart. This contest is run by two
brothers, Willi and Obli, who like impersonating Rito. To win, you have to
make it past the large banner at the end of the course that marks the record
of 275 meters held by Obli, using any means necessary without landing in the
water beforehand,. Since you don't have wings, you're going to have to use the
next best thing; the Deku Leaf. After paying Willi ten rupees, climb the
ladder and walk out to the end of the platform. Don't worry about having an
empty magic meter, because it will be filled automatically when the contest
starts. Use the Wind Waker to make sure the wind is blowing northwest, or else
you won't get anywhere. As soon as you jump off the platform, the contest will
begin. Use the Deku Leaf to float towards the end of the course. Winning this
contest is only possible if you use the updrafts swirling around on the
course, and only if you have the magic upgrade. Try gliding into the updrafts
to gain altitude and continue further. It's okay if you miss some, but the
second updraft is crucial for going further. That having been said, don't
change direction too much, or else you might even run out of magic power
before you reach the banner. After passing the 275 meter mark, you will get
the Piece of Heart.

-Piece of Heart #19-
(See Empty Bottle #3).

-Piece of Heart #20-
Use Treasure Chart 2 to find a sunken Piece of Heart around Rock Spire Isle
(west of Tingle Island).

-Piece of Heart #21-
The third Piece of Heart you can obtain on Rock Spire Isle is protected by a
pair of cannon boats that patrol the water southwest of the island chain. Use
your cannon to sink them both, and then pull up the Piece of Heart and orange
rupee that they leave behind with the salvage crane.

-Piece of Heart #22-
Around Tingle Island you will encounter a Big Octo with twelve eyes (one of
two in the game with this many). As with all Big Octos, seagulls will give
away the location of this one, and the Boomerang is the best way to defeat it.
After you rout it, it will leave behind a chest that has a Piece of Heart
inside.

-Piece of Heart #23-
Open Treasure Chart 38 and use it to track down Three-Eye Reef's sunken
treasure; a Piece of Heart. Three-Eye Reef is just west of Greatfish Isle.

-Piece of Heart #24-
Go to Greatfish Isle and climb onto the southeastern island. One of the Koroks
from the Forest Haven can be found on top of it. Play the Wind's Requiem to
make the wind blow northwest, and then use the Deku Leaf to glide from the top
of the southeastern island to a ledge on the left side of the largest island.
The chest sitting on this ledge contains a Piece of Heart. You can get this
piece the first time you visit Greatfish Isle.

-Piece of Heart #25-
Of the two Pieces of Heart you can get in Greatfish Isle, this one is by far
the hardest to obtain. To get it, you must give a Shop Guru Statue (a rare
trading item) to the Traveling Merchant on Greatfish Isle. However, the Shop
Guru Statue is the rarest and most expensive item to obtain in Zunari's
trading mission, so you'll have to visit all three Traveling Merchants on
Greatfish Isle, Mother & Child Isles and Bomb Island several times with
several items before you can get it. After you have the Shop Guru Statue (see
Magic Armor), give it to the Traveling Merchant on Greatfish Isle and he will
reward you with the Piece of Heart.

-Piece of Heart #26-
There is a piece hidden in the Six-Eye Reef quadrant, which is just west of
the Tower of the Gods, but thankfully you don't have to go anywhere near the
actual reef to get it. Instead, look for the submarine in the water southwest
of the reef and the nearby sea platform. Enter submarine and jump down to its
floor. Before you can find the Piece of Heart, you'll have to get past three
Moblins. This really shouldn't be very difficult, especially since you only
fight one at a time. Still, watch out for the Morths and ChuChus that come out
of the barrels and jars. After you kill the Moblins, a ladder will drop down
from the back ledge, allowing you to get to the chest containing the Piece of
Heart.

-Piece of Heart #27-
Use Treasure Chart 5 and the salvage crane to find a Piece of Heart sunken
around Thorned Fairy Island (two quadrants east of the Tower of the Gods).

-Piece of Heart #28-
From Greatfish Isle, sail southwest to get to Needle Rock Isle. At the
southern tip of this island is a treasure chest surrounded in flames. The
switch that will extinguish them when activated is sitting at the very top of
the 'needle' spire at the center of the island. Since there is no way you can
get up to the top and hit the switch by yourself or reach it with any of your
weapons, you must call upon a seagull to do it for you. Get a Hyoi Pear out
and use it to lure down and take control of a passing seagull. With it, you
can fly up to the top of the spire and hit the switch. Be careful though,
because there are a few Kargarocs circling the spire and some perched on top
of it that will take out your seagull of they reach it. One is close enough to
kill from the ground before using the Hyoi Pear, but you have to maneuver past
the others. Keep the seagull away from the spire as it gains altitude and then
head straight for the switch as soon as it is level with it. Hopefully, you
can zoom past the Kargarocs and hit the switch before they get to your bird.
After the ring of flames goes out, release the seagull and open the chest to
get the Piece of Heart inside.

-Piece of Heart #29-
The only Piece of Heart that appears on a sea platform is on Stone Watcher
Island. Go southeast from Greatfish Isle to get to Stone Watcher Island, and
then look for the platform east of it when you get there. The platform is
guarded heavily by eight mounted cannons, and you must destroy them all before
the treasure appears. You can use your cannon to destroy them, but it's much
easier to climb onto the platform first and set bombs on the spots just above
the enemy cannons. You should also kill the two pirate Bokoblins on the
platform itself. After you destroy the cannons, the treasure chest with the
Piece of Heart inside will appear.

-Piece of Heart #30-
Sail to Bomb Island (north of the Forest Haven) to get this Piece of Heart.
This island is named after its shape, and for the bombs that you must use in
order to uncover its secret cave. The cave is fairly complex, so be ready for
a few mildly tricky puzzles. In the first room, you must use a Magtail to hold
down the continuous switch on the floor that unseals the exit door. This is
similar to what you had to do in Dragon Roost Cavern to get the Big Key. Stun
the Magtail so that it rolls up into a ball, and then pick it up and set it
down on the switch. Go through the exit before the Magtail awakens. In the
next chamber, you have to use more Magtails to work out the puzzles. First
though, you must carefully make your way across the thin walkway on your right
to reach a switch. If you go too recklessly, you will fall into the lava. The
switch will extinguish the flames blocking another thin walkway up ahead.
After crossing it, you'll get to a large platform. The Magtails slithering
along it will try to attack you. After stunning one, pick it up and toss it
into one of the two fiery pits behind the torches. There are two switches in
these pits that will extinguish another set of flames when both are pressed.
After the fire is out, cross the final walkway and open the chest to get a
Piece of Heart.

-Piece of Heart #31-
A Piece of Heart can be brought up from the sea floor around Bomb Island with
the salvage crane, using Treasure Chart 20 as your guide.

-Piece of Heart #32-
After obtaining Treasure Chart 23, use it to track down the Piece of Heart on
Diamond Steppe Island, northwest of Outset Island.

-Piece of Heart #33-
Use Treasure Chart 4 and the salvage crane to find a Piece of Heart sunken
around Southern Fairy Island.

-Piece of Heart #34-
After you defeat the boss of the Forbidden Woods and receive Farore's Pearl
from the Great Deku Tree, check any postbox nearby. The Rito chieftain will
have sent you a letter, thanking you for helping the tribe on Dragon Roost
Island. Attached to this letter is a Piece of Heart. It is by far one of the
easiest to obtain.

-Piece of Heart #35-
Following the annual ceremony in the Forest Haven, eight of the ten Koroks
will journey across the Great Sea to various islands in hopes of spreading the
Great Deku Tree's seeds and growing new forests. Unfortunately, none of the
new forest trees will grow very well, remaining discolored and withered. In
order to restore them to full health, you'll have to water them with spring
water from the Forest Haven. Only after watering all eight of them will you
get a Piece of Heart for your troubles. This piece takes dedication to get, so
don't get distracted with other side quests if you're going to attempt getting
it. Firstly, you'll need an Empty Bottle, and you'll need the Ballad of Gales
(from the wind deity, Cyclos). Sail to the Forest Haven and make your way
inside, to where the Great Deku Tree lives. Use your bottle to scoop up some
spring water. This water can be used indefinitely without needing to be
refilled, but it only retains its pureness for about twenty minutes, so you'll
have to water all eight withered forest trees in that time before it turns
into bland regular water. After getting the spring water, head back to the
King of Red Lions and play the Ballad of Gales to warp to whichever island is
nearest to these:

1.	Cliff Plateau Isles: This quadrant is directly east of the Forest
Haven, so you actually don't need to warp anywhere just yet. When you
reach the isles, jump across them until you find the entrance to a
secret cavern. Go through this cavern (refer to Treasure Chart 25 for
details) to reach the highest point of the island chain. Here you will
find the Korok named Aldo, tending to his withered forest tree.

2.	Shark Island: The closest island to Shark Island that you can fly to
is Southern Fairy Island, which is east of your destination. The
forest tree can be found near the island's 'tail'.

3.	Greatfish Isle: Luckily, this island can be reached directly with a
cyclone. Climb the spiral-shaped southernmost island and water the
tree on top.

4.	Needle Rock Isle: Needle Rock Isle is directly southwest of Greatfish
Isle. The withered forest tree is found on the island's southern tip,
near a flaming treasure chest.

5.	Private Oasis (or Your Oasis): Fly to the Tower of Gods and sail south
towards the private cabana. Around the edge of the outdoor pool you
will find Drona and his tree.

6.	Eastern Fairy Island: This island is north of the Tower of Gods, so
warp back to it and change the wind's direction. Fairy Islands are
small, so it shouldn't be hard to find the forest tree here.

7.	Mother & Child Isles: If you try warping to this island, you'll only
end up trapped inside the Mother Isle. To reach the smaller Child
Isle, fly to Tingle Island and sail from there.

8.	The final forest tree location is Star Island, which is east of the
Forsaken Fortress. If you just watered the Mother & Child Isles forest
tree, continue sailing north to get to Star Island. The tree is
directly in the center of the small island.

After you water all eight trees before your twenty minutes expire, they will
all grow to full height, and whichever one you watered last will release the
Piece of Heart from its branches.

-Piece of Heart #36-
A Piece of Heart can be obtained around the Forest Haven if you look at
Treasure Chart 31 and follow it to the spot where the treasure is buried. Use
the salvage crane as usual to haul it up from the sea floor.

