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 redshift71388@aol.com 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