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Walkthrough

by KeyBlade999

        ______________
       /  ________    /   T H E  L E G E N D  O F
      /.-�       /   /__________  ____     _______        ___
                / / / \    ___  | \  /     \   _  \       \  \
               / / /   |  |   \ | |  |     |  | \  \      /   \
              / / /    |  |    \| |  |     |  | |  |     / /\  \
             / / /     |  |_/|    |  |     |  | |  |    / /  \  \
            / % /      |   _ |    |  |     |  | |  |   / /____\  \
           / / /       |  | \|    |  |     |  | |  |  /  _______  \
          / / /        |  |    /| |  |  /| |  | |  | /  /       \  \
         / / /         |  |___/ | |  |_/ | |  |_/  //  /         \  \
        / / /          /________| /______|/_______//___\         /___\
       /   /________.-�/     T H E
      /_______________/        W I N D  W A K E R

                 O------------------------------------------O
                 | Credits to DarthMarth for the ASCII art! |
                 O------------------------------------------O
                 |   The Legend of Zelda: The Wind Waker    |
                 |            An FAQ/Walkthrough            |
                 |              By KeyBlade999              |
                 |                                          |
                 |            Total Data: 501 KB            |
                 |          Current Version: Final          |
                 |   Previous Update: 12:00 AM 12/30/2010   |
                 O------------------------------------------O


0. Contents****************************WW0***********************************
   __________________________________________________________________________
  /                                                           | CTRL+F System\
 |                       Section Name                         |    Format:    |
 |                                                            |   **WW##**    |
  >----------------------------------------------------------< >-------------<
 | 0. Contents                                                | WW0           |
 | 1. Intro                                                   | WW1           |
 | 2. Version History                                         | WW2           |
 | 3. Legalities                                              | WW3           |
  >----------------------------------------------------------< >-------------<
 | 4. Walkthrough                                             | WW4           |
 |   I- The Before Time                                       | WW41          |
 |   II- Outset Island                                        | WW42          |
 |   III- The Pirates and Forsaken Fortress                   | WW43          |
 |   IV- Windfall Island                                      | WW44          |
 |   V- Dragon Roost Island                                   | WW45          |
 |   VI- DUNGEON #1: Dragon Roost Cavern                      | WW46          |
 |   VII- Forest Haven                                        | WW47          |
 |   VIII- DUNGEON #2: The Forbidden Forest                   | WW48          |
 |   IX- Greatfish Isle and Windfall Island                   | WW49          |
 |   X- Going Home to Outset!                                 | WW410         |
 |   XI- The Triangle Isles                                   | WW411         |
 |   XII- DUNGEON #3: Tower of the Gods                       | WW412         |
 |   XIII- Hyrule                                             | WW413         |
 |   XIV- Back to the Forsaken Fortress                       | WW414         |
 |   XV- Obtaining the Fire and Ice Arrows                    | WW415         |
 |   XVI- Getting the Power Bracelets                         | WW416         |
 |   XVII- Getting the Iron Boots                             | WW417         |
 |   XVIII- Accessing the Earth Temple                        | WW418         |
 |   XIX- DUNGEON #4: The Earth Temple                        | WW419         |
 |   XX- Accessing the Wind Temple                            | WW420         |
 |   XXI- DUNGEON #5: The Wind Temple                         | WW421         |
 |   XXII- World Entourage, Part 1: The Triforce Charts!      | WW422         |
 |   XXIII- World Entourage, Part 2: The Triforce Shards!     | WW423         |
 |   XXIV- Going Back to Hyrule                               | WW424         |
 |   XXV- The Endgame: DUNGEON #6: Ganondorf's Fortress       | WW425         |
  >----------------------------------------------------------< >-------------<
 | 5. Enemy Documentation                                     | WW5           |
 |   I- Section Format                                        | WW51          |
 |   II- Land Enemies                                         | WW52          |
 |   III- Sea Enemies                                         | WW53          |
 |   IV- Bosses                                               | WW54          |
  >----------------------------------------------------------< >-------------<
 | 6. Sidequests                                              | WW6           |
 |   I- Maxing the Health Gauge and Heart Piece Locations     | WW61          |
 |   II- Maxing the Magic Gauge                               | WW62          |
 |   III- Fairy Islands                                       | WW63          |
 |   IV- Big Octo Locations                                   | WW64          |
 |   V- Treasure Charts                                       | WW65          |
 |   VI- Bonus Charts                                         | WW66          |
 |   VII- Sea Platforms                                       | WW67          |
 |   VIII- Submarines                                         | WW68          |
 |   IX- Secret Caves                                         | WW69          |
  >----------------------------------------------------------< >-------------<
 | 7. Glitches                                                | WW7           |
 |   I- Major Submission Notice                               | WW71          |
 |   II- The Bottle Contents Glitch                           | WW72          |
  \  III- The "Any Item, Anywhere" Glitch                     | WW73         /
   ����������������������������������������������������������� ��������������


1. Intro****************************WW1**************************************
Welcome to another FAQ of mine for the GameCube. This game shall be my first
of this type - and my first of this series. I shall be writing about the ninth
entry in the Legend of Zelda series - my first Zelda game ever - The Wind
Waker. I have documented everything here for your use, so enjoy!

2. Version History****************************WW2****************************
v0.01 - Overall FAQ format down. Contents, Intro, and Legalities completed. I
        also finished Section I of the walkthrough.  11:18 PM 11/15/2010
v0.02 - Section II of walkthrough completed.  11:58 PM 11/16/2010
v0.03 - Half of Section III done (late start tonight).  10:32 PM 11/17/2010
v0.10 - All of Sections III and IV completed.  10:20 PM 11/18/2010
v0.11 - Haven't updated because I've been sick (and still am, somewhat). Only
        managed Section V today.  11:04 PM 11/23/2010
v0.20 - Completed Section VI and part of Section VII.  11:42 PM 11/26/2010
v0.21 - Completed Section VII and a small part of Section VIII.
        10:54 PM 11/28/2010
v0.30 - Completed Sections VIII and IX. Also reached triple-digits in data
        (119 KB).  11:32 PM 12/2/2010
v0.31 - Completed Sections X and XI of the walkthrough.  11:28 PM 12/5/2010
v0.40 - Completed Section XII of the walkthrough.  12:09 AM 12/8/2010
v0.41 - Completed Section XIII of the walkthrough. More than halfway there!
        11:34 PM 12/13/2010
v0.42 - Completed Section XIV of the walkthrough.  12:23 AM 12/15/2010
v0.50 - Completed Sections XV, XVI, and XVII of the walkthrough; also completed
        about 1/4 of Section XVIII. Size reached: 210 KB!  11:48 PM 12/15/2010
v0.51 - Completed Sections XIX and XX of the walkthrough.  12:27 AM 12/21/2010
v0.60 - Completed Section XXI and 1/4 of Section XXII.  12:31 AM 12/23/2010
v0.61 - Completed Section XXII of the walkthrough.  1:34 AM 12/24/2010
v0.70 - Completed Sections XXIII and XXIV of the walkthrough; only Section XXV
        (Ganon's Tower) is left!!!  11:54 PM 12/24/2010
v1.00 - I have finally finished the walkthrough! Beginning to work on the enemy
        stuff! Size thus far: 342 KB.  1:06 AM 12/27/2010
v1.10 - The end approaches... Today, I documented the data of every land, sea,
        and boss enemy. I also documented every Piece of Heart, how to max out
        the Magic Gauge, every fairy island and the resulting upgrades, and the
        location and treasure of every Big Octo. I expect to finish before the
        weekend.  2:27 AM 12/28/2010
v1.20 - We have now turned into the home stretch... Today, I documented all of
        the info of every single one of the 41 Treasure Charts and all of the
        info of the Bonus Charts. I also documented all you need to know about
        the Sea Platforms and the submarines. All I lack before finishing this
        FAQ is the secret caves. I will finish that in a day or two.
        12:39 AM 12/29/2010
Final - Okay, that's it. I have finished all of the secret caves and put up a
        notice of submissions for the Glitches section that I decided to put
        in. There are two glitches in it that I've discovered; hopefully, there
        will be more. Total size: 501 KB. Oh, and have a happy New Year's Eve
        tomorrow, and a happy New Year's Day the day after!
        12:00 AM 12/30/2010

3. Legalities****************************WW3*********************************
Should this FAQ be located on a site other than GameFAQs, Neoseeker,
Supercheats, or any other site I may have given permission for usage to, or
this is copied onto another person's guide without my express permission via
e-mail ([email protected]), I will see you in court!

� 2010-2011 Daniel Chaviers (AKA KeyBlade999).

4. Walkthrough****************************WW4********************************

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++                  Section I- The Before Time   **WW41**                  ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This is but one of the legends of which the people speak...

Long ago, there existed a kingdom where a golden power lay hidden. It was a
prosperous land blessed with green forests, tall mountains, and peace.

But one day, a man of great evil found the golden power and took it for
himself. With its strength at his command, he spread darkness across the
kingdom. But then, when all hope had died, and the hour of doom seemed at
hand...

A young boy clothed in green appeared as if from nowhere. Wielding the blade of
evil�s bane, he sealed the dark on away and gave the land light.

The boy, who traveled through time to save the land, was known as the Hero of
Time. The boy�s tale was passed down through generations until it became
legend...

But then...a day came when a fell wind began to blow across the kingdom. The
great evil that all though had been sealed away by the hero...once again crept
forth from the depths of the earth, eager to resume its dark designs.

The people believed that the Hero of Time would once again come to save them.
...But the Hero did not appear. Faced by an onslaught of evil, the people could
do nothing but appear to the gods. In their last hour, as doom drew nigh, they
left their future in the hands of fate.

What became of that kingdom? None remain who know.

The memory of the kingdom vanished, but its legend survived on the wind�s
breath. On a certain island, it became customary to garb boys in green when
they came of age. Clothed in the green of fields, they aspired to find heroic
blades and cast down evil. The elders wished only for the youths to know
courage like the hero of legend...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++                   Section II- Outset Island   **WW42**                  ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                                Outset Island
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

We begin with a look at a young girl, Aryll, who is looking for her brother,
who I shall refer to as "Link" or "you" for the rest of the FAQ. After calling
for him several times, she finds him on a platform above the water. She wakes
Link up and eventually gets Link to remember that today is his birthday. Their
grandmother has been looking for you for some time, so get to it.

Well, actually, not just yet. I guess it may be a bit early to begin ignoring
the storyline, but I'm helping you to plan ahead some. Begin by heading to any
of the pigs you see nearby (there are three in all). Crouch and crawl to one
by using the R button and the Control Stick. Once near a pig, release R and
press A to pick up the pig. Next, head to the part of the island that has your
grandmother's house and go up to the top of the hill. You should see a
fenced-in area. Throw the pig in there by pressing A, then talk to the woman in
the fenced area. She shall give you 20 Rupees. Bring her the other two pigs in
a similar manner as mentioned above to recieve a grand total of 60 Rupees.

Next, head to your grandmother's house. Look to the left of the ramp outside.
If you look carefully, you should see something like a crawlspace going under
the porch. Press and hold R to crawl under there, then follow the path. You'll
soon end up in a room underneath the house. A chest is here - with an Orange
Rupee in it. That is worth 100 Rupees! Exit the crawlspace.

Okay, one last thing, then back to the storyline. Look out towards the ocean.
You should see a small ship there. Swim out to it and enter the ship. Inside,
buy a Bait Bag. Buy 6 ~ 8 All-Purpose Baits and fill the remaining slots with
Hyoi Pears. These will be very useful - even needed - later in the game.

Finally, go back to your grandmother's house and enter. Climb the nearby ladder
to find your grandmother waiting for with some green clothes. See, Link has now
become of age to wear these clothes (see Section I) like the hero once did. She
also mentions the fact that Orca is the only person on the island to practice
in the way of the sword nowadays - remember that for later. After Link
reluctantly gets into the clothes, Grandma tells him about her plans for his
birthday and sends him to find Aryll.

Remember that platform from earlier? Go back to it and talk to Aryll. She will
compliment your clothes and let you borrow her most treasured belonging - her
Telescope - for just today. You should try it out now (you will be forced to
anyways!) and zoom in on the postbox. Near the postbox is a bird-man (the
postman), or Rito. Suddenly, he freaks out and looks far above. Move the view
upwards. You'll see a massive bird holding a girl and being shot at from a
ship. One cannonball strikes the bird, causing it to let go of the girl and
fall into the forest on the island. Aryll states the obvious - the girl needs
help, but it is too dangerous to enter the forest without being able to protect
yourself.

You may remember from earlier that Orca is the only person on the island to
practice in the art of the sword. Go to the two-story building near the shore.
If you wish, enter the second-floor for some useful advice if you're new to
this game. Enter the lower floor when you're done.

Speak to Orca. He realizes from Link's expression that something must be wrong.
He offers to train you in the ways of the sword. Accept to begin the "match".
First is the horizontal slice. Press B only. Hit him several times, then go to
the vertical slice (L-target and press B). Repeat several times, then begin the
lesson on thrusting (L-target, move forward, and press B). Again, do it a few
times, then learn about spin attacks (hold and release B). Do it twice to go to
the parry (L-target with unsheathed sword, press A when button shape changes).
Your final lesson will be the jump slice (L-target, press A). Repeat to finish
your training. You will also recieve the Hero's Sword! Now, exit the building.

Go back across the bridge. Follow the dirt path up a hill until you come a few
trees that are blocking your way. Press B to cut them down. Climb up the hill.
You'll soon get to a bridge. Cross it, jumping over the gap as you go, and then
enter the forest.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                            The Forest of Fairies
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Upon entering the forest, Link notices the girl hangin precariously from a tree
branch. Procede through the grass and up the ledges. You end up in a somewhat
larger clearing. Look at one of the logs nearby. It is hollow, with a Red Rupee
(value: 20 Rupees) on the inside; crouch and crawl to get to it.

Also nearby is a Bokoblin. You'll have to fight it. It is among the weaker
enemies of the game - in fact, a combo or two will finish it off. Climb up the
ledges behind its original position to reach a path near a massive rock. Ignore
the rock and continue along the path. You'll soon get a large clearing.

Once you get there, however, two Kargarocs drop two Bokoblin into the clearing.
Unfortunately, you'll have to fight them. Just remember your spin attack when
the two enemies come close - you'll blow them back.

After defeating the enemies, the girl in the tree awakens. She struggles a bit,
then breaks the branch, causing her to fall. Link comes over to her. Luckily,
she seems to be unharmed. She asks about your get-up, as she calls it, then
remembers how she got her. A pirate flunky, as the ship shooting at the bird
was indeed a pirate ship, comes over to her, referring to her as Miss Tetra.
From the tones exhibited, you can easily figure out that Tetra is a pirate,
and the flunky's superior (in fact, their boss!). When the flunky tells her
that the bird dropped her on a summit, she vows revenge and leaves. You should
follow suit.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                                Outset Island
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

When you exit the forest, you see Aryll on the opposite side of the bridge.
She waves at you, then begins to cross the bridge. As she reaches the halfway
point, the massive bird from earlier snatches her away. Link, in what I see as
anger, unsheathes his sword and begins to run after the bird - forgetting he is
on a cliff! He falls, but Tetra saves him in the nick of time (can't have the
main character die this early!).

You find Link, Tetra, and the pirate flunky from earlier (Gonzo) at the beach.
It seems that Link has asked to go with the pirates to find his sister. Tetra
completely refuses, and the Rito postman butts in. He mentions that, had the
pirates not come in the first place, the bird wouldn't have either, and would
consequentially have not taken Aryll in Tetra's place. But why DID Aryll get
taken? The bird kidnaps long-eared girls. Both Aryll and Tetra are like this,
and look quite similar. It is quite obvious the two were mixed-up by the bird.
Anyhow...

Tetra decides to let you come, but you first need to get SOMETHING to defend
yourself with. You need a shield. Didn't Grandma have one upstairs? May as well
see about it. Head to your grandmother's house.

When you enter the house and climb upstairs, you find the shield to be gone!
Did someone steal it? Go downstairs. You end up finding Grandma holding the
shield. She knows what has happened, and understands why you need to use it.
She gives you the Hero's Shield and comes quite upset. Head back to Tetra.

Once you talk to her, confirm that you are now leaving Outset.

The ship begins to set off, with everyone, even Grandma, waving good-bye to
Link from the shore. After several minutes of this, Tetra interrupts this
moment and taunts you on being so sentimental. She then orders you to find
a pirate by the name of Niko below deck.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++        Section III- The Pirates and Forsaken Fortress   **WW43**        ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                               The Pirate Ship
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

As I stated earlier, you should go below deck and meet Niko. It is quite
obvious which way you go below deck - through the door.

After heading through the door, head down the nearby staircase. You shall meet
Niko, another pirate flunkie. He challenges you to go across a set of platforms
that rise up only when a switch is pressed - and only for a short time at that!
(Precisely, it is about sixty seconds.) The main worry is the timing of letting
go - let go (press A on the rope) about halfway through the swing TOWARDS the
destination. Remember, if the angle is bad, press and hold R to stop swinging,
then use the Control Stick to rotate. If you fall, return to the ledge and
press the switch that is protruding out of the ground, then the one that starts
the course.

When you get to the other side, Niko, surprised, thinks for a bit of what to
give you. Eventually, he directs you to a chest. Open it to obtain a Spoils
Bag - an item that can hold up to 99 (?) of the eight different spoils in the
game. Afterwards, Tetra demands that you come up on deck. Exit through the
door from earlier.

Outside, Tetra calls from the lookout platform; climb up the nearby ladder to
get to her. She shows you the Forsaken Fortress and gives a brief history of
it. She also mentions that there is a window with seagulls nearby - probably
where Aryll is being held captive. One problem - the ship cannot get any closer
due to the searchlights. The solution is the only one available....

You see Link loaded and tied into a barrel that is on a catapult. As you can
tell, Link has found out the plan, as have you. The pirates plan to shoot you
through the window! Tetra tries to soothe Link by claiming that they do this
all the time (I never heard of this, myself). Link is then shot off at a high
speed - and slams HARD into the wall (what did I tell you?). The sword also
falls down, and Link falls down even farther (amazingly, unparalyzed!).

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                            The Forsaken Fortress
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Suddenly, Link hears Tetra's voice, despite the fact that she isn't here. He
pulls out the Pirate's Charm, which Tetra slipped into your pocket before the
launch. She apologizes for the accident, then explains how to use the charm.

Begin by climbing the staircase, covering yourself with a barrel as you go.
At the top of the staircase are searchlights. Have Link walk forward when NOT
in the light. When he IS in the light, touch NOTHING - you will be sent to a
prison.

Speaking of the prison, to get out, break the large jar on the shelf, then
crawl through the hole to get out. Refer to a later section of this area to
see how to proceed from there.

Anyhow, once you get to the top of the staircase, look to the right. There is
another staircase there. Climb up it to the much-safer second floor. Once you
get to the covered hallway, don't go into it, but look to the right. There is
a ladder nearby. Climb up it to get to a searchlight station. Running it is a
Bokoblin. As you have no weapon, defend the enemy's attacks with R (you still
have your shield, after all). After a few strikes, the stick should fly out of
the Bokoblin's hands. Run over to it and pick it up. Press B to swing it a few
times and kill the Bokoblin. Once you do, the searchlights will no longer be
focusing on the fortress, but the sky instead.

Now, go back to the covered hallway. Go through the door to the right. In the
room is a chest, but a gap is between you and the chest. Swing on the lantern
like you did with Niko to get across. Open the chest to get a Dungeon Map,
which shows all of the rooms in the current dungeon. Swing back across and use
the unused door.

NOTE: On the lower floor of here is another cell. Nearby is a switch you are
able to use to open the cell. Find the switch and enter the cell. Inside is a
Piece of Heart - four of these add a full heart to your life meter.

You'll end up in another covered hallway. Through the gap to the left is
another ladder leading to another searchlight station with a Bokoblin with it.
Use the strategy from before to redirect the lights. Go to the covered hallway
and continue going through unused doors on the floors until you either reach a
set of Moblin patrols or the third searchlight. If you reach the Moblins, sneak
past them by using the barrel as a cover - if they see you move while in the
barrel (or see you at all outside of it), you will be sent to the prison. Get
past them if needed, then continue along the path until the third searchlight.
Redirect lights as you did before, then go back to the Moblin-patrol room I
mentioned a bit ago.

Use the barrel as previously mentioned to get past the Moblins, then through
the door at the back of the room.

Head up the nearby staircase. At its peak, you'll find a barrel. Pick it up to
conceal yourself - another patrolling Moblin is nearby. As before, if he spots
you move while in the barrel (or AT ALL outside of it), you'll go back to the
jail cell. Carefully make your way past him, then past the left corner. After
passing the corner, you can toss out the barrel. Continue up the path until
you reach what seems to be an impossible jump. Instead of jumping, face the
wall and hold A to sidle along it. Along the gap, beside the wall, is a small
ledge you can sidle along. You'll have to do this again after getting across
and going a short distance.

After the second sidling, you'll come to a ramp. At its peak, you'll spot your
sword - and a Shield Bokoblin! After approaching the sword, the Bokoblin will
also approach and spikes will rise from the ground, preventing your progress
backwards. Run to the sword to pick it up, then make battle with the Bokoblin.
Seeing as you have your sword, you can finally stop the constant defending.
You can still defend and pick up weapons as before, though.

After defeating the Bokoblin, go through the nearby door. Inside is a jail cage
similar to those earlier (with better accommodations!). Link will run to Aryll
in an attempt to free her; alas, he shall not be able to do so. Before he can
reach the cage, the Helmaroc King (the giant bird, remember?) comes down and
snatches him away. The bird flies to a mysterious green-skinned, red-robed man
who appears to the be the master of this bird. How can you tell? With no more
than a nod from the master, the bird flings Link far, far across the Great Sea.