-Piece of Heart #37-
Sometime after you return to Outset Island, visit Orca for more swordplay
practice. With his new training program, your objective will be to strike Orca
as many times as you can before he hits you three times. During this exercise,
you are only allowed to use your sword and your shield (however, you can't use
the Hurricane Spin attack). The training can be difficult, because Orca
usually manages to get a cheap shot before you can react. Rather than
attacking him in a fury, slash at him three or four times and then wait for
him to make his move. Parry his attack or block it with your shield and then
repeat. Try to avoid the walls and always stay locked on to Orca. If you hear
a metallic clinking while you're attacking Orca, that means he is about to
parry your attack, so be ready to counter him. You begin the exercise under
the rank of a lowly page, but the more you hit Orca, the higher your rank will
be and the better your rewards will be. If you hit him 100 times or more, you
will be ranked a knight and given a purple rupee. Hit him 300 times or more to
be upgraded to a swordsman and get an orange rupee. Then, if you hit Orca 500
times or more, you will become a master and get a Piece of Heart.

-Piece of Heart #38-
After you return to Outset Island, you'll find that one of the wild pigs in
Abe's pen has grown into a beastly porker several times its original mass. It
is so large that you can only lift it with the Power Bracelets. This hog
behaves in the same way its smaller kin do, but it loves to dig when presented
with All-Purpose Bait. If you throw bait out in front of it, the hog will dig
down into the ground and unearth treasure. Most of the time you'll only get
minor valuables like rupees, but you can get something better if you try
digging in the dark patches of dirt around Outset Island. You'll need the
Power Bracelets to move the hefty swine around the island to dig for treasure
though. Pick it up and carry it all the way over to the dark patch of soil in
front of Mesa's weedy garden, on the other side of the wooden bridge that
separates the town. If you make the hog dig into the right-hand patch of soil,
it will uncover a Piece of Heart.

-Piece of Heart #39-
Perhaps the most difficult Piece of Heart to obtain is found at the very end
of the Savage Labyrinth, a secret cave on Outset Island. To reach the entrance
to this cave, go behind your grandmother's house and look up to see a ledge
and a tree growing near it. Use the Hookshot on this tree to pull yourself up
from the ground to this ledge. The labyrinth entrance is obstructed by a
massive stone head. You need the Power Bracelets to lift this stone over your
head and throw it aside. Once you uncover the entrance, you can enter the
Savage Labyrinth and begin battling your way through 51 levels of enemies.
Because the enemies inside the labyrinth don't leave spoils behind, make sure
you bring at least one bottled Fairy or servings of Elixir Soup. If you are
desperate for more pickups, you can use the Grappling Hook to nab them from
your enemies. Starting with the second level, you can only proceed in each
level by defeating all of the enemies that appear. You may notice that every
ten levels are themed after the dungeons that you've previously explored, so
the battles shouldn't really be too difficult until you start getting closer
to the end. Here is what appears inside all 51 of the Savage Labyrinth's
levels:

1.	There are no enemies in the first level. You can break the jar open to
release three Fairies that can be caught and stored in Empty Bottles.
If you want to get out, use the light portal, but otherwise jump into
the hole in between the pair of torches.

2.	There are ten Keese here. Use the Boomerang or the Master Sword to
take them out, and then proceed.

3.	The six Miniblins running around shouldn't be much of a threat. Defeat
them and continue.

4.	Four Boko stick-wielding Bokoblins can be found here. It's easier to
kill them one by one instead of taking them all on at the same time.

5.	There are six red ChuChus in this level, but some won't appear until
you walk around to find them (they'll drop down from the ceiling).
Defeat them and move on.

6.	Four Magtails shouldn't be too troublesome, especially when you use
parry strikes to kill them. Ice Arrows are also effective for stunning
Magtails.

7.	Use the Boomerang to kill the four Keese in this room, and then fight
the oncoming swarm of Miniblins. There are only four of them this
time.

8.	Again, use the Boomerang to kill the four Fire Keese. There are also
two Magtails to accompany them.

9.	This level is lit only by the fire coming from the torches, the
Bokoblins' sticks and the two Fire Keese. Use the same tactics as
before to take down the four Bokoblins (and the Keese, of course).

10.	Finally, something challenging! There are two Moblins in this room,
armed with sharp spears. Ice Arrows followed by Fire Arrows or the
Skull Hammer are the easiest way to kill them, but stick to swordplay
if you want to conserve magic power. Every tenth level, including this
one but excluding the fiftieth, contains two of the dungeon mini-
bosses in sequence. Just so you know.

11.	This is another recovery level with no enemies. Break the smaller jars
for pickups and the larger ones for huge amounts of cash. Don't step
in the light portal if you want to keep going.

12.	Level 12 contains six Peahats. Use arrows to shoot them down or kill
them with two hits from the Boomerang each. Remember to grapple the
Golden Feathers out of each of them if you don't have twenty yet.

13.	Four green ChuChus will drop down from the ceiling as you walk around
here. Remember to stun them with the Boomerang so that they don't stay
in their invulnerable puddle-like forms.

14.	This level is fairly easy, because the five Boko Babas in it can't
move. Use the Boomerang to kill them one by one.

15.	Like Level 9, this level is dimply lit, but you can still see the four
Bokoblins carrying flaming Boko sticks. These guys carry shields, so
you might want to stun them first with the Boomerang before executing
a sword combo.

16.	Mothulas are vicious, but the Master Sword can defeat them in one hit.
Kill the five down here before they gang up on you or release Morths.

17.	You'll find three Peahats and three Boko Babas down here. Keep that
Boomerang handy.

18.	Don't let the jars down here fool you; they conceal nasty, machete-
carrying Bokoblins. You can use the Boomerang to uncover them all in
one sweep. In addition to the four Bokoblins, you'll also have to kill
four green ChuChus before continuing.

19.	There are two shielded Bokoblins and three Mothulas down here, which
together can make for a pretty evil combination. Attack quickly so
that you don't get hurt.

20.	The twentieth level contains two rare winged Mothulas. To kill one,
you have to take its wings off by attacking it (the Boomerang is the
easiest way). Once the Mothula is grounded, attack it like a regular
wingless version. If you have Fire Arrows, you can kill a Mothula even
more easily. One blast will bring the winged Mothula down in flames.

21.	Use the jars in this recovery level to heal and get rich, but don't go
into the light. Afterwards, jump into the hole to the next level.

22.	Three red-robed Wizzrobes will appear in this level. Use Fire/Ice
Arrows to defeat them as quick as you can, or stun them before they
can teleport around the room.

23.	Four Armos will awaken and begin hobbling towards you. Try to maneuver
around them so that you can hit the crystals on their backs, or stun
them first with arrows to the eyes. Remember to avoid their final
suicidal whirls.

24.	Armos Knights are even stronger than Armos, but there are only two of
them here. Take out a bomb or pick a bomb flower, and then throw it
into the nearest Armos Knight's mouth when it opens it. Avoid the
knight as it spins around, and then go after the second one.

25.	Use the Boomerang to destroy the six jars in this room. This time they
conceal yellow ChuChus. Bombs and the Skull Hammer can stun the entire
group, but otherwise you have to use the Boomerang before attacking or
else you'll get electrocuted.

26.	There are four Red Bubbles down here. You don't even have to stun them
before you attack; just slash at them with the Master Sword and
that'll be their story.

27.	You must fight two shielded Bokoblins and a single Darknut. Try to
kill the Bokoblins before the Darknut notices you. Because they like
to hang around the Darknut, use the Hookshot to pull them towards you.
When you engage the Darknut, cut off its armor and helmet with parry
strikes and then go in for the kill.

28.	Three Armos may not seem like much, but they will when a red-robed
Wizzrobe joins them. The Wizzrobe is more dangerous, so shoot it down
with arrows before you battle the Armos.

29.	There are two Armos Knights down here, as well as several bomb flowers
and two Red Bubbles disguised as ordinary skulls on the ground. Before
doing anything, snipe out the Bubbles with arrows so that you don't
actually have to fight them. The Armos Knights can be defeated as
usual, but watch where you step when you go near the bomb flowers.

30.	Now it's time for a one-on-two battle against a pair of buckler-
wearing Darknuts. This battle can be tough, but at least the Darknuts
will be hitting each other accidentally if they both try to gang up on
you. Use the Boomerang if their shields are giving you trouble.

31.	This is as far as you have to go before you can beat the game. Play
the Wind's Requiem while standing on the wind crest to make a chest
appear on the Triforce crest. This chest contains Triforce Chart 6.
After you grab it, the exit light portal and two other beams of light
will appear. Use the portal if you want to escape. You need the Mirror
Shield to continue through the Savage Labyrinth. Reflect the light
from the beams onto the elephant statue blocking the hole. Don't
forget to break open the jars before continuing.

32.	The labyrinth's difficulty will begin to escalate from here on out.
Six creepy ReDeads are found inside Level 32. You can use the Mirror
Shield and light beam in the corner to stun them before attacking, but
watch out for the one standing nearby. If you came with Light Arrows,
use them to defeat the ReDeads easily. ReDeads are a great source of
health, magic and rupees if you use the Grappling Hook on them, and
it's easy to steal from them since they don't really move.

33.	Watch out for the nasty Blue Bubbles here. Don't let them touch you or
else the cursed fog will disable your weapons. Kill the ones you can
on the ground with arrows, but use the Hookshot against the awakened
ones. The Hookshot will stun them and draw them in close for the
finishing blow.

34.	There are a total of six purple ChuChus in this level, which would be
impossible to defeat without the beam of light off to the side. After
petrifying them, smash them to bits with the Skull Hammer.

35.	At first this chamber is empty, but five Poes will appear soon after
you start moving around. Stun them with the light beam so that you can
attack them with the Master Sword. You can also let them possess you
and wait for their jinxes to wear off, but you must knock the lanterns
out of their hands first.

36.	Peculiarly, this level contains winged Mothulas instead of the other
ghoulish enemies that have been appearing lately. There are three of
them this time, but this battle shouldn't be any different from the
one in the twentieth level. Use Fire Arrows to kill each Mothula
instantly.

37.	There are two Moblins and three ReDeads here. You'll definitely want
to get rid of the Moblins quickly before the ReDeads see you. Use the
light beam to defeat the undead fiends as before.

38.	Another colorful winged Mothula can be found down here, as well as
five purple ChuChus. After shooting down the Mothula, petrify the
ChuChus using the Mirror Shield and the beam of light. Destroy them
all with the Skull Hammer afterwards.

39.	This level is glowing from the light of several lanterns, owned by
either Moblins or Poes. Both enemies will throw their lanterns at you
to try and light you on fire, but the lanterns can be knocked out of
their hands easily. Kill the two Moblins and then use the light beam
to defeat the five Poes. If you get possessed, run towards the light.

40.	Unlike the previous mini-boss levels, you have to fight more than just
the two mini-boss enemies here. In addition to the two Stalfos that
rise up from the ground, you will see no less than four Blue Bubbles.
Try to eliminate as many Bubbles as you can before the Stalfos reach
you. When they do, use bombs to blow them apart, and then attack their
skulls before they reform. The Stalfos move slowly, so you should have
enough room to battle the Bubbles beforehand. If needed, use the beam
of light to shake off any cursed fog enveloping you.

41.	This is the final recovery level. Avoid the light, break the jars for
refills and rupees, and then jump into the hole. Or, if you're
satisfied with the rupees, step into the light portal to exit the
labyrinth. I didn't think so.

42.	The fun continues with a massive swarm of Miniblins. There are around
twenty, and even though they won't appear all at once, there will be
so many around you that you are bound to take out at least a half
dozen of them with a single swing of the sword. The Hurricane Spin is
also useful, but you probably won't be able to charge it before the
Miniblins start jabbing at you.

43.	When you approach this level's center, ten red ChuChus, ten green
ChuChus and ten yellow ChuChus will drop in from above. The thirty
ChuChus will form a ring and close in around you. Lay a bomb or use
the Skull Hammer to stun the entire group, and then charge up a
Hurricane Spin to mow through them all.

44.	The battle here won't begin until you smash the peg in the center of
the arena with the Skull Hammer. Then, five red-robed Wizzrobes will
appear. This battle can be extremely annoying if you don't defeat the
Wizzrobes quickly, so use the Fire Arrows when you get the chance.

45.	The large number of enemies continues with the sixteen Bokoblins in
Level 45. This chamber is lit only by the torches and the flaming Boko
sticks held by some of the Bokoblins, so it can be difficult to tell
if there are any enemies remaining. The ones that aren't holding lit
Boko sticks can be especially tough to see.

46.	Now you have to fight the game's two creepiest enemies: Stalfos and
ReDeads. There are only two Stalfos, but four ReDeads, and the worst
part is that there aren't any light beams in the room that you can
stun them with. Just throw bombs at the nearest one and rush in for
the kill while it is stunned. Afterwards, lure the Stalfos away from
the other ReDeads and fight them. After you destroy the Stalfos, you
can use their maces to stun or kill the remaining ReDeads (just make
sure you throw the spiked weapons, because the ReDeads will scream at
you if you approach them while carrying the maces).

47.	This level has two Darknuts and a trio of Moblins. There are more than
a dozen ways to go about killing a Moblin, so do so however you
please. Just try to kill them before the Darknuts start moving. There
are several pillars in the room that you can take cover behind, but
the Darknuts' swords can reduce them to rubble quickly. After you
defeat them all, enter the next level.

48.	Two cool-looking black-armored Darknuts and three red-robed Wizzrobes
can be found in this room. As with most of the battles involving
Darknuts, they should be fought last. Take out the three Wizzrobes
with Fire or Ice Arrows before they can shoot their fireballs and
teleport. Lastly, go after the Darknuts. Be careful if you go near the
walls, because some of them are electrified.

49.	This level is a minefield of bomb flowers. They can be useful or
harmful as you fight the three Stalfos that crawl up from the ground.
Try to set one off as the Stalfos walk past them, or just stick to
bombs. The flowers are quicker to detonate than regular bombs (again,
this can be a good thing or a bad thing). Carefully defeat each
Stalfos one by one, and make sure you use the space you are given to
move around.

50.	At long last, the grand finale! Before you can walk away with the
Savage Labyrinth's prize, you have to defeat not one, not two, but
four Darknuts! These warriors alone will put up an incredible fight,
but you also have to worry about the statues along the walls that
shoot jets of flame at you whenever you get near. You may need to call
upon a Fairy to make it out alive. Then again, if you came with Light
Arrows, this battle will be a matter of having enough magic power.
Otherwise, you have to go after each Darknut one by one. Remember to
use your shield if things start getting hairy. When the Darknuts have
been vanquished, enter the hole to the last level.

51.	Open the chest to claim your prize; a Piece of Heart. After you grab
it, the portal that will take you back to the surface will appear.

-Piece of Heart #40-
When you get to Headstone Island, where the entrance to the Earth Temple is
located, use a Hyoi Pear to take control of a seagull. As you fly around the
island with your brainwashed bird, pick up the valuables scattered around it.
This includes health, magic, several green rupees, a few blue and yellow
rupees, and a Piece of Heart located at the very top of the island. After you
release the seagull, the piece will be yours.

-Piece of Heart #41-
The odd, yet aptly-named Angular Isles lie directly southwest of the Forest
Haven. You can use the Hookshot to reach a secret cave on the smaller island,
but the Piece of Heart rests on top of the bigger one. Both islands are built
entirely out of cubic blocks stacked on top of each other. You can get on the
larger island by going around to its southern side and using the blocks there
as a stairway. When you do, walk around to the island's eastern side to find
the block with the weird symbol on it. The block can be pulled halfway away
from the wall to make a step up to the next ledge. When you get there, walk
around the algae-greened ledge until you find another block with a symbol on
it, indicating that it can be moved. Push it off the ledge and then drag it to
the end of its channel so that you can use it to reach another ledge above
you. When you get up there, pull another cubic block out from the one above it
to make steps up to the top of the island. Here you will find a blue ChuChu
and a Piece of Heart inside a chest.

-Piece of Heart #42-
Use Treasure Chart 15 to find a light ring around the Angular Isles (southwest
of the Forest Haven), and use the salvage crane to pull up a Piece of Heart
from it.

-Piece of Heart #43-
Use Treasure Chart 33 to find this piece somewhere around Five-Star Isles,
which are found at the very southeastern corner of the Great Sea.

-Piece of Heart #44-
While you're at Five-Star Isles, check out the submarine floating somewhere
southeast of the formation. The interior of this submarine is dimply lit, but
the torches and firelight will help you see. There are four Bokoblins down
below, including two carrying Boko sticks and two carrying shields and swords.
Also, there are a few Keese hanging down from the ceiling that may attack you
if you disturb them. After the Bokoblins have been defeated, a ladder that you
can climb to reach the back of the submarine will appear. As soon as you enter
the back room, a large treasure chest will materialize in front of you. Open
it to get a Piece of Heart.

-Heart Container #1-
The first Heart Container will be released by Gohma upon its defeat in Dragon
Roost Cavern. To kill this massive Magtail, use the Grappling Hook to swing
from Valoo's tail, so that the unstable slab of rock it hangs from falls on
Gohma and cracks its shell. After a few repeats, the shell will come off,
revealing Gohma's softer innards. Use the Grappling Hook again to pull Gohma's
eye in towards you so that you can finish off the boss with sword attacks.

-Heart Container #2-
Kalle Demos will leave behind this valuable treasure. To defeat this wicked
plant boss, who lurks deep within the Forbidden Woods, cut it down from the
ceiling by severing its many vines with the Boomerang. This will cause Kalle
Demos to fall to the ground and open its petals. Run towards it and start
attacking its head before it closes its petals again. After a few rounds,
Kalle Demos will be killed.

-Heart Container #3-
After reaching the top of the Tower of the Gods, you will face Gohdan, The
Great Arbiter. You must first disable his hands with arrows before shooting at
his eyes. This will cause the boss's head to fall to the ground, his mouth
opened wide. Toss a bomb in his mouth to damage him. After repeating this
twice more, Gohdan will submit and release a Heart Container.

-Heart Container #4-
The boss of the Forsaken Fortress, the Monstrous Helmaroc King, will leave
this container behind after you defeat it. When you reach the top of its
tower, wait for the Helmaroc King to land on the ground and try to peck at
you. It will instead get its beak stuck in the ground. During the time the
Helmaroc King tries to free itself, smash it in the head with the Skull
Hammer. Eventually, its metal helmet will crack, and you can start attacking
the bird's face when it gets stuck in the ground.

-Heart Container #5-
When you reach the end of the Earth Temple with Medli, you must fight
Jalhalla, Protector of the Seal. To defeat this oversized Poe, use the Mirror
Shield to reflect light from one of the light beams in the room towards him.
After he becomes solid, pick him up and toss him towards the spiked pillars in
the room. This will force Jalhalla to split off into several smaller Poes.
Defeat as many as you can before they regroup and Jalhalla appears again.
Repeat this process until all of the Poes are destroyed. Jalhalla will release
a Heart Container after he is defeated.

-Heart Container #6-
Molgera, Protector of the Seal is the final boss to release a Heart Container.
When the boss emerges from the center of the sand whirlpool it creates, use
the Hookshot to pull its tongue towards you (similar to the last stages of the
battle against Gohma). Attack Molgera and repeat the process until it dies and
releases the Heart Container.

-Din's Pearl-
To get the first pearl, climb to the top of Dragon Roost Cavern and defeat
Gohma, the wicked creature torturing Valoo from the chamber below him. Prince
Komali will give you Din's Pearl as thanks for your heroism.

-Farore's Pearl-
After you find and rescue Makar from Kalle Demos, deep within the Forbidden
Woods, the rest of the Koroks and the Great Deku Tree will perform their
annual ceremony inside the Forest Haven. Afterwards, the Deku Tree will give
you Farore's Pearl.

-Nayru's Pearl-
To get this pearl, you must find a water spirit named Jabun, who is hiding on
Outset Island. After getting the bombs and returning to Outset, sail around to
the back of the island. Jabun's hideout is blocked by a stone slab and
protected by a giant whirlpool. As the whirlpool's current sweeps you around
in circles, fire the boat's cannon at the stone slab blocking the entrance to
Jabun's cavern. After three direct hits, the entrance will be exposed and the
whirlpool will disappear. Enter the cavern to find Jabun. After he speaks, he
will give you Nayru's Pearl.

-Triforce Shard #1-
After finding and deciphering Triforce Chart 1, look for the first shard
around Greatfish Isle and savage it like any other treasure.

-Triforce Shard #2-
Follow Triforce Chart 2 to Gale Isle and salvage this shard from the water.