After the unscheduled flight (and pain-filled landing), we see Link out cold in
the middle of the ocean as a boat with a red hull pulls up to him.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++                  Section IV- Windfall Island   **WW44**                 ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                               Windfall Island
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

As Link regains consciousness, he hears someone calling to him to wake up. As
he wakes up, however, he sees no one nearby. Suddenly, the bow of the boat
turns around to reveal a bearded figure (as far you can get with wood). It soon
becomes obvious that THIS was who was talking to Link no more than a few
seconds ago. This boat is the one and only King of Red Lions. He (it?) was
watching as you stormed the Forsaken Fortress - then calls the attempt
foolhardy! He also tells that the master of the bird is none other than Ganon
(Ganondorf to you old-time players), the very man who tried to steal of the
golden power of the ancient kingdom. Ganon was supposedly sealed away by the
Hero of Time, but not even the King of Red Lions knows how he was un-sealed.
After you thoroughly tell the boat that you want to save Aryll, he unleashes a
bit of a bombshell - the key to defeating Ganon is locked away. The King of Red
Lions agrees to guide you, however.

Time to set sail! Well, there is one problem - you cannot set sail without a
sail. The King of Red Lions, although he can speak, has no sail. This is why
he brought you here - to find a sail, as well as some other items you may want
for your upcoming adventure.

Let's begin with what we have to do. From the "beach", head left, towards the
pier and the mailbox. The left onto the dirt path. Soon, you'll come into
contact with an Eskimo-like person named Zunari. He is the man in the large
blue jacket. Speak to him to hear his story and then get offered to buy THAT
for 80 Rupees. What is THAT, you may ask? It is none other than a sail! Since
you (hopefully) did what I requested early in the game, you shall be able to
pay the price for the sail. Zunari has nothing else at the moment, however.

At this point, you could head back to the King of Red Lions - or do some
sidequests, one of which you'll have to do anyways. Continue along the dirt
path until you reach the top of the staircase. Enter the building to the left
to earn the ability to play a squid-shooting game. It is pretty simple, almost
like Battleship. Win the first time to earn a highly valuable Piece of Heart;
two more wins earn you two Treasure Charts. Before you leave, check behind the
ship in the background for three Yellow Rupees (10 Rupees each; 30 in all).

Next, go back towards the King of Red Lions, but not to him. Along the way,
you'll see a hill. At the top is an Elvis-impersonator - ignore him for now.
The thing of interest is the nearby building - a prison. Enter it.

Inside, you'll see a man in clothing like yours in a cell. The cell is locked,
though. Smash the pots to the left of the entrance to see a switch. Step on it
to unlock the cell. The green-clothed man, Tingle, will then thank you in a
weird way with a Tingle Chart and a Tingle Turner (you'll likely have to ignore
the latter; you're either playing this on a Wii or have a DS/DS Lite rather
than a GBA). He'll then leave, leaving the cell open. Enter it (crawl under the
bed for a Blue Rupee (5 Rupees)) then crawl into the hole. Use first-person
view in the tunnel (push the C-Stick up). Whenever you come to an intersection,
if you see wood on any path, DO NOT go along that path. There is a rat there
that will drop you from the wood platform into the sea - causing you to start
this sidequest over. Eventually, you'll come to a room with a chest inside. In
the chest is a Picto Box, the Legend of Zelda version of the camera. It can
hold three pictures, or pictographs. Check the white stones for directions on
how to use it. After this, come out the way you came (or via mouse to make it
faster).

After grabbing the Picto Box, return to the King of Red Lions. He shall explain
how to navigate at sea, use the Sea Chart, etc. I'll give a summarized version
of it:

-- At sea, there will be a translucent yellow arrow behind the boat. This shows
   the wind direction in relevance to the way the boat is facing. For maximum
   speed, have the arrow pointing to the front of the boat.

-- At sea, you can use the sail to travel with reliance on the wind, or without
   the sail. Without it, you'll need to use R to cruise.

-- At sea, exit the boat by pressing A to remove the sail/other object. Hold A
   to stop. Then, once fully stopped, press A to exit the boat. You can then
   talk to the King of Red Lions or re-enter the boat with A.

-- Finally, you will navigate via Sea Chart. The Sea Chart consists of a 7X7
   square map looking like this:
          ________ ________ ________ ________ ________ ________ ________
         |   1    |   2    |   3    |   4    |   5    |   6    |   7    |
      ___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |  The   |        |        |        |        |        |        |
     | A |Forsaken|        |        |        |        |        |        |
     |   |Fortress|        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        |        |  Wind- |        | Dragon |        |
     | B |        |        |        |  fall  |        | Roost  |        |
     |   |        |        |        | Island |        | Island |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     | C |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     | D |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     | E |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     | F |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        | Outset |        |        |        |        |        |
     | G |        | Island |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|

   The coordinates for an island are as follows: Look at the A-G column. That
   shall be the first part of the coordinate. Therefore, Windfall's is B. The
   second part is determined by the 1-7 row. Therefore, Windfall's is 4. This
   makes the coordinates for Windfall Island (B4). The rest of the islands'
   coordinates are obtained through the same method. Any destinations are
   usually marked by a four-part blue squiggly, such as Dragon Roost Island's
   square will be immediately after the King of Red Lions finishes his
   explanation.

Once you understand the above, the King of Red Lions also mentions that the
winds are blowing east - towards your next destination. Set the sail to Y, X,
or Z, then press that button while on the boat. Turn towards the east by using
the Control Stick.

Your next destination may be Dragon Roost Island, two squares east of Windfall,
but visit the island in-between the two - Pawprint Island.

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                             Pawprint Island (B5)
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On the island, cut down the grass near the big rock in the middle of the island
to reveal a small tunnel. Crawl through it and jump into the hole to go into a
mini-dungeon.

This dungeon is usually filled with Chuchus, but, due to limited supplies, you
cannot reach the main parts of the dungeon. You can fight a few Red and Green
Chuchus to get their Jellies, which can restore hearts and magic, respectively.
Along the straightforward path is a chest. That will be the main attraction -
it has a Piece of Heart inside!

Outside of the island, before you leave, look around for a submarine-thing on
the sea. Cruise/Sail to it and talk to the people onboard. You'll get a
Treasure Chart for your trouble.

After this, continue sailing east to Dragon Roost Island.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++                Section V- Dragon Roost Island   **WW45**                ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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                           Dragon Roost Island (B6)
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As you begin your approach towards the island, the King of Red Lions points
out the island. From what he tells you, you must ask the sky spirit Valoo for
the Din's Pearl. To get to him, you'll have to ask the Rito population of the
island. As you begin to leave, the King of Red Lions hands you a little white
baton. In ancient times, it was used to borrow the power of the gods, but has
little use at the moment, as you (or the King of Red Lions, from what goes on
later in the game) know none of the songs you have to conduct. The King of Red
Lions has you practice in the 3/4 time (move the C-Stick in the correct
direction) and 4/4 time (move the Control Stick left and move the C-Stick in
the right direction). He also mentions 6/4 time, where you hold the Control
Stick to the right while moving the C-Stick. You are then given the Wind Waker
(the white baton from earlier) to keep!

Since you have the Wind Waker, it is time to make use of the shrine behind the
island. In front of you is a tunnel; follow it until you reach the coast behind
the island. From there, you should be able to spot a tinier island. Swim to it
and examine the unfragmented stone tablet on the left. The markings seem to
indicate specific directions. Use the Wind Waker and the directions (up, left,
right) will appear on the bottom part of the screen and play twice. Play the
song on the Wind Waker to learn the Wind's Requiem, a song that controls teh
direction in which the wind is blowing. A cloud-riding frog-thing named Zephos
then comes down to Link. He introduces himself as the wind god and mentions
his brother, Cyclos. Cyclos's monument was broken, angering him, and he now
summons cyclones (or tornadoes, whichever you prefer) across the Great Sea.
Remember this bit of information for later, then return to front of the island.

To one side of you, near the pond, is a ramp that is being blocked by a large
boulder - too large for you to lift at the moment. Nearby are some Bomb Flowers
that, obviously, bloom Bombs. Press A near one to pick it up - soon afterwards,
it'll explode. Place one near the large boulder to get rid of it. Climb up the
ramp. Continue in a similar manner, using Bomb Flowers to blow up rocks. Soon,
you'll come to a gap too large to jump. Like in the Forsaken Fortress, sidle
across the gap. Nearby is a smaller rock (still too heavy to lift at this time)
and a Bomb Flower. Use the Bomb Flower to blow up the rock. The two blocks
above it then fall. Pull the bottom one out until the one above it falls - this
creates a handy shortcut so you don't have to do this every time you come back.
Continue through the tunnel and you'll meet the postman that served your island
the day Aryll got kidnapped and got you onto the pirate's ship. He's pleased to
see you once again. He also asks about Aryll - he easily gets the message just
from the look on your face. He tries to reassure you, then leaves to announce
to the other Rito that you're coming. Continue along the path then enter the
mountain.

As you enter, the Rito's chieftain is asking someone about the cause of Valoo's
anger - definitely not a good sign. The chieftain notices you and says that
Quill - the postman from the island and from earlier - has told him about you.
The chieftain says he would help you, but they have their own problem at the
moment. See, the Rito, when they reach adulthood, must obtain a scale from
Valoo if they ever hope to fly. Valoo's anger is making the Rito unable to get
to him, therefore meaning that, if Valoo's anger isn't quelled, there will soon
be very few Rito that are able to fly. As you can tell, Rito make their living
by flying from island to island as postmen - if they cannot fly, their way of
life is in danger. The chieftain asks you, though, to talk to his son, Komali,
one of the Rito's near the age of adulthood. However, due to this situation, he
may just completely give up hope on getting his wings. You are given a Delivery
Bag and the chieftain mentions he has something to give Komali, but Medli has
it right now.

Head up the nearby ramp and enter through the first doorway you see. Talk to
the smaller Rito - Medli. She seems to recognize your Hero's Clothes and says
that she is an attendant to Valoo - well, training to become one. She remembers
that the chieftain gave her something. She gives it to you, which you put in
the Delivery Bag. She also asks you for a favor - meet her in front of the
entrance to Dragon Roost Cave later for the details. Leave this room and go to
the lower floor. The room opposite the entrance is the hallway going to
Komali's room. Go down this hall and through the door.

Inside, Komali is sitting on his bed, holding a pearl with an odd symbol on it
that you'd recognize if you played the Oracle of Ages, another Zelda game. Set
the letter from the chieftain to X, Y, or Z then press the button while near
Komali. He reads the letter, then seems to not even care about his father's
encouragement. He also scorns you for claiming you could calm Valoo - he won't
listen to you until you can find a person who can calm Valoo. *sighs* Leave
the room.

Take the doorway on the lower floor that you haven't yet used. It goes outside,
where you can see ash blowing through the air. There are several wilted Bomb
Flowers nearby. Inside the large pit is a small pool of water surrounding a
very large boulder. Nearby is where a bridge probably was at one point, but the
bridge probably fell some time ago. Head to that point and go into the pit.
Medli is already there. She says there used to be a spring here, but it has
been blocked by that large boulder. When you tell Medli about what happened
with Komali, she seems concerned. She feels guilty about the way Komali is. His
grandmother was also an attendant to Valoo, and she also taught Medli. She
thinks that if she becomes as great an attendant as Komali's grnadmother was,
maybe Komali will be more confident about visiting Valoo. She wants to go to
the shrine atop the mountain by going through the cave - however, the bridge
has fallen and the spring was blocked, meaning it is impossible for her to get
onto the ledge by herself. She wants you to lift her and throw her onto the
ledge. First, get onto the rock behind you and face towards the ledge. Wait
for the wind to blow towards the ledge (use the falling ash as an indicator).
When it blows in that direction, throw her. When she gets onto the ledge, she
says that she is going to visit Valoo. She also hands you an empty bottle, then
leaves. It may seem useless, but its true worth will show in time (you'll see
later in the dungeon what I mean...).

First, enter the tiny spring and fill the bottle with water. Climb up the
broken bridge. Drizzle some water on one of the withered Bomb Flowers to make
it bloom. Pick up the bomb and walk over to the railing. Wait a few seconds and
then throw it at the boulder. With the right timing, the bomb will blow up the
boulder. This unblocks the spring; the water will fill the pit. Walk to the
spring and swim across. There are now two statues holding pots. There are also
some Bomb Flowers nearby. Throw a Bomb Flower into the right-hand statue first.
If it gets into the pot, the statue will fall over. If not, keep trying. Now,
once the statue has fallen over, pick up another Bomb Flower and jump onto the
fallen statue. Try to throw this Bomb Flower into the pot. Again, keep trying
until the bomb gets in. After it does, the fallen statues will make a bridge
across the lava. Cross it and enter the cave - your first dungeon!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++          Section VI- DUNGEON #1: Dragon Roost Cavern   **WW46**         ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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                             Dragon Roost Cavern
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Your first true dungeon, filled with thrills and chills... Well, probably not
chills, as you'll see. In front of you are three statues and a few pots. Break
the pots with your sword to reveal some Rupees and hearts - maybe. You can
also get nothing from these. Oh well... Begin by moving up against the far left
statue. The R button will display "Grab"; hold R and move backwards to drag the
statue. Drag it until it fits in perfectly with the jutting-out dip in the
floor. Drag the middle statue left and enter through the gap hidden by the
statue.

In here, you shall find several Bokoblin with flaming sticks. Strike them a few
times to make a Bokoblin drop its stick, or defend like you did in the Forsaken
Fortress. Regardless, it is recommended that you defeat the Bokoblin. Grab a
stick. If it is flaming, head to the unlit torches and light them using the
fire. If the flame on the stick has extinguished, light it back up by sticking
the stick in one the nearby lit torches, then do what I previously mentioned.
A chest will appear when both unlit torches are lit. Open the chest to obtain
a small key. Small keys are required at times to move forward in the dungeon.
To the right of the chest, you'll see a locked door. These doors are what you
use the small key to unlock and move forward. However, small keys only have
one use. Now, before unlocking the door, pick up a stick, light it if needed,
then move to the large pot on the left side of the room. Put the lighted stick
near it to make the wood on top of the pot burn away. If you jump into the
pot, you'll realize that you come right back out. Useless? WRONG! There are
two to three of these pots in each dungeon. They are all connected once they
are opened (like you just did by lighting the wood on top), and jumping in
will take you to the next one. They also partially restore magic power (you'll
understand this more once you reach the Forest Haven). Anywho, go to the next
room when you are ready.

Remember that I said there won't be any "chills", just "thrills"? Here you go:
a dungeon set inside an ACTIVE volcano! Makes me sweat just thinking about it!
Okay, in front of you are some weakened boards - hit the lower ones with your
sword to allow yourself to go through. Take a left path along the wooden ledge
until you reach a gap in it. Jump down from the gap onto a small ledge. Inside
the wall is some black object; like at the beginning, drag it out as much as
you can. Climb up on it, and jump towards the unused ledge. Follow this until
a gap once more. A column of lava spews from the lava below at this gap
periodically - obviously, touching it causes damage. Wait until the lava spume
is gone and jump across. Nearby are some bats (Keese). Keese are very weak -
so weak that a single hit with ANYTHING AT ALL kills it. Try to defeat some
before crossing the bridge, though; they still do damage and can be a nuisance.
After crossing the bridge, grab the Bomb Flower, go across the next gap, and
set the Bomb Flower down beside the large boulder. The boulder will be
destroyed, permitting access to the next room.

In this room, grab one of the greenish pots. You ever see those movies where
water is poured onto lava, making it hard? We're doing that now, to make a
temporary platform. BUT, instead of immediately going across, throw the pot
towards the ledge at the left. Why? There is a ledge there with a chest! Cross
the makeshift platform and open the chest to recieve a Dungeon Map for this
dungeon. Grab another water pot and throw at the ledge to your left (the one
across from the entrance). As you climb up the ladder, you may find some Red
Chuchus. These are no different in any way from those you may have encountered
on Pawprint Isle - a couple of hits defeats them. When you're done, enter the
next room.

Ahead of you are some more wood planks like in the second room, except you
aren't going to break most of these. A few, like the one immediately in front
of you, will have Bokoblins with swords behind them. When you draw near, the
Bokoblin will break the barrier and slice at you. Try to keep defending until
you have a chance to attack - then kill it. Grab its sword and break the wooden
barrier at the right. Past them, on the left, is another ledge. This one has
two Red Chuchus on it, though. Defeat them and use the sword to break the
barrier that was behind them. There is a treasure chest behind it - containing
a small key! Don't you remember seeing something that looked like the first
padlocked door back in the second room? However, just head forward through the
next door.

This ledge has nowhere to go. However, there is a large boulder to the left.
Some rocks are nearby, but what effect would they have on a massive boulder.
Look beside the boulder: do you not see two Bomb Flowers? Throw a rock at one
to trigger the Bomb Flower to explode, destroying the boulder and unblocking
your path. Take this path and continue directly forward until you reach the
locked door. Since you coincidentally have a small key, use it to unlock the
door and enter the next room.

As you traverse through this tunnel, you'll see a passage to left with a large
gap and no (current) way to get across. Remember this, as we can come back to
this passage later for some treasure. As you continue forward, you shall fight
more Red Chuchus. At the end of this tunnel, on the left, are some more wooden
boards. Behind them is another Bokoblin with a stick - it jumps out and will
destroy the boards when you get near. Defeat it, then grab the stick. Light it
with the nearby torches then put it near the other set of boards on the right
side of the room. After burning away the boards, step on the switch to unlock
the door. Go through it.

Ahhh... blue skies and a deadly fall to the seas below. Yes, you have emerged
outside, but you aren't out of the dungeon yet. To the right is a rope bridge.
Beware - if you (or the Bokoblin) hit the ropes too many times, the ropes will
tear; too many broken ropes will cause the bridge to fall. Defeat the Bokoblin
with thrusts and climb up the ladder. As you climb up, you will find a darkened
spot on the ladder. This spot gets hit periodically with lava spumes like the
ones from the second room in the dungeon. Behind the ladder, you'll find the
hole that spews the lava - while it is bubbling over, get away from the black
spot, or you'll take some damage. At the top of the ladder, you'll find a
bird-like monster known as a Kargaroc. They fly around and are pretty annoying
at this point; it takes two hits to defeat them. Walk around the nearby boulder
to find a ledge too narrow to walk OR sidle across. Instead, grab onto the
and move left. Once you have room to get up onto the next ledge, do so. Climb
up two ledges to reach a Bomb Flower. I believe you can pick the Bomb Flower
up and jump towards the boulder to reach it, then drop the Bomb Flower to get
rid of the boulder. The boulder, once destroyed, will reveal a door that you
should go through.

This next room is a more complicated version of the entrance room. There are
ten blocks in front of you, stacked vertically in three columns with a 3-4-3
pattern. Pull out one block from one of the side stacks and one from the center
stack. Climb up the blocks to enter another room. This room is infested with
rats. They are very much a nuisance, being able to take your Rupees and damage
you. You COULD defeat them, but it is a bit tough at this time. Instead, do as
the King of Red Lions warns you - spread some All-Purpose Bait in front of
their nest (the little mousehole in the wall). Not only will they stop
antagonizing you, but they will also sell you stuff. If your empty bottle is
empty (and you have 30 Rupees), take the Red Potion as a safeguard (you will
probably want to empty later, as you'll see...). It may also offer a Blue
Potion. No matter what, always get a Blue Potion - it fully restores Link's
health and magic power. Only one item is better! Now, time to get to business.
Go to the black square to the left. Like in the second room of the dungeon,
pull it out and climb up to the ledge. Open the chest to get a Compass. Next,
you need to break one of the nearby pots. One contains sticks like the
Bokoblins carry. Pick it up and light it in the nearby torch. Look at the right
side of the room. You'll see some wooden boards like before. There isn't a
Bokoblin there to break them, though. You'll have to burn them. Unfortunately,
you cannot take the stick up a ladder. Instead, face the boards and throw the
flaming stick. If it makes contact, the boards will burn away, revealing a
treasure chest. Climb up the ladder and open the chest to get a small key.
Now, go to the left ledge and go through the door.

You now re-emerge outside to an even deadlier fall (although you take the same
amount of damage). To the right, you'll find a staircase - a partial staircase.
You'll have to jump across a few parts. At the top, turn left. You'll see a
Kargaroc nesting. Go to the Kargaroc and have it chase you to the main ledge
so you'll have more room to fight. Defeat it and go to the nest. You'll find a
small key (must be a dumb Kargaroc to think a key is its egg). Take the key and
unlock the nearby door to continue.

This room is very dark. In one of the pots nearby, you can find some sticks.
Break the pot and grab a stick. Light it at one of the nearby torches so you
get a night-light of sorts. After continuing along the path for a short time,
you'll come to another room. It contains an unlit torch - and a lot of Keese!
Defeat them and grab the stick. Re-light it if its flame has been extinguished
and go to the left (?) side of this room. There is a chest which contains a
Joy Pendant. Now, continue along the path. In this room, light the two torches
and continue through the now-unsealed door.

The area you emerge in is a higher level of the second room. To your left,
you'll find a large jar similar to the one from the first room; on your right
is a Bomb Flower. Pick up the Bomb Flower and place it beside the pot. This
will break the wood on top of the pot, letting you jump into it. Earlier, I
mentioned that these large pots are connected. If you jump in now, you'll go
back to the first room. Anywho, go across the bridge to the next room.