-Triforce Shard #3-
Triforce Chart 3 will lead you to this shard, hidden around Stone Watcher
Island.

-Triforce Shard #4-
Triforce Chart 4, when deciphered, will mark the location of this shard
somewhere around Outset Island.

-Triforce Shard #5-
Look for this shard around the Cliff Plateau Isles after you open Triforce
Chart 5.

-Triforce Shard #6-
The Savage Labyrinth's Triforce Chart 6 will show you where this shard is
hidden around Southern Triangle Island.

-Triforce Shard #7-
Use Triforce Chart 7 to find and salvage this Triforce Shard from the waters
of Seven-Star Isles.

-Triforce Shard #8-
Open and decipher Triforce Chart 8, and then look for this sunken Triforce
Shard around Two-Eye Reef.

-Triforce Chart 1-
Sail to the Islet of Steel, south of Greatfish Isle, and destroy the cannon
boats cruising around it. One of them blocks the entrance to the island, so
get it out of the way if nothing else. Afterwards, cruise into the Islet of
Steel and climb the steps inside up to the altar. Here you can play the Wind's
Requiem while standing on the wind crest to make a chest appear, containing
the first Triforce Chart.

-Triforce Chart 2-
After getting the Cabana Deed (see Hero's Charm), sail to Mrs. Marie's Private
Oasis and walk up to the front door of the cabana. The butler won't let you in
unless you show him the Cabana Deed, proving that you are the island's new
owner. Inside, get the Grappling Hook out and look upwards. You will see a
lever hanging down from the ceiling. If you grapple onto it, your weight will
pull it down and activate it, extinguishing the flames in the fireplace. Now
jump in the hole revealed in the fireplace to reach the cabana's underground
catacombs. The chambers inside the catacombs are confusingly linked, both
above and below. Most of the upper chambers are separated by gates, but you
can't get by them unless you smash the corresponding peg with the Skull
Hammer. To get in between the chambers otherwise, jump into the various pits
and crawl through the network of tunnels beneath the catacombs. The catacombs
are filled with Rats, but if you happen to find two ReDeads, you're getting
close to the Triforce Chart. Be on the lookout for other treasures too, like
an orange rupee. To get the chart after you get past the ReDeads, you'll have
to play the Wind's Requiem again while standing on the wind crest.

-Triforce Chart 5-
This Triforce Chart is found inside Bird's Peak Rock, northeast of the Forest
Haven. Make sure you have plenty of Hyoi Pears before you set out for the
island, because you'll need them. Bird's Peak Rock has six spires that are
inaccessible to you. At the top of each one, there is a switch that must be
pressed before the metal gate on the main island is lifted (that's where the
Triforce Chart rests). Obviously, the only way to press the switches is to
take control of a seagull and have it do the job for you. However, there are
several Kargarocs nesting on the spires, so before you get the Hyoi Pears out,
use the Hero's Bow to pick them off one by one. You should be able to kill all
but one Kargaroc, which is circling the tallest spire and nearly impossible to
shoot. Seagulls are favorite prey of Kargarocs, so unless you kill as many as
you can, your brainwashed seabird won't last long when it approaches the
Kargaroc nests. To avoid the one circling around the tall spire, hit all of
the other switches first and then put some distance between yourself and the
remaining spire. Now start gaining altitude until you are level with the top
of the spire. Make a beeline towards the switch and hit it before the Kargaroc
notices you. After the switches are all pressed, the gate on the main island
will lift. Liberate the seagull and enter the cavern beneath the gate. Here
you will find Triforce Chart 5 after playing the Wind's Requiem again.

-Triforce Chart 4-
The location of this chart varies, because it is within the Ghost Ship that
appears at a different island every lunar cycle. Even if you find the Ghost
Ship, you won't be able to approach it without it disappearing unless you have
an opened Ghost Ship Chart. Once you have the chart, use your Sea Chart during
the night to see where the Ghost Ship is currently haunting. Sail to that
island and look around for a phantasmal ship surrounded by floating blue
flames. You'll enter the Ghost Ship simply by sailing through it. The inside
of this ship is shaped almost exactly like a submarine. Hop down to the bottom
level and be prepared to defeat a few Poes and a yellow-robed Wizzrobe. The
Wizzrobe always begins by conjuring a Stalfos or a ReDead, so you may want to
kill it first with a few Fire Arrows. There is a beam of light along the right
side of the ship that will help you defeat the Poes or any ReDeads. If you
must fight the Stalfos, use Bombs, followed by the Skull Hammer. Once all of
these ghostly enemies have been vanquished, a ladder will drop down from the
other side of the ship, which lets you reach the back room. Break open the
jars in here for wads of cash, and then open the chest for Triforce Chart 4.
After getting it, you will find yourself on the King of Red Lions; the Ghost
Ship will never again appear during the night.

-Triforce Chart 5-
In the waters northeast of Needle Rock Isle, you will find three cannon boats,
including a gold-colored one. Sail up to them and destroy each one with your
own cannon. Remember to get up close to each boat before firing on it, because
it will be much easier to hit, and in return the boat will have trouble
hitting you (just don't get so close that the cannon explosion hurts you).
Each boat leaves behind a light ring, which you can find easily because of the
treasure spheres that the boats leave on top of them as well. The two regular
cannon boats yield a purple and orange rupee, while the commanding golden
warship has the Triforce Chart.

-Triforce Chart 6-
(See Piece of Heart #39).

-Triforce Chart 7-
This chart is in a secret cave on Stone Watcher Island, which is southeast of
Greatfish Isle. You must have the Power Bracelets in order to lift and remove
the stone head on top of the island, revealing the secret cave's entrance
underneath. This cave has a main chamber and six other small rooms around it.
You enter from one of these small rooms, while the one with the chart is
directly across from you. However, it will remain sealed until you defeat the
enemies within the four other smaller rooms. You don't have to beat them in
any particular order, but if you go clockwise from the entrance, you'll
encounter four Armos, two Moblins, three red-robed Wizzrobes and five
Bokoblins. Afterwards, two Darknuts will fight you in the main chamber. Beat
them and then go through the final door to get the Triforce Chart (play the
Wind Waker as usual to make the chest appear).

-Triforce Chart 8-
The final Triforce Chart is on Overlook Island, which is in the very
northeastern quadrant of the Great Sea. To reach the secret cave on this
island, use the Hookshot on the palm trees to get up. Keep using the Hookshot
to make your way across the islands until you get to the secret cave. This
cave is designed just like Stone Watcher Island's secret cave, where you got
Triforce Chart 7. The far door around the main circular chamber will only
unseal after you defeat the enemies (clockwise, starting on your left: 3 Armos
Knights, 2 Stalfos, 2 yellow-robed Wizzrobes and 5 Bokoblins) in the other
side rooms. Then, when all of these rooms have been cleared, four Darknuts
will appear in the main chamber. After you defeat them, you can head through
the Triforce door and get the chart.

-Treasure Chart 1-
Somewhere down in the Forbidden Woods' basement, you will find a room with a
treasure chest inside a hollow tree. The chest can be reached by crawling
through a small opening in the back of the tree, but the vine flower growing
on the chest will prevent you from opening it from such a short distance. The
vine flower is only vulnerable when its petals are opened, but it only opens
them when you are standing far away from it. Exit the hollow tree and instead
start jumping from platform to platform around the room, defeating the Morths
and Boko Babas on them as you go. One of the Boko Babas will convert into a
Baba Bud after you kill it. You can use this Baba Bud to reach the room's
northern ledge. From there, use the wind lever nearby to summon the cable
platform ahead of you. Jump on it, and then turn to face north. Now use the
Deku Leaf's wind blasts to push yourself across the room on the cable
platform. When you get to the south ledge, grab the bomb flower and toss it
into the opening on top of the hollow tree below. The blast should destroy the
vine flower inside. Now jump into the hollow tree and open the treasure chest
to get Treasure Chart 1.

-Treasure Chart 2-
If you give Maggie's rich father twenty Skull Necklaces, he will give you
Treasure Chart 2. To find him, go to Windfall Island and enter the mansion's
upper floor.

-Treasure Chart 3-
This chart is located inside a chest sitting on top of one of the Forest
Haven's three smaller islands. To reach it, you have to get to the top of the
Forest Haven by using the Baba Buds. Blast yourself through the haven until
you get to the leafy platform where the Deku Leaf was found. Now, instead of
sailing down to the ledge that leads to the Forbidden Woods, turn around and
jump out to the Baba Bud behind you. You can use this one, and the Deku Leaf,
to reach another ledge on the north side of the haven. The opening that leads
outside lets you reach the Nintendo Gallery, but in order to get the Treasure
Chart, you must go even higher while inside. Use the Baba Bud on the ledge to
launch yourself upwards, and then sail to another small leafy platform near
the Deku Tree's canopy. From here you can glide to another ledge above the one
down below. When you reach it, go outside and set the wind to blow south or
southeast. Now use the Deku Leaf to glide down to the island down below, there
the chest containing Treasure Chart 3 sits.

-Treasure Chart 4-
(See Empty Bottle #3).

-Treasure Chart 5-
After you open the path to the boss's lair inside the Wind Temple, you will
enter a room where two Stalfos and a yellow-robed Wizzrobe will attack you.
When you defeat them, you'll have to unseal the exit by smashing the peg on
one of the ledges around the room with the Skull Hammer. To reach it, you'll
need the Hookshot. These ledges can be reached by firing the Hookshot at the
yellow targets on the walls or the stone heads. However, if you wear the Iron
Boots while shooting the Hookshot at one of the heads, you will pull it down
from the wall rather than being pulled up to it. Two of these stone heads hide
Bokoblins behind them. If you defeat them, the chest containing Treasure Chart
5 will appear on the floor.

-Treasure Chart 6-
This chart is found inside the Tower of the Gods. After you get the Hero's
Bow, return to the room where you got the Compass. This room is on the first
floor, and the Compass itself should help you find it. When you get there,
kill the pair of Red Bubbles floating around. Now shoot an arrow at the eye
symbol on the back wall. This will reveal a hidden compartment behind the
wall, where Treasure Chart 6 is found. Watch out for the Armos that will
ambush you as you try to make your escape with your prize.

-Treasure Chart 7-
At Windfall Island, enter the lighthouse to play Salvatore's mini-game, at the
cost of ten rupees. This game is a lot like Battleship, but it can get rather
frustrating because you need more luck than anything to win. Using 24
cannonballs, you have to find and sink three giant squid hidden on the eight-
by-eight grid. One squid takes up four spaces (and thus you'll need at least
four cannonballs to sink it), another takes up three and the last one takes up
only two. It is impossible to predict where the squids are until you actually
find them. If you manage to win, you'll get a Piece of Heart. The next time
you win, you will receive Treasure Chart 7. Fifty rupees are given to you as
subsequent prizes.

-Treasure Chart 8-
After you get Treasure Chart 28 on Horseshoe Island, look for the secret cave
entrance at the end of the pathway, behind Old Man Ho Ho. When you enter this
cave, be prepared to fight three Mothulas. Two of them are ground-roving
Mothulas, while the other is a rarer winged Mothula. If you have the Master
Sword and Fire Arrows, this fight will be easy. Just slash at the wingless
Mothulas with the Master Sword for a single-hit kill. The winged Mothula will
die just as easily if you shoot it with a Fire Arrow. If you don't have these
weapons, use the Boomerang to stun the beasties, and watch out for Morths.
After the Mothulas die, Treasure Chart 8 will appear inside a chest.

-Treasure Chart 9-
To find this chart, look for a submarine north of Crescent Moon Island.
Inside, you will have to kill a relentless swarm of Miniblins to stay alive.
However, as time passes, four skull lanterns on the submarine's walls will
light in succession. After the fourth lantern is lit, the Miniblins will stop
coming and a ladder to Treasure Chart 9 will appear.

-Treasure Chart 10-
Possibly the easiest chart to get, Treasure Chart 10 is just sitting on
Crescent Moon Island. Blue Chu Jelly collectors will want to check out the two
blue ChuChus nearby as well.

-Treasure Chart 11-
When you cross the bridge on the second level of Dragon Roost Cavern's
circular lava chamber, you will find a room filled with jars and a few
Bokoblins. Near the entrance, you will see a pair of torches. If you grab a
Boko stick left behind by a Bokoblin and light it using the lit torch, you can
light the unlit one next to it. Lighting both will cause a chest with this
chart to appear.

-Treasure Chart 12-
Deep within the Earth Temple, you'll enter a room filled with cursed fog.
There are six Floor Masters hidden within the fog that can only be defeated
after the fog disappears. For that to happen, run through the fog to the other
side of the room, but try not to get grabbed by any Floor Masters. After you
get the small key on the other side, the fog will dissipate. Now defeat all
six Floor Masters to make the chest containing Treasure Chart 12 appear.

-Treasure Chart 13-
To get this chart, you have to defeat the enemies at Two-Eye Reef, which is
where you got the magic upgrade. Like every reef, this reef is shaped like a
die face. Inside its walls there are cannon boats and wall-mounted cannons
that must be destroyed with your own cannon. After you cruise around the reef
and blast every last enemy, a chest will appear on top of one of the reef's
eyes. Climb to the highest point of the reef walls and use the Deku Leaf to
float to the chest, which contains Treasure Chart 13.

-Treasure Chart 14-
Treasure Chart 14 is inside a submarine just off the coast of Headstone
Island. As soon as you enter the sub, you will be forced into the pit and a
ring of fire will block access to the escape ladder. Rude! The pit is infested
with several dozen Bombchus (Rats that carry and throw bombs) and bomb
flowers. The Boomerang is still the best way to kill Bombchus, so start taking
them out one by one before they trigger a disaster. Like regular Rats,
Bombchus often leave behind sizeable amounts of cash when killed. Anyway,
after they are all defeated, the fire around the exit ladder extinguishes and
another ladder appears. Climb this one to reach the chest that has Treasure
Chart 14 inside.

-Treasure Chart 15-
This chart is found in the Forbidden Woods. Hopefully you got it the first
time around, because it's rather difficult to reenter this dungeon after you
beat it. After getting the Boomerang, return to the second room in the
Forbidden Woods. This room is quite large, and filled with Baba Buds. Make
your way over to the Baba Bud resting on the ledge near the bomb flower. Use
this Baba Bud and the Deku Leaf to get to the other Baba Buds that will allow
you to reach the grassy ledge on the other side of the room. Use the Baba Bud
here to get back across the room, but make sure you end up on the ledge above
the first one down below. Here you will find the chest containing Treasure
Chart 15. The reason you can only get it with the Boomerang is because you
need it to destroy the vine flower that otherwise prevents you from opening
the chest.

-Treasure Chart 16-
Locate the triple sea platforms around Seven-Star Isles, which are north of
Dragon Roost Island. Even though only one of the platforms has a ladder that
you can use to ascend it, the other two are close enough to it that you can
just jump to them when you reach the top. Up here, you will have to fight
blue-robed Wizzrobes. They behave just like red-robed Wizzrobes, so you
shouldn't have trouble defeating them with the Hero's Bow. You will have to
kill four in total. After defeating each of the first two, small chests will
appear with a red rupee or a Golden Feather in them. Defeating the final two
Wizzrobes will make the Treasure Chart chest appear. You will have to jump to
all three of the platforms to reach the three chests.

-Treasure Chart 17-
This chart can be won on Spectacle Isle, just west of Windfall Island. When
you get on the island, climb to the top and use a ladder to reach Salvatore,
who operates another fun mini-game at the cost of fifty rupees. The aim of
this game is to shoot five barrels (representing enemy pirate ships) with a
large cannon that has ten cannonballs. You can adjust the angle of the cannon
to reach barrels that are closer or farther away. Usually, the angles needed
to hit the barrels are in multiples of five. If you find an angle that works
for one barrel, use it to hit all of the other barrels that look to be the
same distance away. If any are just slightly farther or close away, adjust
your angle accordingly by five. This mini-game is fun, and not too difficult.
The first time you win you get a Piece of Heart as a prize. If you win again,
you get Treasure Chart 17. You then get an orange rupee every time you win
afterwards.

-Treasure Chart 18-
(See Treasure Chart 38). This chart is barely worth getting. All you get from
it is a dismal green rupee off the coast of Windfall Island.

-Treasure Chart 19-
Sail to Four-Eye Reef, which is south of the Forsaken Fortress, and enter it
from the northwestern opening. Like in any other reef, defeating the cannon
boats and mounted cannons will make a chest appear on one of the reef's eyes.
Just watch out for the explosive barrels floating around. After reaching the
chest with the Deku Leaf, open it to get this chart.

-Treasure Chart 20-
While you're in the Earth Temple, you should try picking this chart up. Just
before you get the Big Key, you and Medli will have to solve a complex puzzle
that involves moving a bunch of scorpion mirrors around and using the Mirror
Shield and Medli's harp in certain ways. During this time, you can shine some
light onto a light symbol along the west wall to uncover a secret passageway.
However, after you solve this puzzle completely and activate the two solar
crests, the room will light up and the passage will be revealed anyway. When
you enter this secret room, you must use the Mirror Shield to reflect light
from the beam onto the three gray coffins along the back wall of the pit. This
will make their lids fall open and the Stalfos inside to come out. After
defeating the three Stalfos, a chest containing Treasure Chart 20 will appear
on the ledge above the pit.

-Treasure Chart 21-
You must explore and conquer another dreaded reef to procure this chart. The
reef in question is Cyclops Reef, which is east of Greatfish Isle. Cyclops
Reef has a sizeable population of Seahats around it, so sail carefully. After
you destroy the enemies inside the reef's walls, use the Deku Leaf to float to
the reef's single cyclopean eye, where Treasure Chart 21 sits. Fortunately,
the treasure revealed by this chart is also here in Cyclops Reef, so you don't
have to go very far at all to get it (the Light Ring Chart).

-Treasure Chart 22-
This chart is the reward you get after conquering another submarine, found
near Northern Fairy Island. To get there, sail northwest from Windfall Island
and look for the submarine somewhere north of the Fairy Island. In this
submarine, your goal is to get across the pit without actually falling into
it. You can do this by swinging from the lanterns hanging from the ceiling.
Should you fall, you will be attacked by four Moblins down below, but you can
escape by climbing the ladder. Getting to the other side of the submarine
won't be that much different from Niko's training exercises, but if you're
worried, try taking out the Moblins from the ledge with arrows. When you enter
the back room, a treasure chest will appear. Open it to get the Treasure
Chart.

-Treasure Chart 23-
You are probably familiar with the mini-game that Salvatore runs on Windfall
Island. By beating it, you can get a Piece of Heart and Treasure Chart 7, but
in order to win this chart, you have to set a new record. This is rather
difficult to do, because finding the three squids all depends on luck more
than anything. The record to beat is 20 shots and you only get 24 shots total,
so with practice and a lot of payment rupees you should get this chart.

-Treasure Chart 24-
You have to have the Deluxe Picto Box and the Deku Leaf to get this chart. Use
the Deku Leaf to get to the hidden room next to Lenzo's pictograph gallery
(see Treasure Chart 29). In between the two chests, you will see a small
opening just large enough to crawl through. After going through this tunnel,
you will emerge from its other exit, disguised as a pictograph frame. Behind
the counter, you will see Lenzo and Minenco having a private conversation.
Cautiously get closer and take a color pictograph of them without being
noticed. If you go too far into the room, Lenzo will see you and you won't be
able to get the pictograph you need. After you take your shots, go ahead and
exit Lenzo's shop. You must show your pictograph to Pompie and Vera, the two
women gossiping idly near Zunari's shop. They mistakenly believe that Lenzo
has a secret relationship with Minenco, but after they see the pictograph you
took, they realize that Lenzo and Minenco are just friends. For correcting
them, Pompie and Vera give you Treasure Chart 24.