Immediately after entering, both the doors in the room are sealed. There is a
Bokoblin in front of you. Defeat it. Now, you'll notice the doors aren't
unsealed. Therefore, there must be another task. In this case, go around the
room on both floors, destroying the pots. There are three to four more
Bokoblins hidden. Once you defeat them, the doors unseal. However, let's not
leave yet. Grab one of the sticks and light it on a torch. Light the unlit
torches to make a treasure chest appear. Open it to recieve a Treasure Chart
(#11). After that, leave through the upper door.

In front of you and to your right are water pots like those from the third room
of dungeon. Obviously, you'll use these to make temporary paths across the
lava. To your left, you'll see a platform with a Magtail on it; farther in that
direction is a periodically-rising lava spume. To begin, grab a water jar. Use
L to lock-on to the Magtail, then throw the water pot. This should stun the
Magtail and make it curl up into a little ball. Jump across to the small ledge
and grab the Magtail. Bring it over to the other side and repeatedly slice it
with your sword to kill it. Next, grab a water pot and jump across the gap.
Throw it towards where the lava spume rises, then jump onto the new rock. Soon,
the lava spume will rise once more and you, being on the rock, will rise with
it. Jump onto the wodden walkway and go through the door.

This room is sort of the final room of the dungeon, as you will come back here
before defeating the boss of the dungeon. This will not happen yet. To the
right, you see a golden door at the peak of a stone staircase. Unfortunately,
the lava river is too wide to merely jump across. Even if you could, look
carefully at the door (with the Telescope, if needed) - it requires a key!
There is also a Bomb Flower to your left. Use it to destroy both of the large
boulders in the room. This allows access to another door and another pot (the
last of the dungeon). Go through the door when you're ready.

Again, you are outside, faced with an even deadlier drop if you fall (same
damage, though). To your right, you'll find a staircase. Climb quickly, though,
as the steps fall as you step on them. At the peak, you find you are in a
clearing just below Valoo. In front of you is not just the clearing, but also
a cage - with Medli inside! She is being held captive by two Bokoblins that are
carrying swords. Enter the clearing, after which the gate closes behind you,
and engage in battle with the Bokoblins. The main point to try to disarm them,
then strike! After defeating them, a Kargaroc drops a Moblin into the clearing.
You probably remember these from the Forsaken Fortress. This will be your first
fight with one, though. My strategy usually involves an all-out offense until
it blocks, at which point I use a Jump Attack. Regardless, beware of its highly
powerful punch that it uses while unarmed (yes, you can disarm it like you can
with Bokoblins.

After the battle, Medli's cage opens. When you talk to her, you find that she
has found the cause of Valoo's anger: something in the room below Valoo is
messing with his tail. Medli decides to go and tell everyone what's happening.
Before she leaves, she gives you a Grappling Hook and a tutorial on how to use
it. This is how she got up here, as the Rito used before they developed wings.
Anyhow, she directs you to the top of the staircase. Set the Grappling Hook to
X, Y, or Z and press that button. Look upwards and you'll see a stick jutting
out of the wall. When the red dot (the laser-target, sort of) turns into a
yellow sparkle. This is also accompanied by a sound. When this happens, press
the button you set the Grappling Hook to. The Hook will wrap around the stick
several times. At this point, it is the same as clinging to the lanterns from
the pirate's ship and in the Forsaken Fortress. Swing across and repeat this
once more. In front of you, you'll find some boards. Hit them to destroy them,
then, once you hit the ground, look to your left. There are some more sticks
and ledges there. Use the Grappling Hook to get across them all and enter the
door you find.

Now, I believe I should mention a somewhat useful ability of the Grappling
Hook. You can see that Bokoblin in front of you, correct? Well, lock-on to it
and use the Grappling Hook on it. Why? If you do, you'll get a Joy Pendant.
The Grappling Hook actually stole an item from the enemy! You can do this a
total of three or four times to recieve one item (for certain enemies), Rupees,
magic jars, or hearts. Anywho, get rid of the Bokoblin on the bridge, then,
when across, a Bokoblin will jump out of one of the pots in front of you. After
you defeat it, a chest appears on the path below you. Get onto the bridge and
attack the rope supports to make the bridge fall. The bridge will break,
causing you to fall onto the path below. Open the chest to recieve a Joy
Pendant. Now, go through the door.

You have entered an even higher part of the second room. To your right, you'll
find a birdcage-like object. Below it, a lava spume rises periodically. Get
into the "birdcage" and walk into the center (onto the symbol). Use a Spin
Attack to break the supports (otherwise, it'll tilt and you'll fall into the
lava). Once the platform hits the lava below, go into the nearby tunnel and
jump across the platforms to get to an ladder. Climb up it. This is the highest
point in the room. To your right is a sealed door. To unseal it, look above and
to the left. You'll see a stick that you can hook onto with your Grappling
Hook. Do so and this will activate some mechanism to unseal the door. Get back
onto the ledge and go through the door.

This room SUPPOSEDLY is a dead end. However, look above and use the Grappling
Hook to hook onto another stick. Hold R to stop swinging. Continue holding R
and use the Control Stick to face to the right. Change your height by moving
the Control Stick as needed, then swing onto the ledge. Jump across the
platforms. On the last one, use the Grappling Hook to look above, then hook
onto the stick. Swing across to the door and go through it.

This room contains an elaborate chest. In all dungeons, these chests contain
the Boss Key, which is required to attempt to defeat the boss and complete the
dungeon. At the moment, it is surrounded by a ring of fire. You'll see a switch
near the chest. Whenever you put something on the switch, the fires are
extinguished until the object is off. Therefore, Link can't be the switch as he
can't be in two places at once. There are Magtails around the room. If you
remember, they curl up into liftable balls when stunned. L-target one and wait
for it to open its jaw-things. Hit it and it should curl into a ball. Lift it
and put it on the switch. Go to the chest and open it to recieve the Boss Key.
Now, you COULD backtrack to the boss room, or do what I would - save & quit.
Once the file is reloaded, you'll end up in the first room. From there, just
jump into the pot twice to be back in the pre-boss room.

NOTE: If you want a Treasure Chart, do the save & quit thing, but don't jump
in the pot. Go through the door to the large second room and then through the
door on the left. As you enter (or should I say re-enter?) the room, you'll
soon see a passage going to the right. In the passage is a large gap with lava
in it. Use the Grappling Hook to hook onto the stick above the passage. Swing
across to the chest to recieve a Treasure Chart (#39).

In the pre-boss room, look above the lava river. There will a stick you can
use the Grappling Hook on. Do so and swing across to the other side. Defeat the
Magtail and grab some treasure. In the chests, you'll find a Yellow Rupee and a
Knight's Crest. In the pots, you'll find some stuff, most notably fairies. The
fairies will fully heal your health. Even better, you can use an Empty Bottle
to catch one. This way, they are an auto-life, because they will revive you
one time when you are KO'ed. You can also use one immediately to fully restore
your hearts. However, you have to empty your empty bottle. If you have a Blue
Potion from the rat, I probably wouldn't empty the bottle, though. Your choice.
Anyhow, when you're ready, save and open the door.

Inside the room, you'll see that it consists of a ring of rock surrounding a
pool of lava. There are wooden platforms on the walls and Valoo's tail hangs
down from above... WAIT! Didn't Medli mention that something was hurting
Valoo's tail? It must be fairly large to disturb Valoo, so large that it must
be the boss! As you walk forward, the lava begins to ripple and a large
scorpion-like monster erupts from it! Battle time!

=============================================================================
                              BOSS FIGHT: Gohma
=============================================================================
_____________________________
-----------------------------\
 Part 1: Opening the Shell    )
-----------------------------/
�����������������������������
Begin by equipping the Grappling Hook if it hasn't been equipped already. Use
it and focus towards the roof, where Valoo's tail is hanging from. As you move
over the tail, a yellow sparkle appears! This means nothing other than that you
are meant to hook onto the tail. Once you do, you see Valoo go "What the...?"
and Link begins to swing. You need only swing across. After you let go, a large
piece of the roof falls on Gohma's head and its shell begins to crack.
Immediately aim at the roof again. Gohma will replace the rock and Valoo's tail
will slither through. Swing again two more times to fully crack the shell and
fight Gohma in his "true" form.

_____________________________
-----------------------------\
 Part 2: Ending the Battle    )
-----------------------------/
�����������������������������
This part is simpler. Lock-on to Gohma (well, his eye) and use the Grappling
Hook. Gohma will be forced over and also be stunned. Wail on it with your
sword. Repeat as needed until defeated.

After defeating it, Gohma begins to harden to black rock, then explodes. Link
begins to happily dance as a Heart Container falls and the lava solidifies. A
whirlwind also appears in the center of the room. Grab the Heart Container to
boost and restore your health and reappear outsude of the dungeon, where the
King of Red Lions is.

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                           Dragon Roost Island (B6)
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Link will reappear near the King of Red Lions, outside of the dungeon. Medli
and Komali approach Link. Komali apologizes for mistrusting Link and gives him
his most valued possession - coincidentally, it is none other than the Din's
Pearl. He also adds that he'd like to be like you one day. Medli also says that
Valoo is grateful to you. Valoo then speaks in the ancient Hylian tongue. Medli
is able to translate it as "use the wind god's wind." Then they leave, Komali
going to get his wings, and Medli to do... something.

By "use the wind god's wind", Valoo meant he wants you to learn the Wind's
Requiem. You should've already done that; if not, check Section V of the
walkthrough. After talking to the King of Red Lions, he reveals that he
suspects that Ganondorf sent the monster here. Therefore, he may have done
something to the second pearl, located south of here.

Now, you COULD leave. However, there are a few things left to do as sidequests.
First, return to the ledge. I believe the mailbox may be shaking (at least, I
put something mentioning a mailbox in my notes). If it isn't wait until Forest
Haven. It, if shaking, should have a Piece of Heart in it. Second, go into the
hollow. Go to the mail sorting section and play the minigame. Not only can you
get many Rupees, but a Piece of Heart after a while. Finally, one of the Rito
on the second floor (I think beside the room you met Medli in) wants some
Golden Feathers for his girlfriend. If you give him 20, you'll get a Piece of
Heart now, and 20 Rupees from his girlfriend later from some mail. Remember,
you can steal Golden Feathers from Kargarocs.

Once you are done with any business, head to the King of Red Lions. Switch the
wind direction to the south by using the Wind's Requiem, then enter the boat.
Activate the sail and begin sailing. After a short time, a talking fish swims
by. The King of Red Lions stops. The fish comments on your Sea Chart and then
offers to draw a map of this island on it. He also gives some information about
the island. His brethen will also do this, if you put some All-Purpose Bait on
the water while near them. They leap out of the waters near an island. Try to
make a habit of mapping islands, or you'll get lost later in the game. After
mentioning something about a debt to the King of Red Lions, the fish leaves.

Continue sailing south. You'll come across a few islands. I'll give some
details on them. Also try to map them.

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                              Fire Mountain (C6)
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When you get near this island, the immense heat of the volcano causes you to
take damage. This island is entirely inaccessible until you obtain the Fire
and Ice Arrows. See Sections XV and XVI of the walkthrough for more details.

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                         Eastern Triangle Island (D6)
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There isn't much here. There is some grass and stuff on the island you can cut
for hearts/etc. You'll come back here later; check Section XI of the
walkthrough for details.

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                               Bomb Island (E6)
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This island, too, is rather useless. I've never really remembered to go back
here, but I think you (obviously) need Bombs to access anything here. *sighs*

However, there is one good thing here. West (?) of the island is a submarine.
If you enter it and defeat the enemies located there, you'll obtain an Empty
Bottle!

Whenever you're ready, sail south to F6 - Forest Haven.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++                   Section VII- Forest Haven   **WW47**                  ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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                              Forest Haven (F6)
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As you approach the island, the King of Red Lions points it out to you. You
have to obtain the second pearl, Farore's Pearl, from the earth spirit that
is located here, the Great Deku Tree. However, it may not be easy, as Ganondorf
may have already sent his minions here and harmed the spirit and/or taken the
pearl. Once on the island, check the mailbox for shaking. I mentioned earlier
that I probably messed up my notes and that a mailbox here or on Dragon Roost
may be shaking. If it is, examine it; you should get a Piece of Heart. If not,
you already got it or I was mistaken on the time frame or something.

Anyhow, climb up the ledges. You'll find a weird red-purple bulb in a patch of
grass in front of you. When you get near, it begins to be more of a demonic
Piranha Plant from the Super Mario games. It even acts like one, being able to
eat you! However, it is not a Piranha Plant, but a Boko Baba Plant. Stay away
until you are ready to hit it - a three-hit combo will reveal its stick that
holds the plant and bulb together; finishing the combo with a fourth hit will
dislodge the stick and kill the enemy. There are three more before you reach
the waterfall.

Once there, look up. You'll see a stick you can use the Grappling Hook on.
Swing across the island near the waterfall. The river has a current, so try to
stay out of the water. Now, you may notice an octopus-like thing called a River
Octorok. It shoots weird balls at you. Defend with your shield to bounce them
back and kill the monster. Continue to the next ledge; you'll find another Boko
Baba Plant. Defeat it and cross to the next ledge on the river. Far across, in
the calm pool of water, is another River Octorok. Defeat it and look up. You'll
see another stick you can use the Grappling Hook on. Swing across and enter the
large tree - the Forest Haven.

Inside, run along the shallow river and climb the ledges to its higher parts.
Climb onto land after the second ledge and approach the large tree from the
side that looks like it has a face. As you do, you'll notice it has a bad case
of acne - not the typical kind, but Chuchus! Use the A button to roll into the
tree to knock all of the Red & Green Chuchus off. Then you can attack and kill
them.

After the battle, the tree - who is indeed the earth spirit, the Great Deku
Tree - speaks to you in the Hylian tongue. He quickly switches to English after
seeing the bewilderment on Link's face, explaining that your clothes caused the
Hylian tongue to pass his lips. He thanks you for getting rid of the Chuchus
and correctly guesses that the King of Red Lions led you here. He therefore
knows that you request Farore's Pearl and that Ganondorf has already sent his
minions to seize it. The Great Deku Tree calls out the children of the forest,
the Koroks, to meet you. The Koroks are people who used to assume the forms of
humans, but took this form when they decided to live on the Great Sea. Link
has actually arrived in time for an important annual ceremony the Koroks have;
you will recieve Farore's Pearl afterwards. Or will you?

Another Korok comes in late. After getting scolded by the Great Deku Tree, the
Korok, Linder, mentions that Makar, another Korok, was flying near the
Forbidden Forest and fell in! The Great Deku Tree then asks you to go and
rescue Makar, as, without him, the ceremony cannot be completed. Linder then
reminds the Great Deku Tree that Link cannot fly like the Koroks can - he is
too heavy. The Great Deku Tree then creates a special (?) leaf, a Deku Leaf,
that you can use to fly for a short time. He conveniently puts it near the
top of himself (you'll see why it is convenient in a bit).

Begin by going forward and left, towards the bulb that looks like a Boko Baba
Plant, but is more of a purplish-blue color - this is a Boko Baba Bud. You can
use these to jump a short distance into the air and forward; they also resotre
part of your magic power, which will be bestowed upon you shortly. Walk next to
the Boko Baba Bud and walk "into" it. Link will jump in. Now, use the Control
Stick to change the viewing angle so that a green vine is in the center of the
screen. Hold the Control Stick forward. If you haven't gotten the correct angle
yet, DON'T touch the Control Stick - this will let you fall back into the Bud.
Soon, Link will shoot out of it. If you were holding the Control Stick forward,
Link will move forward into the next Boko Baba Bud, which was on that vine.
After three or so launches, you'll end up on a leafy platform. Walk forward
towards the edge. Look up and you'll see a stick you can use the Grappling
Hook on. Use the Grappling Hook and swing towards the next Boko Baba Bud,
pressing A when near. Repeat the previous process and you'll get to the ledge
with the Deku Leaf on it. This allows you glide through the air! You can also
use it on the ground to blow gusts of air that can move things and stun
enemies. In the air, you still can stun enemies - just use the button the item
is set to. You are also given a Magic Meter, which displays how much magic you
have left (sort of like a Final Fantasy MP Gauge) like the hearts display how
much health you have (like a FF HP Gauge). Magic is the power used to determine
how long you fly, among a few other things.

Below you, you'll find a ledge with some grass in the shape of an arrow. Set
the Deku Leaf to X, Y, or Z and jump from the leafy platform. In the air, press
the button you set the Deku Leaf to to begin gliding. Glide to this ledge. You
should cut the grass here to replenish your magic power - you'll see these
items as pots and bottles of sorts. When ready, go through the gap in the wall.

You'll emerge outside, a fair distance above the sea. Just across from you, you
can see the Forbidden Forest. However, the entrance is higher than your current
position. What you are going to do is switch the wind to the southwest via the
Wind's Requiem and fly to that small island at the left. There, you will cut
the grass to restore your magic, then switch the wind to the northwest. It soon
becomes obvious that the entrance to the Forbidden Forest is even higher now.
You'll have to fly through a whirlwind that is circling this small island. Wait
for it to enter your field of vision, then jump on the ledge and fly. You may
go through it; if not, you'll be returned to the place your previously touched
ground at (minus 1/4 heart). Once you manage to make it into the whirlwind,
begin to fly towards the thorn-covered island. Shift a bit to the right to make
it to the entrance. Along the way, you'll meet some flying enemies called
Peahats. At the moment, just constantly press the Deku Leaf's button as they
approach; maybe they'll leave you alone. Once you get to the entrance, enter
your second dungeon.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++        Section VIII- DUNGEON #2: The Forbidden Forest   **WW48**        ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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                             The Forbidden Forest
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The beginning room is chock-full of grass and Green Chuchus - maybe you have
realized that this is an earth-themed dungeon. As before, defeat the Green
Chuchus. Remember, the Deku Leaf can stun them temporarily and they drop Green
Chuchu Jellies (you can steal them via Grappling Hook as well), which can
restore magic power once you turn them into a potion (you'll understand later).
Most of them are near the entrance, the warp jar on the left side of the room,
and the treasure chest (the Dungeon Map) on the right. After beating all of the
Chuchus, grabbing the map, and opening the warp jar, approach the door to the
next room. It is sealed by a weird blue flower that closes when you approach
it. This prevents you from cutting and destroying it. You'll have to attack
from a distance, but how? On the left side of the room, you'll find a large
walnut-thing: a Deku Nut. Pick it up (NOTE: it disappears after about one or
two minutes after plucking it from the ground) and walk to the door. Face the
flower (it MUST be open) and throw the Deku Nut towards it. It should destroy
the flower and unseal the door. Go through the door.

This next room is pretty tall. Unlike the second room of the Dragon Roost
Cavern, this tall room only has one entrance and one separate exit. Now, I
want to jump off of the ledge. Yes, jump off the ledge to the bottom of the
room. Defeat the two Bokoblins and go to the hollow in the tree stump. Defeat
the four Green Chuchus there. Next, grab one of the sticks that the Bokoblins
were holding. Go to the torches near the stump hollow and light it. From a
distance at which the weird flower in the hollow is open, throw the flaming
stick towards it. This should kill the flower. It was on top of a treasure
chest. Open it to recieve a rare (at this point) Knight's Crest. Save these,
as you will probably enjoy the reward. Now, to get back up... On the basement
floor, you will find a Boko Baba Bud. Enter it and use the Deku Leaf while in
the air to fly to another Boko Baba Bud, and so on. Don't worry about magic
loss - as I said in Section VII, magic is partially replenished when you enter
a Boko Baba Bud. Using this method, get to a point on the northern side of the
room above the entrance. A large ledge with a door should be here - sealed by
ANOTHER blue flower. There aren't any Deku Nuts near this time. You'll have to
use a Bomb Flower. Unfortunately, it is guarded by some Green Chuchus. Defeat
them (try using the Bomb Flower), then pick up the Bomb Flower. Set it down (or
throw it towards) near the blue flower. If it is open, the bomb will kill it
when it explodes, therefore unsealing the door. Go through the door.

This room is small and simple. On the other side of the room, you'll see a
cable car-like object. However, you cannot reach it. Instead, equip your Deku
Leaf and look to the left. There will be an anemometer-like object. Therefore,
you can spin it using the force of the wind. Equip your Deku Leaf and face the
object. Use the Deku Leaf to blow a gust of air that will turn a mechanism that
brings the cable car-like thing to you. Next, get in it and face opposite the
direction you want to go - in this case, backwards. Blow another gust of air or
two to bring you and the cable car-thing to the other side. Go through the door
that is there.

In this room, you'll need to travel vertically to advance. Firstly, defeat the
nearby enemies. The Peahats need to be hit with a gust of air first to stun
them and weaken their defense - after this, a single hit will kill it. The
Boko Babas can also be stunned in a similar way with a similar result. Go to
the northern part of the room and defeat any Boko Babas there - one will become
a Boko Baba Bud. Get into it to launch yourself to another Boko Baba Bud, then
use it to reach an upper floor. You'll see a door. Unfortunately, there is no
easy means of destroying the flower on it. You'll have to use the Deku Nut, but
it is on the opposite side of the room. Get into the cable car-thing and face
backwards. Blow a gust of air with the Deku Leaf a few times to get to the
other side of the room. Get out and pick up the Deku Nut. Get back in the cable
car-thing and press R to set the Deku Nut down. Face backwards again and blow a
few gusts of air with the Deku Leaf. Pick up the Deku Nut and, while the flower
on the door is open, throw the Deku Nut at it to destroy it. Go through the
unsealed door.

This next room isn't a room, but a simple wood tunnel - TOO simple. At the
opposite end, there is a flower on the door. In front of you is a Deku Nut.
However, don't rush into this - a circle of thorny vines will appear when you
get close to the Deku Nut. Instead, equip your Deku Leaf and blow a gust of
wind at the Deku Nut. This will not only dislodge it from its roots, but blow
it beyond the circle of vines. Walk around the circle of vines, pick the Deku
Nut up, and throw it at the flower while it is open to unseal the door. Go
through the door.

Remember the second room of the Dragon Roost Cavern? How large it was and how
you always seemed to come back? The Forbidden Forest has a room just like
that - and you just entered it! To start, look to the right and up. There will
be a stick you use the Grappling Hook on. Swing across to the other ledge. Now
you have two weird vines in front of you that move in a predictable pattern.
Since they flat platforms at their ends, why not jump on them? Jump onto one
when it comes close to you, then jump on the next one, then onto the ledge with
the Deku Nut and locked door. Grab the Deku Nut and run along the pathway
around the large flower to another ledge. I'm pretty sure you understand how
to kill the flower by now... Before entering the room, I want you to look to
the left. There are some vines with platforms - they are moving vertically now.
Again, jump from to another, then onto the ledge. On the ledge, blow away a
pile of leaves to reveal a warp jar. NOW go to the unsealed door and go through
it.

This room is fairly simple. There are a few pinecone-like things in the room,
which are filled with Morths. Morths are no more than bur-like enemies that
slow you down as they attach to you. Destroy them with a spin attack. There is
a trench in the middle of the room. Drop into it and you'll find a treasure
chest in it; it contains a Yellow Rupee. Go through the door at the opposite
side of the tunnel.

Oh crap... this room. You may remember those motion-sensitive thorny vines that
popped out of the ground when you drew near. Well... this room is a literal
maze of them. To begin, go towards the pillar in front of you and go to the
left. Continue along the path until you reach a Bomb Flower. Throw it to blow
up both of the sets of boards. The one you can reach will have a treasure chest
behind it. The chest contains a Compass. Now, go back towards the entrance and
you'll eventually get back to your first path. This time, go to the right.
Soon, you'll get to the second set of boards you blew up. Behind these was a
chest containing a small key! Use the nearby Boko Baba Bud to get to the
pillars. One of the pots contains a Joy Pendant; use the rest to restore your
hearts that you likely lost. When you're done, go back to the entrance of this
room and back to the super-large flower room.

Here, return to the locked door. Since you now have a small key, you can unlock
the door and go through it - so do so!

You'll emerge in another room with a cable car-thing. However, there is one
slight difference: you must defend yourself against some Peahats. Try to ignore
them, but stun them via Deku Leaf if they get close. Go through the door at the
other side when you get over there.

On the ground floor of this room, you'll find two Boko Babas and a new enemy:
a Wingless Mothula. These enemies are weak compared to their winged counterpart
but they have one advantage - they can generate Morths to slow you down. Defeat
the enemies and use the Boko Baba Bud that sprouted from one of the dead Boko
Babas to get to the second floor. Up here, you'll find some Peahats. Defeat
them if you wish, then use the Boko Baba Bud on the lone platform to reach the
top floor. There are more Peahats here, but you don't have to fight them. When
you are ready, go through the northern door on the top floor.

NOTE: If you want a Joy Pendant, ignore the door for a moment. In one part of
the room's top floor, you'll be able to see a stick you can use the Grappling
Hook on. Go to it and do so. When you hook onto it, hold R and move the Control
Stick up to climb up the rope. Soon, you'll be on top of the stick. Next, you
will see another one nearby. Repeat this process, then go across some ledges
to a treasure chest. It contains a Joy Pendant.

As you begin to enter, the door behind Link seals. As you proceed into the
room, it merely seems empty - there is in fact a Winged Mothula flying around
in here! Due to the fact that it is flying, and you currently lack your
Bow & Arrows, you have to somehow stun it first. Using the Deku Leaf, blow a
gust of air at the monster. You should then L-target and use a jump attack to
deal some damage and tear one of its four wings. You can also wait until it
does a rocket-charge and parry at that time (this attack will leave behind
Morths). When all four wings are destroyed, the Mothula will be forced to
battle on the ground. At this point, it is no different from the Wingless
Mothula from the previous room, except it has much more health. Upon
exterminating the bug, a gate opens up, giving you access to a treasure chest.
This chest contains the second-most useful item in the whole game (although you
won't get the actual one for a LONG time) - the Boomerang.

The Boomerang is a quite unique item. Firstly, it is able to stun most of the
enemies that you'll encounter. Simply lock-on to the enemy and use the button
you set this item to. Secondly, it makes it much easier to kill Boko Babas,
Peahats, and Seahats. Simply throw this at the enemy (one-hit kill for Boko
Babas, two-hit kill for Peahats/Seahats) and then you can kill it. Thirdly,
you can target up to five objects, enemies, and/or switches simultaneously
with this, throw it, and hit all of the targets (in most situations). Finally,
when you target items left by enemies (hearts, magic pots, items, Rupees) or
from pots/grass/etc., throwing this will take the item(s) targeted to you!
Okay, back to business. As you did with the Grappling Hook in Dragon Roost
Cavern, you immediately have to use the Boomerang to escape the room. Face the
entrance and look above. There are two crystal switches in an alcove above the
door. Use the Boomerang to target both of the switches, then throw it. The
Boomerang should hit both switches, unsealing the door. Now, go back through
it.

I bet you're already feeling the ease of killing Boko Babas and Peahats, eh?
Well, whenever you are ready, head back to the top floor and to the south
door (the one sealed by flowers). You will need to use the Boomerang. Target
both flowers, then throw the Boomerang. The flowers will be destroyed, allowing
you to go through the door.

You emerge in a room above the previous cable car room. However, you aren't
using a cable car. You are to glide to the opposite side, but there is a
problem - many vines with pinecones block your way! Use the Boomerang to
target them, then throw it to cut them off. When your way is fairly clear,
use the Deku Leaf to glide to the opposite ledge. To your left, you'll find a
Joy Pendant. After grabbing it, go through the door.

You emerge at the highest point of the large flower room. From here, you can
see the blue vines that hold it up. You may realize that there is a lower
floor of this room, but you can't get to it - the way is blocked by a bunch
of vines. Coincidentally, this net of vines is directly below the large flower.
Target the five blue vines with the Boomerang, then throw it to cut the vines.
After you do, the large flower will fall through the net of vines, tearing them
as it goes. Drop down after it. Thankfully, despite it is a 3- or 4-story fall,
Link will take no damage if he lands on the flower or the surrounding water.
Take the nearby door.

As you enter this room, you'll spot a Peahat. Kill it via Boomerang. Next,
target the Morths on the ledges and kill them, too. When they are dead, cross
the ledges, heading to the right. On this ledge, you'll find some Green Chuchus
and one major problem - Grabbing Hands. Although the effect can be tough to
see initially, the Grabbing Hands actually invade Link's body and take his magic
power! And, no matter how many times you cut them down, they ALWAYS GROW BACK.
Defeat the Green Chuchus as fast as possible - if at all - and go thorugh the
door.

A small flower bud hangs on four vines directly in front of you. You can jump
across it to another ledge to get a chest containing a Yellow Rupee. Next, use
the Boomerang to cut the vines, placing the flower in the water. You'll find a
River Octorok in the nearby tunnel. It will be shooting at you - shield to
reflect the bullets and kill it. 

SIDEQUEST: TREASURE CHART #1: Get a Bomb Flower from the nearby ledge. Jump
across to the other ledge to blow up the boards. This allows you access to a
room containing a Treasure Chart (#1). Inside, You may have to defeat some
Peahats - obviously, the Boomerang is the best weapon. Get onto a leafy
platform, then to the next ledge, where you'll have to fight a Boko Baba -
remember, Boomerang = one-hit kill. Then get onto the center platform and
run around to the back. Defeat the Morths and the Boko Baba here. The Boko
Baba will turn into a Boko Baba Bud. Use it and the Deku Leaf in conjuction
to reach the northern ledge. There is another cable car set-up in here. By now,
you should understand what to do. When you get to the southern ledge, pick up
the Bomb Flower. Jump onto the cable car and try to throw the Bomb into the
funnel-like hole. It may take several tries to get it right. When you do it
correctly, a cinematic sequence will show a flower on top of a chest being
destroyed by the bomb, with the chest being left intact. Jump off of the cable
car and use to Deku Leaf to go into the hole yourself. Open the chest to get a
Treasure Chart (#1). There will be a hole nearby. Crawl through it and then go
back to the entrance to continue.

Now.... where was I? Oh! If you went to grab the Treasure Chart, you'll need to
recut the flower and rekill the River Octorok. After doing so, face backwards
and use the Deku Leaf. This will blow a gust of air, moving Link and the flower
in the opposite direction of the gust. Follow the tunnel using this method.
I think will be two River Octoroks just before the exit ledge. Kill them if
necessary and get onto the ledge. There will be more Grabbing Hands and Green
Chuchus. Defeat the Chuchus ASAP and go through the door.

I believe you will remember that elaborate blue chest behind the gate. It is
the chest that contains the Boss Key! There is a simple puzzle in here to get
it. Climb up the ramp surrounding the stump. At the top, you'll be able to see
five crystal switches. Use the Boomerang to target and hit all five (remember,
target them simultaneously). When you do, the gate blocking the Boss Key will
open! Go down to grab the key. As you exit the alcove, Kargarocs will drop two
Moblins into the clearing. Luckily, this battle is much easier now. Use the
Boomerang to stun them (try to stun both). After stunning one, continually
attack the Moblin while stunning it/them every now and then. When you defeat
them, obtain the rewards they drop. The door you used to enter this room hasn't
opened, however. Get back on top of the stump. There will be a stick you can
use the Grappling Hook on - swing across to the door. Obviously, go through it.

You end up at the top of the ledge from the left fork three rooms ago. Again,
kill the Peahat and Morths. Re-enter the fallen flower room.

Here, use the Deku Leaf to blow at the anemometer-like object. This will cause
a large updraft to blow up from the flower. Luanch yourself via Boko Baba Bud
and use the Deku Leaf to glide into the updraft. Outside of the hole, you'll
find a door with two flowers on it. Use the Boomerang to destroy the flowers
and go through the door.

You'll emerge in another wood tunnel. There are two Wingless Mothulas in here.
Stunning them will make the battle easier. After defeating them, open the chest
that appears to get a Joy Pendant. Go through the door at the end of the
tunnel.

This dimly lit room is filled with pinecones, a warping jar, and the entrance
to the boss. First, destroy the pinecones to get any refills you need (bottle
any fairies you can find) and uncover the warping jar. You need to light a
stick and get near the jar; the wood on top will burn away. Now, go through the
door or do this little sidequest...

SIDEQUEST: TREASURE CHART #15: First, save & quit or use the warping jar to
return to the entrance room. Go through the door to the second room. By using
the Boko Baba Buds and your Deku Leaf, get to the northeastern side of the room
on the third floor. From here, glide to the opposite side (southwestern). Try
to land on the left side of the ledge to avoid the Boko Baba. Defeat it and
look at the alcove. There will a flower on top of a treasure chest. Target the
flower while it is open with the Boomerang and throw the Boomerang. This will
destroy the flower and make the chest available to you. Now, open the chest to
get your Treasure Chart (#15). Save & quit to return to the first room. Use the
warping jars from there to return to the boss room. Refill on what's needed and
go through the door.

Inside, you'll a Korok jumping at the sight of you on a blue flower. This Korok
must be the missing Korok, Makar! Link is happy, until he sees why he hasn't
seen the boss yet - the flower itself is a mutated Boko Baba Plant - seen by
the Boko Baba-thing that swallows Makar. The flower then begins to fold up and
attach to the ceiling with some vines. Battle time!

=============================================================================
                           BOSS FIGHT: Kalle Demos
=============================================================================

To begin, you'll have to look up. As you saw earlier, the flower bulb is
attached to the ceiling by about twenty or so vines. Using the Boomerang, cut
down the vines. The bulb will rarely attack at this period. If it does, just
observe what attack it is. If a tentacle is swinging hostilely, move to another
area of the room. If the tentacles dig into the ground, watch for a cloud of
dust (?) and avoid it - the tentacles will sprout from the ground and damage
you. When have cut all of the 20-ish vines, the bulb falls to the ground,
beginning the second phase of the battle.

Inside the flower, you'll find the Boko Baba-thing. MAKE SURE TO L-TARGET IT!
This bulb will remain open for only a short time - you need to make every
attack count. I highly recommend staying in the flower the whole time, despite
the fact that you will indeed take 1/4 heart damage as the bulb, when it closes
and reattaches to the ceiling, will spit out Link. However, it means a few more
hits, and you can restore health by the rocks and skulls in the room. Repeat
this process until the battle is over.

At the end of the battle, the Boko Baba thing becomes severed. It thrashes
through the air and on the ground until it blows up, leaving Makar and a Heart
Container behind. As for the flower, it turns a grey color as a whirlwind
appears in the center of it. Makar thanks you for rescuing him, then remembers
that the annual Korok ceremony is today and that he must leave at once. Grab
the Heart Container and enter the whirlwind.

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                              Forest Haven (F6)
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The whirlwind teleports you back into the forest, holding Makar. You appear in
front of the Great Deku Tree. Makar jumps out of Link's hands and apologizes
for getting lost. The Great Deku Tree forgives him, and congratulates you by
giving you Farore's Pearl! The ceremony still hasn't happened, so Link sticks
around for it. Makar pulls out his violin and beings to play - commencing the
ceremony. The Koroks - badly, I may add - sing as seeds appear from the Great
Deku Tree. Eight Koroks fly into the air, grab the seeds, and say a few words
before departing.

Now, leave Forest Haven. NOTE: If you want to upgrade your Picto Box, grab one
of the rainbow-flashing sprite-things you find in the grass by putting it in a
bottle. I'll mention more later. As you near the King of Red Lions, you should
see the mailbox shaking. It contains a letter with a Piece of Heart! When you
talk to the King of Red Lions, he seems worried that Ganondorf may be gaining
power. It is even more imperative that you get the next pearl - Nayru's Pearl!
As usual, he rushes you. However, there is a change - you may sail anywhere you
wish to now -- anywhere! Complete any sidequests (see section six for details
on some that are available) you want to, then sail to D2 on your Sea Chart:
Greatfish Isle.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++        Section IX- Greatfish Isle and Windfall Island   **WW49**        ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    [This is a bit of copy from the end of Section VIII, to catch you up.]

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                              Forest Haven (F6)
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The whirlwind teleports you back into the forest, holding Makar. You appear in
front of the Great Deku Tree. Makar jumps out of Link's hands and apologizes
for getting lost. The Great Deku Tree forgives him, and congratulates you by
giving you Farore's Pearl! The ceremony still hasn't happened, so Link sticks
around for it. Makar pulls out his violin and beings to play - commencing the
ceremony. The Koroks - badly, I may add - sing as seeds appear from the Great
Deku Tree. Eight Koroks fly into the air, grab the seeds, and say a few words
before departing.

Now, leave Forest Haven. NOTE: If you want to upgrade your Picto Box, grab one
of the rainbow-flashing sprite-things you find in the grass by putting it in a
bottle. I'll mention more later. As you near the King of Red Lions, you should
see the mailbox shaking. It contains a letter with a Piece of Heart! When you
talk to the King of Red Lions, he seems worried that Ganondorf may be gaining
power. It is even more imperative that you get the next pearl - Nayru's Pearl!
As usual, he rushes you. However, there is a change - you may sail anywhere you
wish to now -- anywhere! Complete any sidequests (see section six for details
on some that are available) you want to, then sail to D2 on your Sea Chart:
Greatfish Isle.

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                             Greatfish Isle (D2)
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As you approach Greatfish Isle, you will notice some oddities. Firstly, the
game clock will change to night. Secondly, it will begin raining. Thirdly, the
cloud above the island and the very shape of the island - well, islands! These
alone should tell you one thing - you are too late.

The water spirit, Jabun, the carrier of Nayru's Pearl, once lived here. Quite
obviously, he has gone. Quill - remember the Rito postman? - swoops down to
you. He confirms the obvious - this is the work of Ganondorf. However, Jabun
is not dead; quite the opposite - he is at Outset, alive. However, you cannot
reach him, as the path is blocked by a large stone slab. Not even the pirates
could get through it. He then apologizes, because he let slip that Jabun was
there. The last known location of the pirates was Windfall Island. Quill then
comments on the dark skies and why Valoo called this island "cursed." Quill
recommends against staying too long, and follows his own example by departing.
Before you leave, grab the Piece of Heart on the cliffside, then switch the
wind to the northeast. We shall be going directly to Windfall. There is one
island between the two, though. We can shortly visit.

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                              Tingle Island (C3)
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There is little of interest here, except a Blue Chuchu. There are fifteen of
these across the Great Sea, each only holding one Blue Chuchu Jelly. If you
want to begin your collection early, stun the Blue Chuchu to stop its electric
guard, then strike it. It should drop the Blue Chuchu Jelly.

As always, map the area. You won't be coming back for some time for any
necessary reason. Check Section XXIII of the walkthrough for details. When you
are ready, set sail once more, heading to Windfall Island.

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                             Windfall Island (B4)
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As you approach Windfall, you'll notice the pirate ship docked near the prison.
This means that they still likely reside here. The King of Red Lions reasons
that the pirates won't tell you a thing if you ask directly, so you should spy
on them. But where would they be? The only known place where you can buy a
material that blows up stuff (no, not the black market or Russia) - the Bomb
Shop.

Begin by heading to the entrance. You'll find that it is locked. Therefore,
you need to head to the left side. You'll see a narrow ledge that can be sidled
across. Do so and get to the other side. Now, climb up the vines and onto the
roof. Crawl through the light-filled hole.

As Link enters the room atop a high shelf, he witnesses the pirates finishing
the robbery and tying up of Cannon (the Bomb Shop owner). You can't blame them.
I mean, upon averaging, he charged 1,000 Rupees apiece for Bombs - and you had
to buy in quantities of 10, 20, or 30! Mako compliments on Gonzo's obtaination
of Quill's information, and makes a wisecrack - if Gonzo and Tetra had a kid,
he/she might be the best pirate ever. Tetra scolds the two for wasting time on
their jokes, and tells them to load the Bombs on the ship - she wants to leave
immediately. Gonzo, shocked, pleads with her to stay one night here on
Windfall. Tetra gets irritated and says that the same destruction at Greatfish
Isle could happen to Outset. Mako comments that Tetra seems more concerned with
the island than the treasure. This puts her at a loss for words. Tetra then
glances upwards and spots Link. She then changes her mind - they'll stay, but
they'll leave at dawn. As the pirates leave, Mako asks Gonzo about today's
password. They repeat it several times - remember it as it is written, capital
letters and all. If you forget, you can ask the King of Red Lions.

After the scene, you can jump from the ledge. You are unable to untie Cannon -
like you would anyway! As a mild revenge, go to the back room and break boxes
to get a fair amount of Rupees and leave.

Go up the hill that you see in the distance. Near the prison, you'll be able to
jump from the ledge onto the pirate ship. Do so and approach the door. Enter
the password AS IT WAS SAID IN THE PREVIOUS SCENE. If you enter it correctly,
you be permitted to enter.

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                               The Pirate Ship
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Once you enter, you can go below. However, for a bit of interesting stuff,
check out Tetra's bedroom (the room directly in front of you). I won't spoil
any of it for you. When ready, go to the hold and meet Niko.

Niko seems overjoyed to see you - he thought that you died at the Forsaken
Fortress. He decides, as a welcoming gift, to give you your second test. It is
somewhat similar to the first, but harder. There are no platforms; you are
swinging from one rope to the next. There is plenty of time (five minutes?) to
do this. The main problem is lining up your swing. As you did a few times in
the Dragon Roost Cavern, hold R and move the Control Stick left/right to change
which direction Link is facing. You want to face towards the next rope,
obviously. You'll see Niko cross to the other side (cheater!), then you begin
your test. Use the bad help from above to try getting across.

Niko is, as always, impressed that you passed the test. He debates for a moment
whether to give you something. He eventually does - you got the pirate's Bombs!
Soon after, Tetra contacts you via the charm and is as surprised as Niko that
you survived. She compliments your courage, but derives it by saying that it
was only because an idiot like Niko was left to guard the Bombs. Tetra will
tell you more about the pearl's location and that they are leaving at first
light tomorrow. Jump from the ledge, climb the ladder, hit the switch and trap
Niko for the heck of it, and leave.

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                             Windfall Island (B4)
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Outside, jump into the water and sail to the King of Red Lions. Get onto the
boat, as there is nothing at all left to do, and set the wind south or west,
whichever route you plan on using. There is no time to waste, after all -
dawn always comes eventually!

Or does it? Apparently, eternal night was part of the curse mentioned by
Valoo. You'll notice as you sail by the half-dozen islands and the game clock
rarely ever changes from night. Whew! That means you can sort of take a break
and visit some islands. One thing - plenty of monsters are out now. Beware of
them. They usually can be defeated via Boomerang or Bombs (they make a cannon
on the boat).

Eventually, you'll reach Outset Island.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++               Section X- Going Home to Outset!   **WW410**              ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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                              Outset Island (G2)
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Once you reach Outset, the King of Red Lions finally seems to notice that day
hasn't broken yet - in fact, time itself hasn't changed - since you left
Greatfish Island. If you remember frmo earlier, the pirates were going to leave
at dawn. If dawn doesn't come, they won't leave. Therefore, you should feel
to visit with everyone. However, I want you to go to the Forest of Fairies, as
you will probably go there anyhow - and you should, if you want the ability to
get more Rupees!

In front of the pier, you see what you never did while here earlier - there are
monsters here. All of the monsters outside of the forest consist mostly of Red
or Green Chuchus, although the upward path to the forest has some Miniblin on
it. If you remember, the path to the forest is on the far left side of the left
island, on the upwards-moving path. At the top, you'll find the bridge to be
broken. You'll also find a bith more of hill on the opposite side. Get onto the
highest rock on that extra hill. Change the wind direction to west. Face the
entrance to the forest and jump off the rock, using the Deku Leaf to glide over
to the entrance. Now, go into the forest.