-Treasure Chart 25-
Head east from the Forest Haven to get to the Cliff Plateau Isles, a small
chain of isolated islands along the edge of the Great Sea. Dock the King of
Red Lions next to the sloped southernmost island and climb onto it. From
there, jump over to the narrow island with the red postbox on it, and then to
a smaller rock beyond it. You should be able to reach the next island that
looks as if it is made of a half-submerged tree. Jump into the secret cave
entrance on top of it. This cave is filled with the same type of plant life,
both harmless and dangerous, that abounded in the Forbidden Woods. The first
half of it is made up of several floating stumps that you can jump to and
from. Most of them have rupees on them, so go ahead and add them to your
collection. You can rotate these stumps by blowing the Deku Leaf at the large
leaves sticking out of them. When you reach the far shore, kill the Boko Baba
along the sides. Behind the right-hand one, you can follow a path to the back
ledge. Don't forget to break open the pods for more rupees. When you get to
the ledge, you must navigate around the impenetrable barricade of thorns.
Watch out for the Boko Babas up here as well. The second one converts into a
Baba Bud after being killed, so you can use it to reach the branches of the
nearby tree. From one of the trees you can drop down into the ring of thorns
below to open a small chest containing a Joy Pendant. Otherwise, try to reach
the high ledge along the side of the cavern, blocked by wooden boards. Use a
Fire Arrow to destroy the boards, and then sail over to the ledge with the
Deku Leaf. There is a light portal on this ledge that will take you to the top
of the Cliff Plateau Isles' largest island. Up here, you will find Treasure
Chart 25, a Korok and his forest tree, and a blue ChuChu.

-Treasure Chart 26-
Sail west from the Tower of the Gods to reach Six-Eye Reef. Like with any
reef, destroy the enemies, get the chart and move on with life.

-Treasure Chart 27-
You'll find Treasure Chart 27 on the Private Oasis. You don't even need to
have the Cabana Deed as to make the island yours, but you do need to set foot
on it and approach the cabana. Behind it, you will see a large outcrop from
where the pool's waterfall seems to originate from. Stand on the railing of
the cabana's porch and fire the Hookshot at the lonely tree standing on the
outcrop. Treasure Chart 27 is inside the chest up here. Strangely, the chest
it is in is the kind usually used for Pieces of Hearts or items, not the ones
for Treasure Charts.

-Treasure Chart 28-
This chart is kind of fun to get. It's found on Horseshoe Island, which is the
southwestern-most quadrant in the Great Sea. Just head to Outset Island and
sail west from there. This small island is guarded by several Seahats and a
cannon boat, so you might want to defeat them before setting foot on it. As
its name implies, Horseshoe Island is in the shape of a horseshoe. Soon after
you start walking on it, a row of thorny vines will spring up from the ground
and prevent you from going any further. To get them out of your way, you have
to have decent golfing skills. Nearby, you'll find three Deku nuts growing.
Pick one and throw it towards the flag beyond the thorns. This flag marks the
location of a hole. If the Deku nut lands in the hole, a switch will be
pressed and the vines will retract into the ground. The nut probably won't
make it on your first toss, so use the Deku Leaf to give it an extra push
towards the hole. The good thing about Deku nuts is that they grow back when
they dissolve after little less than a minute, so if you mess up you can wait
for the next one to grow. After you get past the first row of thorns, another
one will block you up ahead. Use the two Deku nuts growing just before this
wall of vines to get them out of your way just as you did the first time, by
making them land in the hole up ahead. The third and final row of thorns will
appear before you can reach the Deku nut used to get rid of them, so you must
rely on the Deku Leaf alone to push it into the hole up ahead. When the switch
is pressed this time, a chest will appear on the small rock within the
island's horseshoe. Use the Deku Leaf to float to it and get Treasure Chart
28.

-Treasure Chart 29-
This chart is found in the upper floor of Lenzo's pictography shop. However,
it is impossible to reach from inside, so you have to find the hidden entrance
to Lenzo's gallery. Go outside and climb the wooden steps to the right of the
lighthouse. When you get to the top, stand on the railing and look towards
Lenzo's shop. You should see a balcony and a door above the main doorway. Make
sure the wind is blowing northwest, and then use the Deku Leaf to sail over to
the balcony. When you enter the building, you'll find two treasure chests. One
contains a chunky purple rupee, while the other contains Treasure Chart 29. If
you have the Deluxe Picto Box, you can get another Treasure Chart by
continuing through the tunnel in between the treasure chests (see Treasure
Chart 24).

-Treasure Chart 30-
This chart is found in a side room north of where the three guidepost statues
in the Tower of the Gods must be returned to. To uncover its entrance, stand
on the left-hand balance scale in the previous room so that you sink towards
the water. Now get a bomb out, but don't throw it until it starts to swell
just before it explodes. When it does, throw it towards the cracked wall next
to you. If you throw it too soon or too late, the bomb will land in the water
or blow up in your face. Behind the wall is the door to the chamber where the
chart is hidden. In this chamber, you will find two Armos Knights standing
placidly on either side of the room. There is a wind crest on the floor
between them, as well as a Triforce crest a bit further up. Stand on the wind
crest and play the Wind's Requiem to activate it. This will cause the chest
containing the Treasure Chart to appear over the Triforce crest, but it will
also awaken the Armos Knights. Grab the chart, and then either fight the
knights or just leave the room.

-Treasure Chart 31-
Sitting on the steps in front of Windfall Island's auction house you'll find
Kamo, a troubled child pouting about a girl. If you try to console him, he'll
ask you to show him a pictograph of the thing he loves most, something
perfectly round and pale. The most perfectly round and pale thing you can find
is the full moon of course. At night, you'll even find Kamo staring up at it
through a Telescope. Anyway, use the Song of Passing if you have it to cycle
through the lunar phases until a full moon shows up. With the Deluxe Picto
Box, take a pictograph of it and show it to Kamo the next day. He'll give you
Treasure Chart 31 for your troubles.

-Treasure Chart 32-
Play the Ballad of Gales to get to Greatfish Isle. From there, sail one sea
quadrant west. Welcome to Three-Eye Reef. You know what to do.

-Treasure Chart 33-
You can get this chart on Windfall Island after you get the Deluxe Picto Box.
Minenco, the first woman you see after passing through Windfall's archway,
loves looking at herself in pictographs. Take a pictograph of Minenco using
the Deluxe Picto Box, and then show it to her. The narcissistic woman will
give you the Treasure Chart.

-Treasure Chart 34-
The Salvage Corp. is an odd group of enthusiastic treasure hunters who can be
found in a few places around the Great Sea, including Horseshoe Island,
Eastern Triangle Island and Pawprint Isle. You must seek them out if you want
Treasure Chart 34. The best place to look is Eastern Triangle Island, because
that is where Treasure Chart 34's prize lies. You only need to speak to the
Salvage Corp. to get the chart, and nothing more.

-Treasure Chart 35-
In the Wind Temple, you will need to find a key in order to get to the orange-
robed Wizzrobe's chamber. You can also get a Treasure Chart in the same room
that this key is found in. The key will appear when you smash through the
small holes in the floor with the Iron Boots and then escape from the pit
below to the other side of the row of spikes, using a springboard. However, if
you smash through all five of these covered holes and escape each time, a
chest containing the Treasure Chart will appear next to the one that had the
small key. Every time you smash through them though, enemies will appear down
below. From left to right, the holes will make the following enemies appear
when you break through them: five red ChuChus, nothing, two Floor Masters,
three Armos, and five green ChuChus.

-Treasure Chart 36-
You can find this chart and a yellow rupee frozen in blocks of ice along the
shore of Ice Ring Isle. You must have Fire Arrows, first to defrost the entire
island and make it safe to travel on, and second to melt the block of ice that
the two treasures are encased in.

-Treasure Chart 37-
Despite its small size and inhabitability, the Rock Spire Isle quadrant is a
treasure trove of valuable goodies, including three Pieces of Heart, two
Treasure Charts, two orange rupees, an Empty Bottle and a Blue Chu Jelly
sample. Treasure Chart 37 and the Chu Jelly are the only ones found on the
island itself though. To reach them, climb up the slope of the island's
northeastern tip. Soon you will reach a gap. The ledge on the other side of
this gap can be reached by jumping, but not while the cracked boulder is
sitting on it. To destroy the boulder, you must throw a bomb at it at just the
right time so that it explodes in midair next to the boulder. Wait five
seconds after you take the bomb out to throw it. You'll have to repeat this
process three more times to get to the other end of the island. Here you will
find the blue ChuChu and the entrance to a secret cave. The inside of this
cave is small, but dark. Use the Boko sticks inside the jar on your right to
light the two torches near the back of the cave, using the ones near the front
as a fire source. The light will stir an entire swarm of Keese roosting above
you. There are about 20-30 Keese total, and after defeating the lot, the
Treasure Chart chest will appear in between the torches you lit.

-Treasure Chart 38-
To get this chart, as well as Treasure Chart 18, a Piece of Heart and a bunch
of Joy Pendants, you have to participate in and win the auction held inside
Windfall Island's auction house, which is actually the lower floor of the
luxurious mansion. The auction is run by Zunari, and it only goes on at night.
Make sure Zunari explains the rules to the auction if you plan on entering.
When bidding, you have to fill up your bid meter before you can make a bid.
Although the meter fills on its own, pressing the A Button repeatedly will
make it go faster. There are other participants who will be bidding against
you though, so you have to keep up with the highest price. There are two ways
to guarantee winning the auction prize. First, don't make a bid until Zunari
announces that there are only five seconds left, but make sure your bid meter
is full enough to make a bid in such a short amount of time. Now make a bid
that is substantially higher than the current highest bidder. If you do,
everyone else will be amazed by your bid and go into a weird daze. This will
prevent them from bidding temporarily, but if you did this with not much time
left, you will undoubtedly secure the prize. Another strategy is to bid 999
rupees. The auction will end immediately and you'll get the prize anyway. You
only get one prize per auction. After you win Treasure Charts 18 and 38, and
the Piece of Heart, Joy Pendants will be the only prizes available.

-Treasure Chart 39-
After you get the Grappling Hook, return to Dragon Roost Island's first floor
and enter the main lava chamber through the south side and turn left to find
another door. If you have the dungeon's Compass, finding the room with the
treasure chest inside will be easy. When you get inside, instead of walking
too far into the room, turn right and use the Grappling Hook to swing across a
lava pit. Break through the wooden boards and grab the chart.

-Treasure Chart 40-
Go to Southern Fairy Island and head for the sea platforms next to it. All
three of these platforms are protected by mounted cannons, though only two
have ladders that you can climb to reach them. Climb up the first one quickly
before the cannons from the adjacent platforms blast you to bits. If it helps,
you can destroy them first with your own boat cannon, but it's much easier and
more precise to bomb them from above. When you get to the platform, kill the
pirate Bokoblins and set bombs over the cannons to destroy them. Now repeat
the process with the other platform, and lastly the final one. To reach the
third one, you'll need to use the Deku Leaf. Treasure Chart 40 will appear in
a chest on the platform without a ladder, as well as a Skull Necklace.