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                            The Forest of Fairies
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Simply continue forward. Eventually, you'll get to that ledge from before. If
you remember, after you went across it, you found a unarmed Bokoblin. Well, he
isn't there anymore - he was replaced by a Wingless Mothula. I expect that you
know how to defeat it. Defeat it and proceed towards the massive cracked rock.
Grab your Bombs and place one beside it. Wait for the Bomb to explode, taking
the rock with it. It seems that the rock was covering a hole. Go into the hole.

Inside, you'll find that you are in a small crystalline cavern. In front of you
is a pool of water. Approach it and you'll see a fairy, which will turn into a
larger fairy. This fairy will bless the ability to hold more Rupees upon you, a
maximum total of 1,000! It also allows you to use the fairies here to heal
yourself when you become fatigued. This is the general order of events that
occur when you enter a fairy shrine on an island. I want you to note this: the
fairy allows to use the fairies in the shrine. Therefore, you are allowed to
put one in a bottle. If you don't have a fairy in a bottle, do so, or you'll
have to come back here. Enter the column of light behind you to exit the shrine
and re-enter the forest.

From here, you can go either way to exit the forest. The path to the right will
make you fight two Moblins; the other will make you fight the Wingless Mothula
again. I assume you can find the exit.

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                              Outset Island (G2)
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Leave the ledge (you can jump into the water for no damage, amazingly) and go
to your grandma's house. Inside, you'll find her curled up in a chair,
delirious about you and Aryll going missing. Equip the bottle with the fairy
in it and use it. It will heal you and your grandma, releasing her from her
delusions. She is disappointed in herself about Aryll's kidnapping, and then
you leaving to get her. She wants to help in some way, and does so by filling
your empty bottle with Link's favorite soup - Elixir Soup!

Elixir Soup functions in a MUCH greater way than the Elixirs of other RPGs.
Obviously, it does indeed fully restore all of your health and magic power, no
matter how much must be restored. Secondly, it DOUBLES the power of your
attacks until you take damage - essentially meaning that you could go on for
virtually forever with double power if you are good at defense. Thirdly, and
this is the best part, the bottle is so full that you can use the Elixir Soup
TWO times! As the game says, that is one hearty soup!

After obtaining your Elixir Soup, exit your grandma's house. Go back to the
King of Red Lions. Sail around to the back of the island; it is recommended
that you save.

As you sail around to the back, you'll find that there is a massive whirlpool
there. If you've ever fought one of the Big Octos, you'll recognize it.
However, the challenge is not to defeat a Big Octo, but to break down a stone
wall with Bombs! Equip the Bombs and aim towards the wall. If you haven't yet
upgraded your Bombs, or are a bad aim, wait until the boat is close to the
cracked stone wall. Aim at the upper area of the wall and fire. If you hit the
correct area, it will flash red - you can only destroy the wall from top to
bottom, and there are three sections in all. It will take one to three (?)
shots to destroy each section. If you take too long and get sucked into the
center of the whirlpool, you'll have to start all over with a limited supply
of Bombs, I believe. If so, reset the game. If you run out of Bombs, reset the
game if you saved earlier like you should have. When you destroy the wall, the
King of Red Lions automatically takes you into the newly-revealed cavern.

Inside, you'll see nothing. However, as you travel in, the water begins to
ripple and swell as a massive thing rises to the surface - Jabun. Although
Jabun only speaks Hylian, the King of Red Lions understands it in entirety. He
greets Jabun, and says that Ganondorf has indeed returned. Jabun asks if you
are the Hero of Time and the King of Red Lions says that you are not; however,
he sees much promise in you. After they chat some more, Jabun hands over the
third and final pearl - Nayru's Pearl - and sinks into the ocean's depths.
Exit the cave when you are ready.

Upon exiting, you are able to place the three pearls on their islands. However,
I recommend doing a few sidequests, if just to upgrade some items and hearts!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++                Section XI- The Triangle Isles   **WW411**               ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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                              Outset Island (G2)
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Outside of the cave, you can already tell that the curse has lifted because of
your obtaining of the third Pearl, because it is no longer storming and is
looking almost like dawn is about to break. You have to place the three Pearls
on three islands in the Great Sea. They are marked on your Sea Chart. First,
the southernmost one - Southern Triangle Island - in E4. Set the wind to blow
northeast. Sail in that direction.

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                        Southern Triangle Island (E4)
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Here, you'll encounter a lot of Seahats like you did around Cyclops Reef, if
you crossed there on the way to Outset. You can defeat them in the same way
you killed the Peahats in the Forbidden Forest - two whacks with the
Boomerang. When you defeat/ignore them, sail to the island. Climb the ledges
to reach an odd-looking statue. Approach it and the statue will seem to talk,
asking Link to put the Pearl in its hands. Link will put Nayru's Pearl in its
grasp automatically. There is nothing left to do here - set the wind to blow
north and go to Northern Triangle Island.

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                        Northern Triangle Island (C4)
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Cyclos, the brother of the wind god Zephos (remember Dragon Roost Island?), may
appear here in the form of a tornado. If at all possible, ignore him. Until a
little while later, you will be unable to do ANYTHING about him. When you get
to the island, climb the ledges to reach the statue. Like before, it will ask
Link to put the Pearl in its grasp, and, like before, Link will put the Din's
Pearl in its grasp. Nothing will happen. Sail to the final island in quadrant
D6 - Eastern Triangle Island.

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                         Eastern Triangle Island (D6)
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Here, you will find nothing but small updrafts - nothing to worry about, as
they move in predictable patterns and merely rotate your boat if you DO get
into one. As before, when the statue is approached, Link will be asked to put
the Pearl into the statue's grasp and Link will put Farore's Pearl in its
grasp. This time, something DOES happen!

Suddenly, the statue begins to shine brightly. Needless to say, sudden light
cannot be good, and Link knows this. He quickly jumps off the ledge, and the
statue stops shining. His expression likely represents your thoughts - "Huh?".
Link, like an idiot, goes to re-examine it, apparently forgetting that it
seemingly was about to explode earlier. As he approaches it, it explodes,
sending him flying for the second time in the game (it's a home run!). As the
dust from the explosion settles, a statue of one of the goddesses (Din for
Northern Triangle Island, Nayru for Southern Triangle Island, and Farore for
Eastern Triangle Island) will appear in the place of the statue, still holding
the Pearl that it represents. A beam of light will emit from the Pearl, heading
to one of the other statues. As the beam makes contact, the statue explodes and
another goddess is revealed. It, too, shoots a beam of light to the final
island. Again, contact is made and the statue explodes, revealing the final
goddess. This one will shoot back to the first one (Farore if you followed the
walkthrough). The game zooms out, revealing that a large triangle has been
made. The triangle soon begins to emit its own light, creating the image of the
Triforce. A tower begins to rise from the center. As it does, Link (finally)
lands - right on the side of it. (Probably hurt a lot more than before.) As
Link falls into the water, the King of Red Lions - somehow - catches up to him.
The tower begins to assume its full height as the King of Red Lions explains
that this tower was used in ancient times as a test of courage. You must pass
through the trials here to prove to the gods that you are a hero and are worthy
of possessing the power to defeat Ganondorf. After the King of Red Lions
finishes speaking, save and sail through the entrance to enter the third dungeon
of the game - the Tower of the Gods.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++          Section XII- DUNGEON #3: Tower of the Gods   **WW412**         ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                       The Tower of the Gods (Dungeon)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Oddly, depsite the fact that the entrance room is DIRECTLY connected to the
Great Sea outside, the water rises every 15 ~ 30 seconds. Since you are
connected to the Great Sea, you'd also expect some wind - that will not be so
and you will have to cruise/swim everywhere here.

To begin, go to the southeastern corner of the part of the room available to
you. The room will only appear while the water is lowered. When the water is
lowered, exit the boat and swim to the platform. Climb onto it and go through
the door.

Inside, you find several wooden blocks nearby, as well as a new enemy: the
Yellow Chuchu. These are nearly unique - they have bioelectric fields that can
only be stopped by stunning the enemy (Boomerang works well) and they can give
one of either a Red Chuchu Jelly or a Green Chuchu Jelly. Target the enemy and
use the Boomerang. This should stun the Chuchu - strike it with the sword to
eliminate it. Try to defeat before the water rises, or there will be a nuisance
on the loose - the enemy can't be stunned while floating, but can still damage
you with its bioelectric field. Once the water rises, you'll find several
alcoves. On the south side of the room, one is blocked by a cracked wall; put
a Bomb beside it to break the wall. Inside the newly-revealed alcove, you'll
find the Dungeon Map. At this point, returning to the main room will make four
Yellow Chuchus fall down. Defeat them and leave the room.

Back in the entrance room, sail to the northeastern corner of the available
area - north of the door you just exited - and you'll find a ledge that you can
only get onto while the water level has risen. On the ledge is a sealed door.
There is also a glowing platform nearby, as well as a form of statue (an Armos
statue). Coincidence? I think not! Pick up the statue and place it on the
glowing platform to unseal the door, permitting you to go through.

This room is somewhat reminiscent of the tunnel rooms of Forest Haven. There is
indeed a pit/trench in the middle of the room. However, it is much wider. The
ground is also of equal height on both sides, implying that usage of the Deku
Leaf would be useless. There is no Grappling Hook Stick, either. Go into the
trench and you'll find some small crates and a glowing platform. Place a crate
on the glowing platform before the water level rises to make a crystalline
bridge appear. However, the crates float on water - if the water level rises,
the crate floats and the bridge disappears. At least the crates don't move...
Anywho, go across the bridge when possible to the hut-like thing on the other
side. Under the "roof", you'll find a large statue made of stone. Run back to
the other side, but beware, as the statue will reappeat at the "hut" if it gets
into the water. When you get across, go through the door with the statue.

Outside and to the left (still on the ledge), you'll find a cross-shaped
indentation in the ground. Coincidentally, the bottom of the statue also is a
cross-shape. Press R while near the indentation to set the statue into the
indentation. Light will beam up around it, and the large golden gate on the
eastern side of the room will lower. Return to the boat and cruise along the
newly-opened path. At the end, you'll find a ledge that you can get to when
the water level has risen. On the ledge, you'll find two Armos statues and two
glowing platforms. Place an Armos statue on each platform to unseal the nearby
door. Go through it.

Here, you'll have make a bridge out of the crates in the bottom of the room.
The larger crates will need to be dragged along. The smaller ones can be picked
up, as you already know. I usually prefer a pattern like this for the bridge:


|                                                                            |
|                        **The ledge you end up on**                         |
|____________________________________________________________________________|
                              _____  _ _
                             |      |_|_|
                             |      |   |
                             |      |___|
                             |      |   |
                             |      |___|
                             |       _ _            _________________________
 ____________________        |      |_|_| ]--------/ One of the four smaller |
| Obviously, this is \_______|      |   |          \ crates.                 |
| the crate bridge!  /       |      |___|           �������������������������
 ��������������������        |      |   |           _______________________
                             |      |___|     ,----/ The distance Link can |    
                             |       ___  ]--'     \ push a box one time.  |
                             |      |   |           �����������������������
                             |      |___| __        ________________
                             |      |   |   |______/ One of the six |
                             |_____ |___| __|      \ larger crates. |
						    ����������������
|����������������������������������������������������������������������������|
|                         **The ledge you begin on**                         |
|                                                                            |


See, drag the boxes to create a line. The smaller crates are optional for the
pattern, but they have saved a few times when I've played. Whenever you the
pattern ready, be it mine or your own, run across the bridge while the water
level has risen. If you can make it across the bridge without falling into the
water or having to grab onto a box, the bridge will likely work. Go to the
entrance ledge and break one of the pots that contain sticks. Light it on one
of the nearby torches. Run across to the other side and light the torches here.
A chest will appear. It contains a small key. Now, leave the room.

Go back to the boat and cruise to the western wall. As you can easily see, it
has several sections that are cracked. Like with other walls, you can blow them
up. However, you will need one thing - the Bomb Cannon. Equip the Bombs and use
the boat's cannon to shoot Bombs at the wall sections. If the hit is good, the
wall section will break, revealing a hole to another section. Go to this area.
Here, go up the staircase to the door - you may need to fight a couple of
Yellow Chuchus on the way. At the top of the staircase, enter the door.

Inside, you'll see a chest... and a floating skull! (Wonder if we should call
Ghostbusters?) This skull is surrounded by a red cloud. This cloud is actually
a flame, and will set you on fire if you touch it. However, the enemy is easy
to beat - merely a strike or two of the sword will do it. Open the chest to
recieve the Compass. Now, leave the room.

Outside, look to left for a jar with some sticks in it. Break it and grab one
of the sticks. Light it on a torch and, when the water lowers, go to the lower
floor. Light the two torches on either side of the locked door. When the two
torches are lit, a chest will appear on a ledge near the staircase. Inside,
you'll find a Joy Pendant. When you are done, go to the locked door and unlock
it with the small key to get to the next room.

Inside this room, you will fight four Yellow Chuchus. Use the Boomerang to stun
them, then hit them with the sword to defeat them. If the water should rise
before you can defeat all four, avoid the yellow blobs that appear on the
surface of the water - these are the Yellow Chuchus, and they still have their
bioelectric fields! Even worse, you are unable to disable them at this point!!
When the water level lowers, defeat any that remain. A rainbow staircase will
appear, going to another cross-bottomed-statue. Grab it and, when the water
lowers, quickly leave the room.

Outside, go up the staircase. To the right, you'll find a ledge with a
cross-shaped indentation. Press R while carrying the statue near this
indentation to place the statue into the gap. Back in the main area of the
room, the water-gushing mouth will stop gushing water, giving the job to two
other mouths on the sides. This reveals a pathway and a door. Once the water
level rises, swim back to the boat and to the path. Follow the path and go
through the door.

This tall room has more than just two rats in it. It has one of the most
annoying enemies in existance - the Beamos. As you cross the line of sight
(as if the red ball is the "eye"), the red ball will swell and emit a laser
as it follows you. At this point, it is nearby impossible to destroy it. You
can still eliminate the rats - to make it easier, one hit with your Boomerang
will do the job. Now, on the entrance side, there are two Armos statues. Take
each one to the other side of the room (where the glowing platforms are) and
place one down on one of the glowing platforms. When both are on this side,
step onto one of the glowing platforms yourself. This will cause the platforms
nearby to begin moving. Jump along them until you get to the point where you
can see the door. Go through it.

This room is sort of another hub room, like the lobby. You'll come back here a
few times. The pots usually contain health, magic, or item refills. When you
are ready, go through the only other unsealed door - the eastern one.

In here, you'll encounter a Yellow Chuchu almost as soon as you enter the room.
Defeat it and jump onto the moving platform that is behind it. Ride it to the
opposite, where you'll have to defeat two more Yellow Chuchus. Go to the next
room when ready.

Here, you'll find a winding maze-like path that is underneath a rainbow
platform. The easier route right now is to take the platform. At the other
side, the King of Red Lions talks to you through the Pirate's Charm (I forgot
what he said). In front of you, on the other side, is a large pillar, on top
of which is a different type of statue. Read the nearby tablet to figure out
that you can use R to call the statue and make it follow you. When near the
pillar, press R. The pillar will lower and the statue will follow you. However,
you have a slight problem - the platform is too low for you to carry the statue
across AND you can even get onto the platform. By using R and carefully going
along the path underneath the platform, have the statue follow you. At the end
of the path near the entrance, pick up the statue and jump across the small gap
that separates you from the entrance, then go through the door while still
carrying the statue.

Back in here, simply jump across the gap by using the moving platform.

In the hub room, the statue will jump out of Link's hands and onto a circular
platform, which will then rise. A glare of light will engulf the center
platform. When the light dissipates, you'll see a tablet on the platform - on
which you'll see directions for the Wind Waker! Walk up to the stone tablet and
whip out the Wind Waker. Remember to hold the Control Stick left and move the
C-Stick in this pattern - Left, Center, Right, Center. This melody you have
played is the Command Melody, which can allow to control (and "become") various
things, one of which would be the statues (only the kind you just put into this
room!). The statue will then - somehow - talk about returning his kin to the
place of truth. Hmmm.... His kin would be similarly-looking statues and the
"place of truth" is likely to be right here, as he doesn't seem to be going
anywhere anytime soon. When the statue is finished talking, the tablet will
disappear and the western door will unseal. Obviously, go through it!

This room almost reminds me of the third room of the Dragon Roost Cavern.
However, the only heat comes from the Red Bubbles (remember, flaming skull?)
that are above the gap. You can lure one of them over and defeat it. A few of
my friends who also have this game claim that using wind gusts from the Deku
Leaf can also make the Red Bubbles fall to their death, althoguh I've never
bothered to try it - let me know if it works! Okay, then, above the gap, you'll
find two sticks you can use the Grappling Hook on. Do so and swing across the
gap, then go through the door.

You end up in another room with a pit. Again, look up to find some Grappling
Hook Sticks. Swing across to the other side. Press R while near the statue's
pillar to call it. Now to get across... Uh oh. Link may claim to be strong,
but we all know there is no way he can carry that statue AND swing across, or
simply throw it across the gap. I guess that's why that glowing platform is
there. Have Link stand on the platform and a bridge will appear. Now, use the
Command Melody to have Link control the statue and move it across the gap. When
it is on the other side, have Link take control of himself and swing back to
the other side. Pick up the statue and go through the door.

As before, you are presented the same Grapple-without-the-very-important-statue
problem. For now, pick it up and place it on the glowing platform. This unseals
the only unused door in the room on the south side. Somehow kill the Red
Bubbles once more, then Grapple onto a stick. Hold R and rotate to face to the
right, then swing back and forth so you can get across. On the other side, go
through the door.

You'll end up in what may be a true miniboss. The Darknut, your current
opponent, is one of Ganondorf's armored knights. For now, consider yourself
lucky that you have to fight just one - you will have to encounter a group of
about FOUR (OR MORE!) at one time! I hope you remember how to parry because,
until MUCH later in the game, that will be how you dismantle the Darknut's
armor - which causes him to be invulnerable to all except one other attack -
again, not available until later. Okay, to begin, draw your sword. Wait for
the A to change so you can parry. The parry will either remove the torso or
helmet armor. If it removes the helmet, use the Boomerang to stun the monster
(and use the Grappling Hook to get a Knight's Crest!) and move to its back.
You'll find a red X thing here - strike it to remove the torso armor. If the
parry removed the torso armor, continue at this point. Since the thing has
no armor (it may have helmet armor), it is vulnerable to attack. Stun it once
more with the Boomerang and continually attack it. Repeat until death. At the
end of the battle, a treasure chest appears. Inside, you'll find a VERY useful
item - the Hero's Bow. This is your typical bow & arrow. Nothing special. You
do get to hold 30 Arrows, though, until you upgrade the item. Now then, leave
the room.

Now, you can take the easy route of defeating the Red Bubbles! Simply equip the
Hero's Bow by setting to X, Y, or Z, then aim to the target. Firstly, eliminate
the Red Bubbles. You'll also find a weird eye on the opposite side of the room
from you. Shoot it with an arrow. Two floating platforms will emerge from an
alcove beneath the eye. Now, use the Grappling Hook to swing to what is now
your left side of the room - where you left the statue. There, pick up the
statue and cross the floating platforms and go through the door.

Back in the hub room, the statue will jump out of Link's hands and get onto
its pedestal, which will then rise. The final door will also unseal. However,
since you obtained the Hero's Bow, let's get a few unnecessary, but sometimes
useful items, covered in the next four paragraphs.

---Joy Pendant---
From the hub room, go through its eastern door - the first one you used. In
here, you'll still find the Yellow Chuchus, as well as another enemy - the
Wizzrobe. It is best to L-target it and shoot it with two arrows. However,
beware, as it shoots fireballs and will disappear soon after being struck.
When it is done, get onto the moving platform. You will see a point where it
branches off to the right. Along that path, you'll see an eye. Shoot it with
an arrow to make another platform appear. Get onto the platform and ride it
to the ledge. Up here, you'll find a door to go through.

Inside, you'll find a new enemy - Armos Knights. These could be classified as
among the weakest in the game. When you get close to it, it will jump three
times towards you. Afterwards, it will open its mouth. From your own stock,
grab a Bomb and L-target the Armos Knight. Throw it; the Bomb will land in its
mouth. The Armos Knight will then wildly spin around, damaging you if you touch
it, before exploding. There are two of these monsters in here. If you are quick
enough, you can make both enemies eat the Bombs. After they are defeating, a
chest will appear. It contains a Joy Pendant. Also note: the Armos statues in
the previous room will now fight you. Stun it by shooting a arrow into its eye
and kill it by hitting the jewel on its back - there is no need to stun it.

---Treasure Chart (#6)---
From the hub room, go through the southern door. You'll end up back in the
super-tall room. Go to the other door on the southern side of the room. You
should end up in the entrance room. To its left side, past the broken wall. Go
up the staircase and enter the door at its peak.

Here, you'll fight another Red Bubble. Defeat it and look up a bit. You'll
find another eye. Shoot it with an arrow to make the two bluish panels below
it explode, revealing a chest. This chest contains a Treasure Chart, Treasure
Chart #6!

Once you obtain the treasures you wanted, return to the hub room. As you may
remember, the northern door - the last one - was unsealed. Therefore, you
should go through it.

The main room is somewhat a mix of the third room of the Dragon Roost Cavern
and the trench room from here. The ledge in front of is higher, however. There
is a scale-thing in front of you as well - obviously, this should aid in
getting to the other side. However, in the next two paragraphs, I will detail
a slight sidequest to get another Treasure Chart (#30).

Begin by getting onto the scale's left side. Since there [should be] nothing
on the other side, Link should sink with the platform. This will put him barely
above the water's surface. To your left, you'll spot a cracked wall. Pull out a
Bomb and hold it for about 3 ~ 5 seconds, then throw it. If you timed it well,
it should blow up as it passes near the wall, consequentially ridding you of
the blockade. Behind the wall, you'll find a door. Go through it.

Inside, you'll find two Armos Knights. This time, they will be dormat. There
is a wind-marked platform on the floor. What could it mean? Well, you have the
Wind Waker that is used to control the WIND. Play the Wind's Requiem on the
mark to make a chest appear. Immediately afterwards, the two Armos Knights will
awaken. They will hop towards you three times and open their mouths. Throw a
Bomb into the mouth (it helps to L-target) to make it spin wildly, damaging you
if you get touched by it, before exploding. Do this to both monsters, then open
the chest to recieve a Treasure Chart (#30). Now, back to the walkthrough!

Now, then, if you grabbed the Treasure Chart, climb up the nearby ladder, then
jump onto the right half of the scale. If you didn't, I'm fairly sure you can
figure it out. On the nearby ledge, you'll find a door you can go through.

You'll emerge in one of the least-favorite rooms of the dungeon. This room has
many moving platforms, a few Red Bubbles, no floor, and few refills. Begin by
sniping the Red Bubbles from the sky - carefully, as you have a very limited
supply of arrows. If you are too bad an aim, just him them with your sword
later. Go across several platforms. To your right, you'll see some pots with
what could become the only refills in this room. Use your Boomerang to break
the pots, then again to get the items. To your left, you'll see yet another
eye. Obviously, shoot it with an arrow. The platform the eye is on will begin
to move. Move across some more until you get to a ledge (yay, semi-ground!).
Here should be chest; open it to recieve a small key. Now, if you want a Joy
Pendant, look to the south side of the room. You should see a platform with an
eye on it. Shoot the eye to make the platform move. Get onto it, then aim above
the entry door to find another eye - shoot it to make a chest appear on the
southern part of the room. Open it to get a Joy Pendant. From any location,
use the Deku Leaf to glide to the entrance, then go back into the scales room.

Get onto the entrance ledge by climbing up the ladder. Now, I'm sure you know
how scales work. Below, I uselessly made a table indicating various things and
stuff. In all cases, assume one Armos statue is 1/2 Link's weight (LW).
  ___________________________________________________________________________
 / Number of Armos Statues |       Effect If Link        |     Math-based    \
|     On One Platform      |    Is On Other Platform     |     Reasoning      |
|--------------------------|-----------------------------|--------------------|
|          Zero            | Sinks as much as possible.  | 1 > 0       (-1 LW)|
|           One            | Sinks somewhat.             | 1 > 1/2   (-1/2 LW)|
|           Two            | Platforms are equal height. | 1 = 1        (0 LW)|
|          Three           | Rises somewhat.             | 1 < 1 1/2 (+1/2 LW)|
|          Four            | Rises to maximum.           | 1 < 2       (+1 LW)|
 \_________________________|_____________________________|___________________/

Obviously, I shall not include anything about having some Armos statues on one
and some on the other - no one would be that stupid to do that! To make the
task of getting onto the other ledge as easy as possible, put three or four of
the Armos statues on one platform, then have Link jump onto the other. Then he
needs to jump to the other one. The door here is locked - good thing you have
a small key!

You may have a problem here - the final statue is blocked by lasers! (And yet,
Nintendo has Link suffer with a mere Bow, Bombs, and Boomerang...) It must be
out of reach - not! Climb onto the block in the middle of the room, then use
the Deku Leaf to glide over and past the laser barrier. Call the statue down
from its pillar. Next, use the Command Melody to control the statue. Make it
walk through the laser barrier (some tough rock!) and stand on the glowing
platform, which cancels the lasers. Press R to return the control to Link and
grab the statue and leave.

As you enter the scales room once again, put the statue down - a Wizzrobe is
nearby, ready to attack. When it appears, immediately L-target and shoot it.
If you don't get enough time to shoot and it throws the fireballs at you, you
can use the shield to block the attack (and yet, the shield is made of wood).
Hit it twice to defeat it. Next up, head to ledge with the Armos statues on it.
Throw all four on one ledge, then return to the statue. Pick it up and jump
across the higher ledge to the entrance of the room. Go through the door to the
hub room.

Once again, the statue shall leap out of Link's hands and hop to its respective
pillar, which will then rise. All the statues will then glow blue and green,
and shoot a yellow beam so that it intersects above the central pillar. This
creates a pink sparkly light to appear - go into it to be teleported.

You'll end up in an octagonal room. On opposite sides of the room, you'll find
red revolving Beamos. On the northern side of the room, you'll find some Armos
statues; on the opposite (southern) side, you'll find three glowing platforms.
Take the two Armos statues from the northern side and, while avoiding the
Beamos, place them on the glowing platforms. On the third one, let Link stand
on it. This disables the laser barrier, giving you access to a familiar ornate
blue chest - the one that contains the Boss Key! You should open the chest.
After you do, however, the two Armos statues become alive. You can use the
Bow to stun them if you hit them in the eye. Whether stunned or not, you can
always hit the red jewel on their backs to kill them. Once you defeat the Armos
statues, you can go through the northern exit.

You emerge outside of the tower, many hundreds of stories above the Great Sea.
(Remember Link slamming into the tower? Imagine the pain of jumping off and
hitting the water!) Related to my parenthesed comment, you will have to begin
the dungeon from scratch if you fall... Just kidding! You will take 1/4 heart
damage, though. Nearby, you should find a Kargaroc. Two Boomerang hits or one
Arrow should finish it. While heading up the staircase, you'll find a new kind
of Beamos - a blue one - that fires when you are near, but it is stationary.
Target the Beamos while it's firing and hit it with an arrow to destroy it.
Defeat the second in the same way. The third one is another revolving one; run
past it. The fourth and fifth are side-by-side and both blue - shoot them when
they are firing with an arrow to defeat them. Ahead, you'll find another
Kargaroc. Run past the final two Beamos to the staircase. You find some Rupees,
item refills, and fairies here. Use these to your advantage. It may be
elementary now, but make sure bottle a fairy if you have an empty bottle. Now,
save and enter the boss room.

This weirdly too-blue room will seem empty - typical for a boss room. As you
approach the center of the room, you'll hear a voice congratulating you and
asking to accept a final challenge. From your observation of the room, you
will figure out the speaker - the head on the wall: Gohdan. Gohdan will detach
itself from the wall, as well as its hands, and become the boss battle!

=============================================================================
                              BOSS FIGHT: Gohdan
=============================================================================

For the whole battle, you shall be using only the Hero's Bow and the Bombs (and
a healing item, if it becomes needed). For the main part, all of the attacks
are easy to dodge - there is only one you'll ever notice. Occasionally, the
head will shoot explosives out of its nose (they aren't covered in mucus). Just
simply run randomly around the room to avoid this attack. Also, you may notice
the trench around the edge of the room. This is electrified and will damage
you 1/4 heart.

Now, for your offense. You'll notice that you can lock-on to the hands for some
odd reason - they have eyes! L-target the eyes and shoot them with arrows.
Try not to shoot too fast, or those after the first may not hit. Two hits will
disable a hand for a bit, and there are two hands. Disable both to begin the
next phase. Gohdan's head's eyes will open. Like with the hands, shoot arrows
at them. It will take two arrows (maybe three?) to disable an eye, and there
are two eyes. The head will then collapse to the ground, with its mouth. Go
somewhat near the head and throw a Bomb at it to make it eat it like you did
with the Armos Knights. Then you have to restart this and complete the task two
more times. Luckily for you, if you run out of Arrows/Bombs, Gohdan will
replenish them - after all, he is not a minion of Ganondorf!

After you make Gohdan eat Bomb for the third time, his head will fall to the
ground and a light will shine from behind it. Gohdan will tell that the path
can now be opened, and to be cautious of what lies ahead. As Gohdan replaces
himself in the wall, a Heart Container and another whirlwind will appear. Get
the Heart Container and enter the light.

For once, you will not end up outside of the dungeon... Well, you sort of do.
However, it is at the top of the Tower of the Gods. Climb up the nearby ladder
and look up into the bell. Where the clapper should be, you'll see a stick you
can use the Grappling Hook on. Do so and begin to swing to ring the bell,
telling the gods that you have beaten the test put before you. The sound is
very loud, heard even at the bottom of the tower, where the King of Red Lions
is. A yellowish beam of light appears from the water. SOMEHOW Link will return
to the King of Red Lions and sail into the light.

After sailing into the light, the King of Red Lions will begin to sink into the
depths of the water. He holds his breath, not realizing he can actually breathe
(it makes for a somewhat comedic moment). As the King of Red Lions sinks even
lower, the sea begins to take on a grayish tint. You'll eventually settle in a
pool in a courtyard near a castle in the countryside. As the music begins to
play, you realize that this can only be one place - Hyrule!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++                     Section XIII- Hyrule   **WW413**                    ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    [This is a bit of copy from the end of Section XII, to catch you up.]

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                            The Tower of the Gods
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

For once, you will not end up outside of the dungeon... Well, you sort of do.
However, it is at the top of the Tower of the Gods. Climb up the nearby ladder
and look up into the bell. Where the clapper should be, you'll see a stick you
can use the Grappling Hook on. Do so and begin to swing to ring the bell,
telling the gods that you have beaten the test put before you. The sound is
very loud, heard even at the bottom of the tower, where the King of Red Lions
is. A yellowish beam of light appears from the water. SOMEHOW Link will return
to the King of Red Lions and sail into the light.

After sailing into the light, the King of Red Lions will begin to sink into the
depths of the water. He holds his breath, not realizing he can actually breathe
(it makes for a somewhat comedic moment). As the King of Red Lions sinks even
lower, the sea begins to take on a grayish tint. You'll eventually settle in a
pool in a courtyard near a castle in the countryside. As the music begins to
play, you realize that this can only be one place - Hyrule!

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                                    Hyrule
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

After landing in the pool of water, the King of Red Lions senses that you are
wondering about your present location. However, there is no time to explain:
everything will be clear once you obtain the weapon located inside the castle.
If you want a refill, you can chop down the grass near the pool. When you are
ready, enter the castle.

Inside, you may think the whole place has become 50s-movie-fied, but it is
something much larger - time itself has frozen. This can be seen because there
are Moblins and Darknuts are stuck in odd poses, and I doubt this is a fashion
shoot. It seems that, whenever time wasn't frozen, the monsters were ransacking
the castle. You will also notice a large statue in front of you that looks
quite a lot like you - it is none other than the Hero of Time (coincidentally
named Link!).

After you've finishing looking around, it is time (pardon the pun) to get down
to business. Climb down the staircase to get in front of the statue (from its
point of view). Nearby, on the floor, you'll see a Triforce marking. Also
nearby, you'll find three triangular prisms. Once you manage to decipher the
vague hint from the King of Red Lions, you'll realize that you can drag the
blocks onto the Triforce marking. You can only pull one corner at a time, so
it may take a second to get used to - don't worry, this is the only time you
have to do this! Once all of the blocks are on the triangle markings, they will
sink into the ground and the statue of the Hero of Time will slide back,
revealing a secret passage. Climb up the stairs and enter the secret room.

In this room, you'll find a large pedestal surrounded by many glass windows
depicting the six Sages, the Triforce, and Ganon. Proceed to the pedestal and
the King of Red Lions will contact you on the Pirate's Charm. He congratulates
you because you solved the puzzle and says the here, before you, is none other
than the blade of evil's bane; the only weapon that can beat Ganondorf - it is
none other than the Master Sword! As Link struggles to lift the sword, the
nearby statues lower their own swords and the Master Sword slides out with
ease. The light from above suddenly grows brighter; the color returns to this
land, indicating time has returned. It comes as a double-edged sword, however,
as the enemies, too, have been revived.

The view will switch back to Link as he is swinging the Master Sword and then
holds it up to the light. The message saying that you now have the Master Sword
will appear, then you are free to leave - this room anyhow.

When you reemerge into the main hall of the castle, you'll notice that all of
the monsters are alive and kicking... or stabbing... or slicing... or punching.
VERY unfortunately for you, their are electric barriers near either exit,
preventing you from leaving at all. This means you will have to defeat the
eight-ish Moblins and the seven-ish Darknuts. Luckily, they are spread out over
the main room. This means that, if you are luckily, you'll only have to fight
one of each at a time. However, if you are like me, you'll end up fighting five
or six at once!! Preferably, throughout each and every battle, you should use
your Boomerang. This will be a great aid, as you will likely fight multiple
enemies at once. You know how to fight these by now, so I will not direct you.
However, be sure to use the Grappling Hook to the Moblins' Skull Necklaces and
the Darknuts' Knight's Crests -- especially the Knight's Crest. I will make a
small section about it in a second.

Once all of the enemies are defeated (there are some on the second level, too),
the electric barriers will disappear. You could go through the unused exit, but
leads onto a bridge. About halfway across the bridge, you'll come across an
impenetrable barrier. Until the near-end of the game, you will not be able to
pass through. If you did come this way, re-enter the castle and go through the
other exit.

Outside, get back onto the boat and cruise into the ring of light.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++          Section XIV- Back to the Forsaken Fortress   **WW414**         ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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               The Tower of the Gods (D5) (Outside of dungeon)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Now, you have the Master Sword. This weapon is the only weapon able to defeat
Ganondorf, who still has your sister captive! It's high time to rescue her! I
somewhat recommend doing a few sidequests (Pieces of Heart, increasing the
magic gauge, etc.). There are two that I want to do for sure. The first
involves having TEN Knight's Crests. You remember that you can steal them from
Darknuts, so I think you can return to the Tower of the Gods to do so. If/When
you get all ten, sail southwest to Outset Island.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                              Outset Island (G2)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Remember, you must have all ten Knight's Crest to do this! Okay, go to Orca's
house (the man who gave you the Hero's Sword, which you seemingly have
trashed). Equip the Knight's Crests in X, Y, or Z and get close to Orca. Press
the button that the Crests are set to to show them to Orca. He will become
shocked and offer to teach you the Hurricane Spin. Do as he says, and you
will learn the magic-using super-spin Hurricane Spin!!! This attack will be
very useful later in the game, as it can easily take out hordes of enemies in
one use. Orca will fall to tears, seeing you accomplish what he oculd not over
many years.

Okay, I was earlier talking sidequests, wasn't I? Well, there is one more I
want you to do. Sail to Shark Island (F3), Northern Triangle Isle (C4), or any
other island where you have seen one of Cyclos's cyclones.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                  [Place With Cyclone] (Coordinates varying)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Whenever you approach the cyclone, you'll notice that the cyclone will begin
to suck you in towards it, like it should. Now, equip the Hero's Bow. Near
the top of the cyclone, you'll see a pinkish cloud - it is none other than the
god of the cyclones, the brother of the wind god, Cyclos. Shoot him several
times with arrows to make the cyclone dissipate and Cyclos will approach you.
He will compliment your skill and then offer a new challenge - playing a song
on the Wind Waker. Cyclos will move in directions that can translate into 
down, right, left, up on the Wind Waker. Play this song to learn the Ballad
of Gales. This lets you teleport to any of nine spots on the Great Sea, so
long as you are in your boat. The points are below:

          ________ ________ ________ ________ ________ ________ ________
         |   1    |   2    |   3    |   4    |   5    |   6    |   7    |
      ___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     | A |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        | Mother |        |        |        |        |        |
     |   |        |    &   |        |  Wind- |        | Dragon |        |
     | B |        | Child  |        |  fall  |        | Roost  |        |
     |   |        | Isles  |        | Island |        | Island |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        | Tingle |        |        |        |        |
     | C |        |        | Island |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |  The   |        |        |
     |   |        | Great- |        |        | Tower  |        |        |
     | D |        |  fish  |        |        | of the |        |        |
     |   |        | Island |        |        |  Gods  |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     | E |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        |        |Southern|        | Forest |        |
     | F |        |        |        | Fairy  |        | Haven  |        |
     |   |        |        |        | Island |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        | Outset |        |        |        |        |        |
     | G |        | Island |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|

Using this song, you can travel amongst these islands without the senseless
sailing in-between. Seeing as you can go to Southern Fairy Island (F4), go
there for a Bomb upgrade.

Now, then, you will probably use this song to travel to Mother & Child Isles,
seeing as it is closest to our destination of the Forsaken Fortress. However,
it merely teleports you inside the larger island, starting a cutscene. This
will give nothing. For the quickest route, you'll have to travel to Tingle
Island and sail northwest.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                          The Forsaken Fortress (A1)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

As you have probably noticed, you aren't traveling with the pirates; therefore,
you shall not be bound to a barrel launched and mis-aimed at a window causing
you to lose your sword and avoid even the easiest enemies. Nope, ain't gonna
happen. Surrounding the outer wall, you'll find quite a few cannons. Ignore
some and focus on the ones near the door on the south side. Once you can, shoot
the door and sail into the fortress. Look around for the staircase you used
last time you were here. Walk up the staircase and into the courtyard. You can
now ignore the searchlights; these monsters stand no chance against you now...
or do they? As you approach the center of the courtyard, a dark spirit will
appear - Phantom Ganon!

O-------------------------O
| MINIBOSS: Phantom Ganon |
O-------------------------O

This may be the only true miniboss in the whole game. There is only one way to
defeat him - it comes true in the saying "the best offense is the best
defense." It is quite true here - you will knock back the phantom's attacks!

The attack you are to reflect is the large electric ball of energy he throws.
When it grows close, use your sword as if hitting the ball. If you hit it, it
will bounce back to him. He will hit it back it to you. This game of deadly
tennis shall continue until either you or him miss. If you miss, you'll take
1/4 heart damage; if Phantom Ganon misses, he'll fall to the ground. When he
falls to the ground, strike him.

After defeating him, Phantom Ganon will rise into the sky, laughing maniacally,
until he disappears. In his wake, a treasure chest will appear. Open it to
recieve the Skull Hammer. This item can pound objects into the ground and
stun enemies that it or its shockwave hits.

Now, then, I mentioned earlier that you can ignore the searchlights. Well, you
sort of can. Although you will not be captured, the lights will target Miniblin
and cannons to you. You may remember the searchlight locations; if not, just
take the path to the right and go all along the second floor. You'll come
across the searchlights eventually. Remember, to disable them, you must kill
the operator - the Bokoblin. You may come across some spiked pegs - hit them
with the Skull Hammer to knock them into the ground.

Now, then, when you have ended the operation of the searchlights, use the path
to go to the northern room of the second floor. I believe this room earlier had
two Moblin on patrol. They're still here. You can defeat them. When go to the
stairway on the northern side of the room, it is guarded by a laser-shooting
statue mounted on the wall. Quickly run/roll up the staircase to avoid it, then
go through the door.

Go up the path as usual. You'll come across some Miniblin attacks. It is almost
pointless defeating them. In fact, as you go up the path, you'll come across
some spiked pegs. Hit them with the Skull Hammer to knock them into the ground.
If you want to avoid the Miniblin, it seems that knocking down the far left one
and then going on will virtually make them no longer a nuisance. Past the pegs,
you'll find a ledge to sidle across. Do so, and then once more to get to where
you found you Hero's Sword on the previous trip. The door is locked by a
different mechanism than before. Hit the nearby unspiked peg with the Skull
Hammer to unlock the door. It is now time to save Aryll!

Inside, Link looks around cautiously (don't want to flung away, do you?) and
then notices his sister. Link runs up to the cell, and the two kidnapped girls
from Windfall Island take notice of you. Aryll is overjoyed to see you, but it
seems that Link can't open the door - it's locked. Just then, Tetra, Gonzo, and
Senza appear through the door. Tetra tells Link that the door is locked, and
scolds him for acting without thinking. She says that, while you were busy
rescuing your sister, she kept the large bird -- the Helmaroc King -- busy.
She then takes notice of the blue sword hilt - the Master Sword's hilt - on
Link's back. She then, surprisingly, looks shocked and begins a series of
half-questions. Tetra dismisses the thought and orders Gonzo and Senza to take
the girls onto the ship. Link and Aryll finally begin their reunion, but Tetra
reminds him - he still has to take care of the Helmaroc King. Tetra tries to
calm Aryll down and orders Gonzo to take her to the ship as well. As Tetra
leaves, she winks at Link and says that she will be back. The door then
somehow locks and the water begins to rise as the Helmaroc King flies down in
front of you, beginning a boss battle!

=============================================================================
                          BOSS FIGHT: Helmaroc King
=============================================================================

Time for some payback -- well, not yet. This is too cramped a space to fight,
and not to mention that the water is rising! Nearby, you'll find a path that
is partly stone ledge, but mostly wooden bridge. The Helmaroc King will peck
at you, usually hitting the wooden bridge, destroying a section. You can use
the Grappling Hook to get across some parts; others, you'll have to wait for
the water level to get high enough while dodging more pecks. As you ascend the
path, Bokoblin will jump out of some pots. It is preferred that you ignore
them, as the bird will still peck - besides, they won't follow you. As you
reach the roof exit, the Helmaroc King will stick its fat beak in the way,
blocking your exit. Take out your Skull Hammer and give it a nice whack on the
beak to make it fall into the waters below as you exit. As you exit, the roof
begins to close. Just before it closes, though, the Helmaroc King manages to
fly out and begin the second part of the battle.