-Treasure Chart 41-
This chart is rewarded to you after destroying all the enemies in Five-Eye
Reef, which is north of Outset Island. As usual, you'll need the Deku Leaf to
retrieve it after it appears.

-Ghost Ship Chart-
You absolutely need this special chart in order to beat the game, because you
can't enter the Ghost Ship without it. Sail to Diamond Steppe Island by going
northwest from Outset Island. When you reach the island, use the Hookshot on
the trees growing on it to get up. Continue doing this until you reach the top
of Diamond Steppe Island. You will find the entrance to a secret cave up here.
This secret cave is filled with warp cauldrons and Floor Masters. You have to
use certain warp cauldrons in a certain order to find the Ghost Ship Chart,
all the while defeating the numerous Floor Masters. If they grab you, you'll
have to redo the warping maze. Start by using the only warp cauldron in the
first clearing. When you emerge from it, you'll be in the next clearing. Go
around the wall of wooden boards in front of you and kill the Floor Master
behind it. This creature was guarding the warp cauldron you should use next.
You must get rid of the wooden seal covering the cauldron first, using a
burning Boko stick, a bomb or a Fire Arrow. After using the second warp
cauldron, grab the optional Joy Pendant if you want and find the opening in
the ruined ship's railing. Jump down to the clearing below and use the
cauldron closest to your drop point. This one will send you up to another
ledge. From the cauldron you emerged from, go and use the one diagonally
across from it (watch out for the Floor Master). This cauldron will put you
within reach of the Ghost Ship Chart, or at least the chest containing it.
After you have your prize(s), jump down to the light portal.

-Tingle's Chart-
(See Tingle Tuner).

-IN-credible Chart-
After you take Tetra to Hyrule and reveal that she is Princess Zelda, the
entrance to the ancient kingdom will seal shut and remain that way until you
collect the eight Triforce Shards hidden throughout the Great Sea. Luckily,
Tingle will send you the IN-credible Chart right away to help you do this.

-Octo Chart-
This chart is the prize that can be obtained by following Treasure Chart 26.
Found on Northern Triangle Island, the Octo Chart is appropriately guarded by
a few Octoroks.

-Great Fairy Chart-
Use Treasure Chart 41 and the salvage crane to find this chart somewhere
around Four-Eye Reef, which is just south of the Forsaken Fortress.

-Island Hearts Chart-
After you open Treasure Chart 19, use it to find this chart in the waters
around the Flight Control Platform (where the Bird-Man Contest takes place).

-Sea Hearts Chart-
Open Treasure Chart 32 and sail to the Boating Course (south of the Forest
Haven) to find this chart in the water.

-Secret Cave Chart-
You may have noticed by now that most of the special charts can be found by
opening the Treasure Charts you obtain for conquering each of the six reefs.
The Secret Cave Chart is no exception; use Treasure Chart 13 to find it around
Overlook Island.

-Light Ring Chart-
To find this chart, you must salvage it from the waters of Cyclops Reef using
Treasure Chart 21. Conveniently, this Treasure Chart is also found on Cyclops
Reef.

-Platform Chart-
This special chart can be obtained by conquering the submarine found near the
Flight Control Platform. When you enter it, jump down to the murky pit and
find the switch on the floor that you must press. The switch will make the
dark haze disappear, but it will make a Wizzrobe appear in its stead. Shoot it
with a Fire/Ice Arrow quickly. After the first Wizzrobe is killed, another
will appear, along with six red and green ChuChus. You should probably take
out the Wizzrobe first before you go after the slimes. Even after you defeat
this wave of enemies, a final one will appear. This time, two Wizzrobes and a
swarm of Miniblins will attack. You must only defeat the Wizzrobes to make a
ladder appear that you can climb to the back room. The chest containing the
Platform Chart is up there.

-Beedle's Chart-
Beedle will mail you this chart after you beat the Tower of the Gods and
return from Hyrule. Pretty simple, isn't it?

-Submarine Chart-
To find this chart, sail down to the Boating Course from the Forest Haven.
This fun course is run by Loot the sailor, but the chart you're after is found
inside a secret cave on the island. The cave's entrance is on one of the small
islets on either side of the course's finish line. However, in order to reach
it, you must use the Hookshot to pull yourself up by the flag post, or use the
Deku Leaf to glide over to it from the other, more-accessible islet. There's a
blue ChuChu lurking on the outcrop near the entrance, so Chu Jelly hunters can
have at it. Anyway, when you get inside the secret cave, you'll find three
diamond-shaped switches on the ledges around the cavern. The chest containing
the Submarine Chart will appear when all three of them are hit with the
Boomerang. This will be difficult to do, because you'll immediately be
attacked by an endless Miniblin horde. Luckily, you don't need to hit the
switches with just one toss of the Boomerang. Try to defeat the Miniblins
around you, and then quickly target one of the switches before reinforcements
arrive. After all three of the diamond-shaped switches are hit, open the chest
that appears to get the handy Submarine Chart.

-----------------------------------------------------------------------

Inventory.

Equipment.
HERO'S SWORD: Weapon used for close-range combat. It is basic in power and
relatively weak.
MASTER SWORD: Weapon used for close-range combat. Twice as strong as the
Hero's Sword, with greater reach.
HERO'S SHIELD: Used to block enemy attacks.
MIRROR SHIELD: Used to block enemy attacks and reflect beams of light at other
objects.
POWER BRACELETS: Allows Link to pick up and throw heavy objects and enemies.
PIRATE'S CHARM: Tetra and the King of Red Lions can communicate with Link and
give him helpful hints during his quest.
HERO'S CHARM: Can be worn to see the amount of health that an enemy has left.

Key Items.
TELESCOPE: Used to see objects that are far away.
SAIL: Used to sail the Great Sea on the King of Red Lions.
WIND WAKER: Used to conduct special songs that have varied effects.
GRAPPLING HOOK: Latches onto beams and can be used to swing across gaps or
climb to new areas. Also used as a salvage crane to pull up treasure from the
ocean floor while at sea.
TINGLE TUNER: Appropriate connections needed.
PICTO BOX/DELUXE PICTO BOX: Takes pictographs. Deluxe Picto Box needed to take
color pictographs.
IRON BOOTS: Makes Link very slow but heavy, allowing him to resist strong
winds.
MAGIC ARMOR: Makes Link immune to damage, but uses magic power.

Weapons.
BOOMERANG: Projectile weapon that returns to Link after use. The Boomerang can
target up to five objects or enemies.
HERO'S BOW: Powerful projectile weapon that uses ammo. Arrows can be upgraded
to Fire, Ice and Light Arrows. Fire Arrows ignite enemies and objects. Ice
Arrows freeze enemies and objects. Light Arrows can kill any regular enemy in
a single shot.
DEKU LEAF: Can be used to blast enemies with gusts of wind. Also, this can be
used as a parachute to glide from one place to the next, using up magic power.
BOMBS: Explosive weapon that uses ammo. Bombs can be thrown or dropped and can
be used to break obstacles. Also used as a cannon while at sea.
SKULL HAMMER: Powerful swinging weapon that can smash foes and clear
obstacles. Can also be used to block enemy attacks.
HOOKSHOT: This chain weapon is used to pull Link up to new areas, or draw
enemies in close for attack.
BOKO STICK: Enemy weapon left behind by Bokoblins or Boko Babas. Although
weak, they can be lit on fire to solve certain puzzles.
MACHETE: Enemy weapon left behind by Bokoblins. Relatively weak, but useful
earlier on in the game.
MOBLIN SPEAR: Enemy weapon left behind by Moblins. This weapon is strong and
has a wide range.
DARKNUT SWORD: Enemy weapon left behind by Darknuts. This large, flamberge-
like sword is hard to use, but very powerful.
MACE: Enemy weapon left behind by Stalfos. This heavy, spiked club is the most
powerful useable enemy weapon. However, it cannot be thrown at its original
owner.
PHANTOM BLADE: Enemy weapon left by Phantom Ganon. Although it can never be
used against an enemy, this dark blade is useful in Ganon's Tower.

Bottle & Contents.
EMPTY BOTTLE: Container that can hold certain liquids or objects.
WATER: Used to revitalize withered bomb flowers.
SPRING WATER: Used to revitalize withered forest trees. Can be used multiple
times for twenty minutes, but then reverts to regular water.
RED POTION: Completely restores all life energy.
GREEN POTION: Completely restores all magic power.
BLUE POTION: Completely restores all life energy and magic power.
ELIXIR SOUP: Completely restores all life energy and magic power. Doubles the
power of Link's sword attacks until he gets hurt. Can be used twice.
FAIRY: Restores life energy meter by ten hearts. Also, when Link faints, his
life energy meter is automatically restored with ten hearts.
FOREST FIREFLY: Needed to convert Picto Box into Deluxe Picto Box.

Bags & Contents.
SPOILS BAG: Holds enemy spoils. It can hold an unlimited amount of each spoil.
JOY PENDANT: Enemy spoil left behind by Bokoblin.
RED CHU JELLY: Enemy spoil left behind by red, yellow and purple ChuChus.
BLUE CHU JELLY: Enemy spoil left behind by blue ChuChus.
SKULL NECKLACE: Enemy spoil left behind by Moblins.
KNIGHT'S CREST: Enemy spoil left behind by Darknuts (both types) and Mighty
Darknuts.
BOKO BABA SEED: Enemy spoil left behind by Boko Babas.
GREEN CHU JELLY: Enemy spoil left behind by green, yellow and purple ChuChus
GOLDEN FEATHER: Enemy spoil left behind by Kargarocs, Peahats and Mothulas.
BAIT BAG: Holds animal bait. Can only hold eight items.
ALL-PURPOSE BAIT: Used to lure Fishmen or wild pigs.
HYOI PEAR: Used to take control of seagulls.
DELIVERY BAG: Holds items received from other people.
CABANA DEED: Gives Link ownership and access to the Private Oasis.
COMPLIMENTARY ID: Show it to Beedle for a compliment! One time use.
FILL-UP COUPON: Show it to Beedle to get restocked on bombs, arrows, health
and magic. One time use.
LETTER: Letters to be delivered to postboxes or certain people.
TRADING ITEM: Used to trade for other trading items with Traveling Merchants.
Can also be placed in metal holders for decoration. Only three trading items
can be held at a time.