This part begins on a flat, large platform in the fresh air. Surrounding the
platform are lots of spikes, which are a portion of the Helmaroc King's
strategy, as you'll see. His attacks consist of a fly-over, a massive wind
gust, and a peck. The fly-over deals damage via the claw he lays on the stone
occasionally; dodge to one side to avoid it. The gust doesn't do damage
directly, but will blow you into the spikes around the arena to do damage.
The peck is easy to dodge - just get out of the way! Speaking of pecks, when
the Helmaroc King pecks, the beak will get stuck in the ground if he misses.
Use this to your advantage and smack him with the Skull Hammer - not the sword;
his metal mask is still on! Whack it a total of three times to make the mask
fall off and reveal his face. Use the same strategy as before, but, when he
pecks and misses, hit him with the sword. Ten or so hits should do it.

After defeating the Helmaroc King, he will float into the air, swaying from
side to side. All of the searchlights will focus on him and he will then
explode, leaving behind a Heart Container. The nearby vertical spikes will also
lower themselves. Grab the Heart Container and continue up the path. You'll
soon come to a door - go through it.

As Link enters the room, he sees Ganondorf, facing away from him. He
congratulates you on making it this far (forget the surprise attack...), then
introduces himself as the master of the Forsaken Fortress. Ganondorf asks Link
to remember how he came to obtain the Master Sword and how color and time
seemed to return. It seems that the Master Sword is more than just the blade
of evil's bane, but also the seal on Ganondorf's powers - by withdrawing the
Master Sword, you have given Ganondorf his full power! Greatly angered, Link
charges at Ganondorf. The view switches outside and you hear the sound of a
stab or metal-on-metal or something. Point is, when the view switches back,
Link is on the ground - his attack has failed. Ganondorf backhands Link,
sending him flying, and then withdraws a samurai sword. (Man, this makes me
think of Dark Cloud...) Ganondorf says that the Master Sword cannot defeat
him in its current state - the power has faded and the edges have dulled - it
cannot repel evil as it once could. As Ganondorf prepares to deal the
deathblow, Tetra enters the room and distracts Ganondorf, telling Link to get
up. Ganondorf then grabs her by the neck and sees the Triforce of Power on his
hand resonating. He laughs maniacally, claiming that he has found Princess
Zelda! She claims to not know what he's talking about, but Ganondorf isn't
fooled - he knows quite well now that Tetra has the Triforce of Wisdom and
asks how she came to get it. As he is asking, Prince Komali and Quill -- the
Ritos from Dragon Roost Island -- fly in at full speed and rescue the two of
them. As they exit, Valoo hits the cabin with an immense fire stream.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
               The Tower of the Gods (D5) (Outside of dungeon)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

The view switches to outside of the Tower of the Gods. Link in the boat with
Tetra, who is unconscious. Valoo, Quill, and Prince Komali are on the ledge
nearby. Link has a worried look on his face, but Quill reassures him, saying
that Tetra is merely unconscious. The King of Red Lions thanks Valoo, wanting
to separate you two from Ganondorf. Apparently, Valoo agrees with this idea,
because his has no objection as the King of Red Lions sinks back to Hyrule.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                                    Hyrule
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

In the castle courtyard, Tetra awakes and asks about where they are and what
happened to Ganondorf. The King of Red Lions then talks to Link through the
Pirate's Charm (wha... Isn't he right in front of you?) This angers Tetra and
she asks who is using the charm. The King of Red Lions tells you meet him at
once (again: wha...). I guess that either the King of Red Lions was once in a
mental institution, or he isn't who you think he is... Enter the castle with
Tetra following you.

Thankfully, the Hero of Time statue has been moved back still. Go into the
basement, again with Tetra following.

On the pedestal that used to have the Master Sword in it, there is a large
red-robed figure. Tetra asks the man if he is one who's been using the charm.
The man doesn't give a direct answer; instead, he says that it's an enhanced
version of the Gossip Stones from the Hylian Royal Family's legends. Those
who played the Ocarina of Time should remember these. Tetra seems to not
understand a word he is saying. He then asks if they know the kingdom described
in the legends, the kingdom where the power of the gods lay hidden. That
kingdom is this kingdom - Hyrule! The man turns around and introduces himself
as the king of Hyrule: Daphnes Nohansen Hyrule. He asks Link if he can
recognize his voice. He quite obviously does - besides being known as the king
of Hyrule, he is also known as the King of Red Lions. This person was the
person who was speaking to you through the boat and the Pirate's Charm; he saw
no need to reveal himself while the power to repel evil remained in the Master
Sword. So, it is quite obvious why he has revealed himself, isn't it...

The king launches into a history lecture, recapping the introduction story
(see Section I of the walkthrough). Essentially, when Ganondorf stole the power
of the Triforce, Hyrule became a land of shadows. The people of Hyrule were
left with one option - pray to the gods. The gods answered their prayers by
flooding Hyrule with torrential rains. However, they let a few people go to the
mountaintops - if everyone was stuck underwater, Ganondorf would still win. The
people rested on the mountains, which, after the rains, became the islands of
the Great Sea. The people who resided their were their ancestors. It seems that
as long as Ganondorf's power was sealed away, so was Hyrule.

The king then beckons Tetra to him. He knows that she wears a necklace. This
necklace is part of a sacred treasure of the Hylian Royal Family -- the
treasure being the Triforce of Wisdom. He then takes another triangular piece
of gold and connects it to Tetra's piece. This completes the Triforce of Wisdom
and reveals the fate that Tetra was born into - she is Princess Zelda - and
even changes her looks to Zelda's. The king apologizes for getting Link caught
up in these events, but, now that Zelda has been revealed, Ganondorf will be
searching all the harder for her. If Ganondorf finds her, Hyrule will once more
become a land of shadows and despair -- as will the land above the water! It
seems, though, that the king has an idea of how the Master Sword lost its power
and he wants you to return to the surface to restore it. The king tells Zelda
that she must stay here for the time being, as not even Ganondorf knows of this
room. The king tells Link that is time to leave, and teleports across the room.
As Link follows him, Zelda apologizes for all that has happened and tells him
to be careful. As Link leaves, the basement reseals -- hope it isn't airtight!

Leave the castle and return to the boat. Before getting in, the King of Red
Lions (yes, I shall continue with that name) continues where he left off
earlier. He believes that the Master Sword has lost its power to repel evil
because something has probably happened to the sages who gave it power in the
first place. The sages reside in the Wind Temple to the north and the Earth
Temple to the south. You could simply go there from here, but, as you likely
know by now, there is a massive, impenetrable barrier that separates Hyrule
from the rest of the world. Thankfully, the temples also have entrances above
the waters, on the Great Sea. He marks the entrances on your Sea Chart. Now,
leave, before Ganondorf is drawn here by you. Sail into the ring of light to
return to the surface.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++        Section XV- Obtaining the Fire and Ice Arrows   **WW415**        ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
               The Tower of the Gods (D5) (Outside of dungeon)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

As you sail away from the light, it disappears as if it even existed. The
King of Red Lions explains why. First, he asks you if you remember the legend
of the Hero of Time. The Hero of Time, long ago, defeated Ganondorf and brought
peace to the kingdom of Hyrule. As with Zelda and Ganondorf, the Hero of Time
had a piece of the Triforce: the Triforce of Courage. When he left Hyrule on
another journey, he parted with the Triforce, which was split into eight pieces
and spread across the kingdom. You will have to find all eight pieces to make
the Triforce of Courage to re-enter Hyrule.

However, before you can, you must restore the power to repel evil to the Master
Sword. Before you can do THAT, you must first find the Fire & Ice Arrows.
Firstly, go to either Northern Triangle Isle (C4) or Shark Island (F3) to find
one of Cyclos's cyclones and learn the Ballad of Gales. If you have already
done so, skip ahead.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                  [Place With Cyclone] (Coordinates varying)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Whenever you approach the cyclone, you'll notice that the cyclone will begin
to suck you in towards it, like it should. Now, equip the Hero's Bow. Near
the top of the cyclone, you'll see a pinkish cloud - it is none other than the
god of the cyclones, the brother of the wind god, Cyclos. Shoot him several
times with arrows to make the cyclone dissipate and Cyclos will approach you.
He will compliment your skill and then offer a new challenge - playing a song
on the Wind Waker. Cyclos will move in directions that can translate into 
down, right, left, up on the Wind Waker. Play this song to learn the Ballad
of Gales. This lets you teleport to any of nine spots on the Great Sea, so
long as you are in your boat. The points are below:

          ________ ________ ________ ________ ________ ________ ________
         |   1    |   2    |   3    |   4    |   5    |   6    |   7    |
      ___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     | A |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        | Mother |        |        |        |        |        |
     |   |        |    &   |        |  Wind- |        | Dragon |        |
     | B |        | Child  |        |  fall  |        | Roost  |        |
     |   |        | Isles  |        | Island |        | Island |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        | Tingle |        |        |        |        |
     | C |        |        | Island |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |  The   |        |        |
     |   |        | Great- |        |        | Tower  |        |        |
     | D |        |  fish  |        |        | of the |        |        |
     |   |        | Island |        |        |  Gods  |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     | E |        |        |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        |        |        |Southern|        | Forest |        |
     | F |        |        |        | Fairy  |        | Haven  |        |
     |   |        |        |        | Island |        |        |        |
     |___|________|________|________|________|________|________|________|
     |   |        |        |        |        |        |        |        |
     |   |        | Outset |        |        |        |        |        |
     | G |        | Island |        |        |        |        |        |
     |   |        |        |        |        |        |        |        |
     |___|________|________|________|________|________|________|________|

Using this song, you can travel amongst these islands without the senseless
sailing in-between. Seeing as you can go to Southern Fairy Island (F4), go
there for a Bomb upgrade.

Okay, then, you now have the Ballad of Gales learned, correct? And you know
that you can teleport, right? Well, if you learned this earlier, you may have
tried teleporting to Mother & Child Isles. You will remember the larger
island being hollow, as well. Well, there is a reason for this. Use the Ballad
of Gales (you MUST use it) and teleport to B2 - Mother & Child Isles.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
               Mother & Child Isles (B2) (Inside larger island)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

After teleporting, Link and the King of Red Lions arrives inside the larger
of the two islands. A pinkish stream of light emits from the raised spring of
water nearby. When it focuses into a thin beam, something resembling a small
girl holding a Great Fairy doll will appear. She giggles and speaks of your
ability to command the winds at such a young age, then introduces herself as
the queen of the fairies! She has taken a liking to Link, and helps him by
giving him the power to shoot fire and ice from his Hero's Bow (Fire Arrows
and Ice Arrows, respectively). She summons two fairies, one with red sparkles
and another with blue ones, and the two enter Link painfully, bestowing the
power in his bow. Fire Arrows shall melt even the coldest ice and Ice Arrows
can extinguish the hottest fire (except lava...) and enemies. Both have double
the power of normal arrows, but they also require a portion of your magic.
When targeting with the Hero's Bow, use the R button to change types. The
queen tells you this and, as with the other fairies, gives you permission to
use the fairies here to relieve your fatigue. Before vanishing, she tells Link
that she is just her type, the King of Red Lions looks at Link, and the queen
vanishes. Use the fairies if needed, and proceed to the next section.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++           Section XVI- Getting the Power Bracelets   **WW416**          ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
               Mother & Child Isles (B2) (Inside larger island)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

You maybe have passed by the Earth/Wind Temples in your travels. As you know
or will soon learn, the Earth Temple's entrance is blocked by a large stone
block, and the Wind Temple's entrance is blocked by a powerful, continuous
gust of wind. Fire and ice alone cannot stop these. However, there are two
items which can, but you need the Fire & Ice Arrows to get to them - the Power
Bracelets and the Iron Boots. You can get these in almost certain orders.
However, you are forced to go to the Earth Temple first; therefore, you have to
get the Power Bracelets first. Begin by entering the boat and using the Ballad
of Gales to go to Dragon Roost Island.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                           Dragon Roost Island (B6)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Use the Wind's Requiem to turn the wind south, if it isn't, then sail south
one quadrant.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                              Fire Mountain (C6)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

You'll probably remember passing this volcano on the way to the Forest Haven.
If you tried going near it, you'd realize that the intense heat of the lava
spewing out of the volcano and down its sides prevented you from even getting
close. Now that you can use the Ice Arrow, you can get close and even inside!

Firstly, sail around the island while its flaming and use the Boomerang to kill
the Kargaroc - as you climb, it'll become annoying. Next, sail a short distance
away from the island and aim an Ice Arrow towards the spume of lava coming from
the peak of the mountain. Release it and it, when it hits the lava, will freeze
and stop the lava (if not, keep trying). A timer also comes up, with a time of
five minutes on it. Get to the island and start climbing the ledges. It is
pretty straightforward, except for one point where you have to go left or right
for ledges. Go right. When you get to the top of the mountain, go into the
hole.

Despite the exterior being cooled for a bit, the interior is much hotter. When
you enter, kill the nearby Fire Keese with the Boomerang. To the left, you'll
see some floating rock platforms on the lava. Jump across them to a ledge on
the opposite side of the cavern. On this ledge, you'll find two Magtails like
you found in the Dragon Roost Cavern. Use parry attacks to defeat them. Once
both are defeated, a treasure chest will appear. Open to stop the timer and
also obtain the Power Bracelets! The Power Bracelets live up to their name,
allowing you to pick up virtually anything. The stone rock blocking the
entrance to the Earth Temple on Headstone Island is such an example. Now that
the timer has stopped, look to your right and you'll see a head etched in
stone. Before, you couldn't even hope of lifting this - now, you can! Pick it
up and throw it somewhere. This stone was blocking a path back to the beam of
light that lets you exit the volcano. Go into the light.

Now, you can either obtain the Iron Boots (see the next section, Section XVII),
or you can go ahead and finish the Earth Temple (see Sections XVIII and XIX).

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++             Section XVII- Getting the Iron Boots   **WW417**            ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
 Mother & Child Isles (B2)  or  Fire Mountain (C6)  or  Headstone Island (G3) 
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

At this point, I do not know whether you have just obtained the Fire & Ice
Arrows, just obtained the Power Bracelets, or just finished the Earth Temple's
dungeon. Regardless of what you have done thus far, I want you to use the
Ballad of Gales to teleport to Forest Haven.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                              Forest Haven (F6)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

From here, set to the wind to blow west and sail west one quadrant to F5.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                              Ice Ring Isle (F5)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

You probably haven't passed near here like you did with Fire Mountain. This is
the opposite of that place - so cold that being too close will freeze you!
There isn't an enemy nearby this time, so shoot a Fire Arrow into the place
where the fog seems the thickest, so somewhere near the center of the island.
Again, a timer will appear (five minutes) and you are able to get onto the
island's icy ledges. Exit the boat and begin.

Now, climb some ledges. Go to the right and slide down the ice. Repeat this on
the next ledge in front of you. As you slip, crawl to maintain control. Once
you get at the end of this slide, look around. You should see some floating
blocks of ice in the water. Get a running start and jump to the nearest one.
The second one moves; get a running start when it gets close (I think you can
also just use the Deku Leaf). As the second moves, run and jump to the third
ice block. Jump to the rocky ledge and climb the ledges and go into the hole.

Inside the island, slide down the narrow ice slide in front of you. Climb the
ledges in front of you, and use the Boomerang to defeat the Keese that probably
will attack you. Get onto the slide to your left, but you should crawl because
it curves. If you fall, go towards the entrance and use the Grappling Hook
while on the ice ledge. Hold R and climb up the rope, then, when on top of the
stick, hook onto the other and repeat, then continue as normal. After the
slide, get onto the ledge and enter the mini-dragon's mouth to find a chest.
Open the chest to stop the timer and recieve the Iron Boots. These boots,
although restricting Link's foot speed, will make him so heavy, virtually
nothing can move him. There are a few spring platforms in the game that, when
Link stands on them while wearing the boots, then takes them off, he will
spring into the air! To escape, look towards the entrance. You'll find a
narrow ledge with a powerful gust of wind blowing from an alcove somewhere. I
recommend using the Iron Boots while going across the ledge, then go into the
alcove. You'll find a cave, in which you have to un-freeze some enemies by
hitting them with Fire Arrows, then defeat them to make a chest containing an
Orange Rupee (value of 100 Rupees) appear. Whichever you do, go into the light
when you're done to escape.

Outside, search along the outer rim of the island for a frozen chest. Melt it
with a Fire Arrow, then open the chest to recieve Treasure Chart #36. Go back
to the boat and either retrieve the Power Bracelets, do the Earth Temple's
dungeon, or do the Wind Temple's dungeon, all depending on what you have.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++          Section XVIII- Accessing the Earth Temple   **WW418**          ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                  Fire Mountain (C6)  or  Ice Ring Isle (F5)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Again, I do not know whether you have obtained the Power Bracelets, the Iron
Boots, or both. However, you must have the Power Bracelets to continue; see
Section XVI for details.

Now, when you have the Power Bracelets (you can also side-track and get the
Iron Boots), use the Ballad of Gales to warp to Outset Island.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                              Outset Island (G2)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Here, refill a bottle with Elixir Soup if needed (if it is half-full, drink
it anyways and then refill it!) and learn the Hurricane Spin from Orca if you
have ten Knight's Crests. Now, I want you to do something for a Piece of Heart.
Go up the hill to where you brought the pigs at the beginning of the game.
There will be a large black pig in their place (seems someone got hungry!).
Now, that you have the Power Bracelets, pick it up and go to one of the black
spots of soil. Put the pig down and spread some All-Purpose Bait nearby (if
you have been marking the islands, you should have plenty). The pig will likely
dig into the soil and bring something up (the Piece of Heart, Rupees, or item
refills). There are four or five spots in all (one is up the hill to the fairy
forest). One spot, when dug up, will give a Piece of Heart. When ready, set the
wind to blow east and sail one quadrant east to G3 - Headstone Island.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                            Headstone Island (G3)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

When you get to the island, disembark and head to the large stone head. Pick
it up and throw it to reveal the entrance. Go inside.

Inside, the room is lit up by torches, revealing a large stone slab inside.
Marked on it, you'll find directions for the Wind Waker. Whip it out and play
the song inscribed to learn the Earth God's Lyric. When you do, a ghostly
figure appears. It is the old sage of the temple, Laruto, a Zora sage. She
used to be the one who prayed to the gods to keep the power to repel evil in
the Master Sword. She failed because Ganondorf's minions came and killed her.
To restore the power of the Master Sword, you must find the new sage. The new
sage holds a harp similar to Laruto's. The song you played, the Earth God's
Lyric, will awaken the sage to their fate. Laruto then vanishes.

Hmmm.... who do we know that plays a harp? Let's see, it was way back, on
Dragon Roost... It's Medli! Exit the cave, enter the boat, and use the Ballad
of Gales to teleport to Dragon Roost Island.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                           Dragon Roost Island (B6)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

When you disembark on the island, you'll hear someone (Medli?) playing a harp.
This person is not on the shore, though. Head up the ledges into the main cave.
Go to the second floor and use an exit there to go back outside, just higher.
Follow the wooden bridge to the right and you'll find a gap. Look up to find
a stick you can use the Grappling Hook on. Swing across, head left, and climb
up the ladder to find the harp player - Medli!

When you approach Medli, she is happy that you are still okay. Komali has been
asking her all about your adventures, and comments on what a fine young Rito
he is turning into now that he has his wings (I pretty sure you remember from
the Forsaken Fortress). She then continues playing her, because it seems that
playing music is an important part of being an attendant to Valoo. Go near her
and whip out that Wind Waker. Medli then asks you to conduct her. Play the
Earth God's Lyric, and Medli will have a violent reaction. She will say that
the song somehow feels familiar, then falls unconscious into Link's arms. In
the black void of Medli's dream, she find Laruto and Laruto begins to play a
more elegant version of the Earth God's Lyric (show-off!). Medli imitates her,
and they both begin to play together as a Triforce-shaped light appears,
followed by the Master Sword. Medli then wakes up and described her dream,
realizing that she is the one who is to be the next sage of the Earth Temple.
As they get ready to leave, Prince Komali flies overhead. Medli wants to leave
quietly, not letting Komali see her leave. At the end of the cutscene, you and
Medli are in the boat. Warp to Outset Island via the Ballad of Gales.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                              Outset Island (G2)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Here, refill a bottle with Elixir Soup if needed (if it is half-full, drink
it anyways and then refill it!) and learn the Hurricane Spin from Orca if you
have ten Knight's Crests, if needed. When ready, set the wind to blow eastward
and then sail one quadrant east to Headstone Island.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                            Headstone Island (G3)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Once you reach the island, the King of Red Lions instructs you and Medli on
how to work together - basically, she has to do what you say.


>>> Controlling Medli
    - If you want Medli to follow you, get close and press R.
    - Like with any object, press A while near Medli to pick her up.
    - If you jump off a ledge while holding Medli, she will fly while holding
      you and without a change in altitude until her Magic Gauge empties. It is
      the same size as the doubled/improved Magic Gauge. It fully recharges
      when you land.
    - You can use the Command Melody to control her as you did the statues in
      the Tower of the Gods. You must be in the same room as her, though.
      - Press A repeatedly to fly until her Magic Gauge empties.
      - Use the Control Stick to move around on the ground and while flying.
      - When in a beam of light, press the reacting A to have her move her harp
        to reflect the light to a certain spot. It will stay like this if you
        press R to return to Link.
      - Medli has no weapon aside from the reflecting mirror, which cannot
        actually kill an enemy.
      - Medli cannot open doors while being controlled.
      - Press R to return to controlling Link.
    - Hold Medli and go through a door to take her with you; otherwise, she'll
      stay in the previous room.
    - When the Floormasters, the hands in the holes in the ground, take Link
      away, he'll end up somewhere else, as will Medli. It the beginning of the
      previous room.