Treasure.
PIECE OF HEART: Restores all life energy. Collect four to increase Link's life
energy meter by one.
HEART CONTAINER: Restores all life energy and increases Link's life energy
meter by one.
TRIFORCE SHARD: Eight pieces needed to complete the Triforce of Courage and
enter Ganon's Tower.
DIN'S PEARL: One of three sacred pearls needed to enter the Tower of the
God's.
FARORE'S PEARL: One of three sacred pearls needed to enter the Tower of the
God's.
NAYRU'S PEARL: One of three sacred pearls needed to enter the Tower of the
God's.

Charts.
TRIFORCE CHART: Displays the location of hidden Triforce Shards in the Great
Sea. Triforce Charts must be deciphered before they can be read.
TREASURE CHART: Displays the location of hidden treasure in the Great Sea.
GHOST SHIP CHART: Displays the location of the Ghost Ship during the night, as
well as on the Sea Chart.
TINGLE'S CHART: Displays the location of Tingle Island and two Great Fairies
relative to Windfall Island.
IN-CREDIBLE CHART: Displays the location of all Triforce Charts. Once the
charts are deciphered, it also displays the location of the Triforce Shards.
Also, it marks charts and shards that have been collected.
OCTO CHART: Displays the location of Big Octos, and the number of eyes each
one has.
GREAT FAIRY CHART: Displays the location of all Great Fairies and the Queen of
Fairies.
ISLAND HEARTS CHART: Displays the location of all Pieces of Hearts found on
islands.
SEA HEARTS CHART: Displays the location of all Treasure Charts that lead to
Pieces of Hearts.
SECRET CAVE CHART: Displays the location of secret caves.
LIGHT RING CHART: Displays the location of light rings that only appear during
a full moon.
PLATFORM CHART: Displays the location of sea platforms.
BEEDLE'S CHART: Displays the location of Beedle's shop ships, including the
new one on Rock Spire Isle.
SUBMARINE CHART: Displays the location of submarines.

Dungeon Items.
DUNGEON MAP: Displays a dungeon's rooms, including unexplored rooms. Also
displays Link's and boss's location.
COMPASS: Displays a dungeon's unopened treasure chests and Link's partners in
cooperative dungeon scenarios.
SMALL KEY: Unlocks a dungeon's locked door. One time use.
BIG KEY: Unlocks a dungeon's boss door.

Pickups.
HEART: Restores life energy meter by one.
MAGIC: Restores magic power. Can be found in two sizes.
ARROWS: Restores arrow count by ten.
BOMBS: Restores bomb count by five.
GREEN RUPEE: Currency worth 1 rupee.
BLUE RUPEE: Currency worth 5 rupees.
YELLOW RUPEE: Currency worth 10 rupees.
RED RUPEE: Currency worth 20 rupees.
PURPLE RUPEE: Currency worth 50 rupees.
ORANGE RUPEE: Currency worth 100 rupees.
SILVER RUPEE: Currency worth 200 rupees.

Wind Waker Songs.
WIND'S REQUIEM: Changes the direction of the wind. Also used to activate wind
crests.
COMMAND MELODY: Allows Link to take control of other characters in cooperative
dungeon scenarios.
BALLAD OF GALES: Allows Link to use cyclones to warp to certain locations.
EARTH GOD'S LYRIC: Activates certain game events when played near the sage of
the Earth Temple.
WIND GOD'S ARIA: Activates certain game events when played near the sage of
the Wind Temple.
SONG OF PASSING: Changes day to night and vice versa.

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Nintendo Gallery.

The Nintendo Gallery is a club located near the Forest Haven. To open it, you
must climb to the top of the Forest Haven to where you got the Deku Leaf. From
the leafy platform, jump out and float towards the lone Baba Bud nearby. Use
this bud to get to the ledge behind it, and then head outside through the
opening on the ledge. Down below, you will see the island where the Nintendo
Gallery is located. Set the wind accordingly by playing the Wind's Requiem,
and then use the Deku Leaf to float down to the island. The entrance to the
Nintendo Gallery is closed, but you can open the hatch by hitting the diamond-
shaped switch inside a small alcove along the side of the Forest Haven. You
can't reach it yourself, so you'll have to use a Hyoi Pear and a mind-
controlled seagull to activate it. After the switch is pressed, the hatch to
the Nintendo Gallery will open and a ladder will fall from the islet's other
side, allowing you to get to the gallery from the water rather than having to
go through the Forest Haven again.

Once the Nintendo Gallery is opened, you can enter it and begin collecting
figurines crafted by the sculptor, Carlov. Carlov will sculpt these figurines
if you present him with a color pictograph of any particular subject.
Completing the Nintendo Gallery is purely optional and mainly for fun. There
are 134 figurines total, and there are three main ways to obtain them.

The first way, as mentioned above, is by showing Carlov a color pictograph of
the subject you want made into a figurine. He won't accept colorless
pictographs, so you must have the Deluxe Picto Box first. Since some subjects
appear before you are able to open the Nintendo Gallery or obtain the Deluxe
Picto Box, it may be best to wait until the second quest to go after them,
since you begin that quest with the Deluxe Picto Box. Additionally, the
Nintendo Gallery is already opened, and any figurines you had acquired from
the first quest will be kept for the second one as well. When taking
pictographs, remember to take good, frontal shots of your subjects, since
Carlov can get picky. Also, since it takes a day for him to sculpt each
figurine, you will want the Song of Passing to make the collecting process go
quicker. Beware though, as there are some pictographs that you can only get at
a certain time, since their subjects only appear at a particular point in the
game and never return afterwards. These include the following figurines:
Kogoli, Zephos & Cyclos, Big Octo, Wizzrobe (the mini-boss), Phantom Ganon,
Puppet Ganon, The Monstrous Helmaroc King, Tetra and her crew, and the super-
rare Knuckle (you need the Tingle Tuner and the proper connections to get this
one, but you don't need it to complete the gallery).

The second way is to buy a legendary pictograph from Lenzo on Windfall Island.
He will sell you one of seven legendary pictographs for fifty rupees,
depending on which phase the moon is in (or was the previous night). You can
buy the Ganondorf pictograph on a full moon, the Great Fairy pictograph during
the left gibbous moon, Jabun's pictograph during the left half moon, the Queen
of Fairies' pictograph during the left crescent moon, the Fado pictograph
during the right crescent moon, the pictograph of Laruto during the right half
moon and lastly, the King of Hyrule pictograph during the right gibbous moon.
Six of these subjects cannot be snapped no matter what, but this is the
easiest and most convenient way to get a good shot of the other one
(Ganondorf) as well.

The final way to get a figurine is by getting other particular figurines. If
you get Tetra's figurine for example, you will automatically get figurines of
the rest of her pirate crew. And if you collect every other figurine that
exists except Knuckle, you'll automatically get a very special figurine from
Carlov after he leaves you the Nintendo Gallery!

The gallery is divided into seven rooms modeled after certain regions across
the Great Sea: Forest Haven, Dragon Roost Island, Dungeon, Forsaken Fortress,
Outset Island, Windfall Island, and the Great Sea itself.

Forest Haven.
1.	Aldo
2.	Carlov the Sculptor
3.	Deku Tree
4.	Drona
5.	Elma
6.	Fado
7.	Hollo
8.	Irch
9.	Linder
10.	Makar
11.	Manny
12.	Oakin
13.	Olivio
14.	Rown

Dragon Roost Island.
1.	Baito
2.	Basht & Bisht
3.	Hoskit
4.	Ilari
5.	Koboli
6.	Kogoli
7.	Komali
8.	Laruto
9.	Medli
10.	Namali
11.	Obli
12.	Pashli
13.	Quill the Postman
14.	Skett & Akoot
15.	The Rito Chieftain
16.	Valoo
17.	Willi
18.	Zephos & Cyclos

Dungeon.
1.	Armos
2.	Armos Knight
3.	Boko Baba
4.	Bokoblin
5.	ChuChu
6.	Floor Master
7.	Gyorg
8.	Kargaroc
9.	Keese & Fire Keese
10.	Magtail
11.	Miniblin
12.	Morth
13.	Octorok
14.	Peahat
15.	Poe
16.	Rat
17.	Red Bubble & Blue Bubble
18.	ReDead
19.	Seahat

Forsaken Fortress.
1.	Big Octo
2.	Darknut
3.	Darknut
4.	Ganondorf
5.	Gohdan, The Great Arbiter
6.	Gohma
7.	Jalhalla, Protector of the Seal
8.	Kalle Demos
9.	Mighty Darknut
10.	Moblin
11.	Molgera, Protector of the Seal
12.	Mothula
13.	Phantom Ganon
14.	Puppet Ganon
15.	Stalfos
16.	The Monstrous Helmaroc King
17.	Wizzrobe
18.	Wizzrobe

Outset Island.
1.	Abe
2.	Aryll
3.	Crab
4.	Jabun
5.	Joel
6.	Link's Grandma
7.	Mesa
8.	Orca
9.	Rose
10.	Seagull
11.	Sturgeon
12.	Sue-Belle
13.	Wild Pig
14.	Zill

Windfall Island.
1.	Anton
2.	Bomb-Master Cannon
3.	Candy the Sailor
4.	Dampa the Sailor
5.	Garrickson
6.	Gillian
7.	Gossack
8.	Gummy the Sailor
9.	Kamo
10.	Kane the Sailor
11.	Kreeb
12.	Linda
13.	Maggie
14.	Maggie's Father
15.	Mila
16.	Mila's Father
17.	Minenco
18.	Missy
19.	Pompie & Vera
20.	Potova & Joanna
21.	Sam
22.	The Joyful Teacher, Mrs. Marie
23.	The Pictographer, Lenzo
24.	The Potion Master, Doc Bandam
25.	The Shop Guru, Zunari
26.	Tott
27.	Windfall's Gang of Boys, The Killer Bees

Great Sea.
1.	Ankle
2.	Beedle
3.	David, Jr.
4.	Fairy
5.	Fishman
6.	Gonzo
7.	Great Fairy
8.	King of Hyrule
9.	Knuckle
10.	Link & the King of Red Lions
11.	Loot the Sailor
12.	Mako
13.	Niko
14.	Nudge
15.	Old Man Ho Ho
16.	Princess Zelda
17.	Queen of Fairies
18.	Salvage Corp.
19.	Salvatore
20.	Senza
21.	Tetra
22.	Tingle
23.	Traveling Merchants
24.	Zuko

Copyright 2006 Ryan N. Parra-Merrell.