When the King of Red Lions finishes, enter the cave. Have Medli get near to
Link while he is standing near the stone slab with the markings on it. Play the
Earth God's Lyric to have Medli play it. The stone slab will then collapse. Go
through the doorway revealed to enter a smaller room with a platform. On it is
a hole, which you'll go down automatically.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++          Section XIX- DUNGEON #4: The Earth Temple   **WW419**          ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

         [This is a bit of copy from Section XVIII to catch you up.]

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                            Headstone Island (G3)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Once you reach the island, the King of Red Lions instructs you and Medli on
how to work together - basically, she has to do what you say.


>>> Controlling Medli
    - If you want Medli to follow you, get close and press R.
    - Like with any object, press A while near Medli to pick her up.
    - If you jump off a ledge while holding Medli, she will fly while holding
      you and without a change in altitude until her Magic Gauge empties. It is
      the same size as the doubled/improved Magic Gauge. It fully recharges
      when you land.
    - You can use the Command Melody to control her as you did the statues in
      the Tower of the Gods. You must be in the same room as her, though.
      - Press A repeatedly to fly until her Magic Gauge empties.
      - Use the Control Stick to move around on the ground and while flying.
      - When in a beam of light, press the reacting A to have her move her harp
        to reflect the light to a certain spot. It will stay like this if you
        press R to return to Link.
      - Medli has no weapon aside from the reflecting harp, which cannot
        actually kill an enemy.
      - Medli cannot open doors while being controlled.
      - Press R to return to controlling Link.
    - Hold Medli and go through a door to take her with you; otherwise, she'll
      stay in the previous room.
    - When the Floormasters, the hands in the holes in the ground, take Link
      away, he'll end up somewhere else, as will Medli. It the beginning of the
      previous room.


When the King of Red Lions finishes, enter the cave. Have Medli get near to
Link while he is standing near the stone slab with the markings on it. Play the
Earth God's Lyric to have Medli play it. The stone slab will then collapse. Go
through the doorway revealed to enter a smaller room with a platform. On it is
a hole, which you'll go down automatically.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                          The Earth Temple & Dungeon
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

The beginning room is no more than a beam of light that will take you back to
the surface and a door that is across a somewhat-large gap. Pick Medli up, then
jump across while holding her. Pick her again, if needed, then go through the
door.

This room is larger and has three Moblins in it. Set Medli down and defeat the
monsters. One will be on the staircase on left, another near the pillar in the
center of the room, and the third one will be near the sealed exit on the right
side of the room. After defeating them, pick Medli up and go up the stairs.
From the platform at their peak, have Medli fly you across to the platform with
the switch. Make Link stand on the switch and then take control of Medli by
using the Command Melody. Make her fly to the other ledge with the switch and
stand on the switch. The door will then become unsealed. While still in control
of Medli, have her fly down to the door, then retake control of Link. Have Link
jump down from the platform, pick Medli up, and go through the door.

This room is filled with Chuchus. There are several Red and Green ones, but
there is also a new type - Dark Chuchus. These, while they attack in a similar
manner, are invulnerable to everything. However, it they get hit with light,
they will turn to stone. While in this form, hitting them with the Skull Hammer
will fully destroy them. There is a beam of light conveniently shining in the
near-center of the room. Put Medli in the light and you'll notice that her harp
reflect light. Defeat the Red and Green Chuchus next. Now, go back to Medli and
walk around her. She will face you if you stay close. This will also change how
the light reflects. In this manner, "aim" the light at the Dark Chuchus and
kill their stoned forms with the Skull Hammer. Next, take control of Medli with
the Command Medli. On the side of the room opposite the light is a chest, but
is merely shimmering. As Medli, reflect some light at it to make it solidify.
You can also shine some light at the nearby statues to reveal refills and such.
When that is done, take control of Link. Open the chest to get the Dungeon Map.
Finally, place a Bomb near the warping jar to blow off the cover blocking you
from entering it. Pick up Medli and go to the next room.

This room is somewhat large. On the opposite side, a devilishly-grinning face
dominates the upper side of the room. Below it is a blue fog. You may never
have fought of fog as bad, but this is. Whenever you touch it, you cannot use
items or your sword for a few moments or until you step into light. So how are
you going to get to that peg you see? How about this: control Medli and her
stand in one of the beams of light and reflect some light at the peg. The light
actually makes fog that is near it dissipate! Okay, now equip the Skull Hammer
and walk near (not IN - the light will be blocked) the light and get to the
peg. Smack it with the Hammer to knock it into the ground, unsealing the door
on the right side of the room. Go back to Medli, pick her up, and go through
the door.

When the door closes behind you, set Medli down and walk toward the two coffins
in front of you. As you get close, they will open and two Red Bubbles will
appear. Kill them and move forward. To your left, you'll find a ladder. Climb
up it and pull the block on the ledge towards you. When you do, a hole behind
it is revealed, sending a beam of light on the floor. Play the Command Melody
to control Medli and take her to the beam of light. Reflect it at the
translucent treasure chest on the south side of the room. When the chest
appears, have Medli walk onto the platform it is on for later. Press R to
retake control of Link and open the chest to recieve a small key. When you get
the key, two Floormasters - the holes in the floor with hands that will take
you away to the start of the previous room - will appear. The one closer to the
chest, you, and Medli will only take Medli - at this time, she is out of its
reach. Get close enough to it to have its hand come out of the ground, then
quickly L-target and hit it with the Boomerang. At this point, I usually use
arrows, as I have problems hitting it with the Master Sword while it's stunned,
but you can do what you want. Repeat this with the other Floormaster, but
beware: it will grab you OR Medli. Once they are dead or you have successfully
dodged them, return to the previous room.

Here, go to the opposite side of the room with the locked door. Since you have
a small key, you can unlock the door and go through it. Make sure to grab Medli
before doing so!

Once you enter the room, set Medli down and equip the Hero's Bow. Aim a Fire
Arrow at the curtain near the roof to the left that has light shining through
it. This burns away the curtain, shining a light on the floor. The other
curtains may or may not have other spoils behind them - use the previous method
to grab them. After burning away the curtain, quite a few Red, Green, and Dark
Chuchus will appear. As before, kill the Red and Green Chuchus and use the
"aiming" technique from earlier to petrify the Dark Chuchus. However, don't use
the Skull Hammer to kill them. Instead, pick two of them up and set them down
on the switches near the beam of light. When both of the switches have been
activated, a set of stone slabs on the opposite side of the room will lower to
make a staircase. Quickly, before the Dark Chuchus un-petrify, pick up Medli
and climb up the staircase. If you want a shortcut for another trip or
something, push the nearby block down and go through the door.

In this room, you'll find a Floormaster in the somewhat-lowered portion of the
room of in front of you. Stun it and then kill it using any method you wish.
Now, you will also find several blocks in this part of the room as well. Push
the one nearby on the track into a little groove with a scorpion-pattern. This
will make a skylight open, letting some light in. Use the Command Melody and
take control of Medli. Have her walk into the beam of light and use her harp to
reflect light onto the statue on one of the blocks, and each of the sections of
the wall with the yellowish swirly marking. If the light sets on these long
enough, that statue or section of wall will disintegrate into nothingness.
Behind one of these walls, you'll find another block. Press R and retake
control of Link. Have him move the block that used to have a statue on it and
the block behind the wall along their tracks into their scorpion-patterned
grooves. A chest will be revealed on the higher ledge and the other block will
provide a way up to the now-unsealed door. Remember, there is also a warp jar
in this room, behind a wall in case you wish to come back or go somewhere.
When you're ready, throw Medli onto the higher ledge and then climb up there
yourself. Open the chest to obtain the Compass. As usual, it will locate any
treasure chests in the dungeon, but it will also show you Medli's location with
a pink-purple dot. There is a pot on this ledge that contains a few fairies, so
grab one in any empty bottles you have and use one yourself if needed. Once
ready, pick Medli up and go through the door.

When you enter the room, set Medli down. Go up the stairs to fight some more
enemies. There are two Moblins and three new ghost-like enemies called Poes.
At this time, the Poes cannot be damaged. You can only knock their lanterns
away from them via sword attacks, then get possessed with reversed controls,
then wait about twenty seconds until the ghost leaves you. As for the Moblins,
defeat them the way you usually do. Once the enemies are gone, some stone slabs
will be lowered, revealing a staircase. However, before going up, have Medli
fly up into the alcove with the light beam, then reflect it onto the statues
on the opposite side of the room. Behind them, you'll find a treasure chest
which contains a Joy Pendant. You don't have to carry Medli up the stairs with
you; you'll be coming back in a second. Go through the door on the left after
climbing up the stairs.

You'll end up in a simple room with a ledge and the door on one half, and five
coffins in a pit on the other half. When you approach these coffins, the lids
on them will fall off. From left to right, they contain:

- A Redead
- A Yellow Rupee (Value: 10 Rupees)
- A Redead
- A Redead
- A small key

The Redeads are obviously new to you. Firstly, when you first see them, they
appear to be asleep. However, when you get close to one, it suddenly shrieks,
consequentially stunning Link. This can give the Redead time to come close to
you and bite on Link's head a few times for quite a bit of damage. Your best
best is to open the coffin, run away, then inch closer to the Redead so that
you have a chance of avoiding the bite. Kill them (again?) with a sword combo
or two. They will lay on the ground for a moment, then give their spoils. Try
to fight one at a time - it is much easier that way. Open the other coffins
for their spoils, making absolutely sure to grab the one on the far right (the
small key). When all of the Redeads have been killed (again?), a ladder will
drop. Climb up it and go through the door.

Next, head through the door on your left. It was locked earlier, which is why
you didn't go through it.

As you move forward, yet another enemy makes it debut. The Stalfos, a skeleton
with a spiked mace for a weapon, shall be your miniboss of sorts. They are
among the strongest normal enemies in the whole game; some even say the
strongest. A Stalfos can send you flying with its only attack - a Hurricane
Spin of sorts - if you don't shield. The only way to hurt it is to strike the
head repeatedly. This is no easy feat, seeing as it is almost twice as tall as
Link! So what to do.... You could repeatedly strike at it with the sword and
hope to get lucky, stun and hit them with the sword, or use a Bomb. The hard
thing about using the Bomb is the timing. It works best while the Stalfos is
swinging around. If it hits the Bomb, it and the Stalfos will explode. At
whichever point that the skeleton is separated, equip the Boomerang and
quickly L-target the skull. Hit and stun it, then run up to it and repeatedly
strike it as many times as you can. There is only a short time before the
skeleton's bones rejoin together! While it does, a small brown tornado will
appear, binding the bones together. At this point, you cannot hit the Stalfos
whatsoever. When the skeleton has fully rejoined, take it from the top. After
defeating the first Stalfos, two more shall appear. Defeat those in a similar
manner, and a staircase shall be formed out of stone slabs. At the staircase's
peak, you'll find a treasure chest. Open it to recieve the Mirror Shield, which
replaces your regular shield. This shield is made out of metal -- not wood,
like your old one -- and has been shined to such a point that it can reflect
light similarly to Medli's harp! To use it, draw the Master Sword or an item
and use R as usual to defend. When in light, use the Control Stick to control
which way the shield faces and where the light goes. Finally, go through the
door to the previous room.

NOTE: If you want a Joy Pendant, return to the room with the two Floormasters.
Defeat them as usual, then have Medli fly over to and land on the switch on the
south side of the room. Go through the unsealed door and have Link enter the
beam of light. Reflect it at the yellow swirlies to disintegrate those parts of
the wall. Open the chest behind the wall to get your Joy Pendant.

Back in the room before the Stalfos fight, return to the lower portion of the
room and defeat the enemies again. Next, use the Command Melody to take control
of Medli and fly her up to the beam of light. Have her reflect it to the near-
center of the room. Press R to return to Link and have him walk into the beam
of light. Draw the Master Sword, then press and hold R while moving the Control
Stick to direct the light at the yellow swirly on the wall below Medli. The
section of the wall will disintegrate, revealing a secret passage. Retake
control of Medli and walk her down the passage until you reach the beam of
light near the door. Reflect it at a nearby statue. When it disintegrates, and
reveals a Blue Rupee (value of 5 Rupees) that you can grab later as Link, aim
the beam of light eastward, then retake control of Link. Walk down the passage
until you find Medli's beam of light. Use the Mirror Shield to reflect this to
another yellow swirly near the entrance of the passage, revealing an 80-Rupee
stash. When ready, pick Medli up and go through the door.

You'll emerge on a ledge high above and to the left of the face. (You remember
the room with lots of blue fog, right?) Make sure Link is holding Medli, then
jump off of the ledge. Medli should fly the two of you back to the ledge with
the two light beams. Now, it is time to reveal the true purpose of both of
these beams. First, take control of Medli via the Command Melody. Walk her
into one of the beams of light and begin reflecting light. Whichever beam she
is in (left or right), aim the reflected light at that side of the sinister
face (left beam = left side; right beam = right side). Next, make sure that the
beam is making full contact - if it is, the face will light up. Hold the beam
in that position and press R to return to Link. Walk into the other beam of
light as Link and aim a reflected beam of light at the unlit side of the face.
Once both sides of the face are lit up, it will become much brighter in the
room. The blue fog will dissipate and the beams of light will disappear among
the rest of the light. Stone slabs will be lowered underneath the now-shining
face to make a staircase. Pick up Medli and go down the stairs and through the
door.

Set Medli down and go down the stairs. Once you emerge from the staircase,
you'll end up facing a bridge high above a floor, barely above which is some
blue fog. Think you are safe from blue fog? YOU WISH. Over the bridge, you'll
find two Red Bubbles, but they something blue, not red, around them. These are
Blue Bubbles. Similarly to how Red Bubbles burn you, Blue Bubbles will bestow
upon you the negative effects of the blue fog - temporal disabling of items and
your sword! BLOCK ANY OF THEIR CHARGES!!! As you may have understood, getting
near the Blue Bubbles in general will blue-fog you. How to defeat them, then?
Either hit them with a Deku Leaf wind gust or an Ice Arrow to disable their fog
and make them mere skulls; hit them to defeat them. In this case, try to make
them land on the bridge or carry Medli across very quickly. If you end up
falling, you'll hit the blue fog and have to deal with several Floormasters as
you make your way to the ladder on the northern side of the room. On the south
side of the room, you'll find a large stone slab with the Wind Waker directions
for the Earth God's Lyric inscribed upon it. Play the song to have Medli play
it, destroying the slab. Go through the newly-revealed door.

Set Medli down as you enter the room. In this room, you'll encounter two
Redeads. This time, however, you can exploit their weakness - light. Have Link
walk into the beam of light near the middle of the room. Lock-on to one Redead
and draw your sword. Shield to reflect light at the Redead for about three to
five seconds. Run over to the monster and repeatedly strike it to hopefully
kill it before it does it shriek-and-crunch maneuver. Repeat this with the
other Redead. Next, re-enter the light beam and aim it northwards, at the
statue on top of the block. Finally, reflect light onto both mirrors to get
rid of some statues blocking some doors. Now, leave Medli and go through the
west door.

Your worst nightmare meets you in this room - blue fog with six Floormasters
located throughout the room. Due to the blue fog, you are virtually unable to
see the monsters until you're outside of its hand range. Remember, the blue
fog disables the ability to respond to an attack, so proceed VERY carefully.
It may help to use the C-Stick to return to a ground view to see the
Floormasters' holes while using the map to navigate. On the other side of the
room is a chest. Open to not only recieve a small key, but also remove all of
the blue fog. If you want a Treasure Chart (#12), defeat all of the
Floormasters and open the chest that appears. Whether you do that or not, go
back to the previous room after getting the small key.

You can still leave Medli while going through the east door.

This room is rather easier and simple. It is made of a corridor that ends at a
grille blocking your way into another room. Separating two parts of the
corridor is a slightly lowered section with blue fog and two Floormasters. To
defeat them on either side of the room, get close to the gap and, when the hand
appears, whip out that Boomerang and stun the enemy, then unleash a barrage of
six arrows/three element arrows at it to kill it. Again, repeat this when you
RUN across to the other side (remember to let the fog wear off first!). Next,
push the massive mirror along the track to the scorpion-pattern groove. Near
the grate blocking you to another room, you'll find a peg. You need to knock it
into the ground by whacking it with the Skull Hammer. This will open a skylight
and make some light appear, shining onto the mirror and into the other room.
Finally, head across the gap and into the previous room.

Push the block near the northern ledge right up to the ledge. Pick Medli up and
throw her at the ledge to get her to land on it. Climb up to the ledge and pick
her up. Go through the locked door by using your small key.

You emerge in the room where you made the light shine into earlier. Begin by
setting Medli down. Go around the room and defeat the three Red Bubbles. Next,
you are now able to defeat the Poes the easy way. Lock-on to one, then, while
in the beam of light, reflect light onto the enemy for a bit. If the light
stays on the Poe long enough, it will become solid and drop its lantern. Go up
to it and strike it a few times to kill it. Repeat this with the other two
Poes. Now, you can shine light on the southern statues to reveal a magic pot
and a Yellow Rupee. There is one more statue, but there is a problem. To
reflect the light, you have to be facing the light; the statue makes you face
away. Use the Command Melody and have Medli shine some light somewhere. Retake
control of Link and have him reflect Medli's reflected light at the statue,
thereby destroying it and revealing a door. Pick Medli up and go through it.

This room is really more of a maze that is completely lined with the motion-
sensitive coffins you found your first Redead in. If you want a Red Rupee, go
down the path directly in front of you; the path to the door is to the right.
When you reach the end of the right path, you'll find a large stone slab with
Wind Waker directions on it for the Earth God's Lyric. Play it to make Medli
play it, thereby destroying the slab and revealing a door. Pick Medli up and
go through it.

After climbing down some winding stairs, you emerge in a large cylindrical
room. Almost directly across from you is the boss door. One problem - you don't
have the Boss Key... Climb up a few steps to the right and put a Bomb near the
pot to open the third and final warping jar for this dungeon. Now, go to the
left along the stairs until you come to a gap. Between here and the next set of
stairs is a gap and some vines. Simply grab Medli and jump and fly across. If
you aren't too confident, have Link climb the vines and then, at the other
staircase, use the Command Melody to get Medli over there (or vica versa). If
you fall, there is a bunch of blue fog above the floor. There are also some
Floormasters on the floor. To get back up climb the vines on the southern side
of the room. The door to the next room will be at the bottom of the second
staircase.

This room contains the largest puzzle you've seen (and probably ever will see)
in this game. To begin, use the Command Melody to have Medli fly up to the
large central platform and get onto the switch to make a skylight open and let
some light in. Retake control of Link and make him go into the pit surrounding
the central platform. Push the mirrors in the southwest and southeast corners
of the room along their tracks to the scorpion-pattern grooves. The southeast
mirror will reflect the beam of light. Take control of Medli again and have her
stand on the platform north of the reflecting mirror. Have her face the light
coming from the mirror and then reflect light at the translucent treasure chest
to the right. Next, have Medli shine some light on the nearby statue standing
against the large central platform to destroy it. Behind it, you'll find
another mirror. Now, look southeast to an alcove with a mirror and a platform
in it; reflect some light at the pedestal and then retake control of Link.
Open the chest to get a Purple Rupee (value of 50 Rupees) then go to the
platform Medli aimed light at. Reflect the light at the four swirlies to his
north to dissolve the wall, revealing yet another mirror. Pull this mirror and
the mirror discovered behind the now-destroyed statue along their tracks into
the patterned grooves. Now, control Medli and place her on a pedestal in the
northwestern part of the room, in the light reflected from the southwestern
mirror. Shine some light onto the chest to the left of the mirror; when Link
opens it later, you'll find a Joy Pendant. Look farther to the left to find
another statue; shine light at it and destroy it. This will reveal a secret
passage that leads to a door. Now, shine light on a pedestal southeast of the
one that Medli is on and retake control of Link. Remember to open the new chest
to recieve a Joy Pendant! Go to the platform Medli is shining light at and
reflect it to four swirlies on the northwestern wall. Behind the wall, you'll
find a mirror; pull it to its appropriate spot as well as the mirror behind the
statue. A screenshot will appear of the light beams reflecting over two
platforms near the face on the north side of the room. Firstly, look on the
ledges in the northwest and east alcoves for jars containing many Rupees. Now,
remember the screenshot? Take control of Medli and move her to one of those
pedestals now. Have her reflect light at the side of the face that represents
the platform's side of the room (left platform = left side; right platform =
right side). Make sure that the reflected light is making full contact with the
face (it will light up if it is), then press R to take control of Link. Make
him go to the unused pedestal and reflect light at the unlit side of the face.
When both sides of the face have been lit up, some stone slabs underneath the
now-lit up face will move aside, revealing a door. Don't bother to bring Medli
when you go through.

As you enter the room, you'll probably notice the ornate blue chest on the
opposite side of the room. There is just one problem - you'll fight two Blue
Bubbles and a Darknut to get to it. The Blue Bubbles are easy to get rid of;
just use the Deku Leaf or an Ice Arrow then attack. The Darknut is the same as
ever. Just parry until the armor on the torso is gone, then attack! After the
enemies are dead, the gate blocking the Boss Key chest rises. Open the chest
to get the key, then return to the previous room.

Back in the mirror puzzle room, it may please you to know that you are able to
get Treasure Chart #20 now. If you wish to get it, go through the door at the
end of the secret passage you opened earlier. Don't bother bringing Medli with
you. If you do not wish to grab the Chart, skip the next paragraph.

In this room, you'll find it is like the room where you first encountered your
first three Redeads. The half of the room you're on is higher than the other
half. There are a few changes, though. There are only three coffins in the pit
and they only will open when light shines on them; this is why there is that
beam of light radiating from the roof nearby. Inside the coffins are three
Stalfos. Firstly, have Link enter the light beam. Draw your sword. Use the
Mirror Shield to direct some light at one coffin. Soon, a Stalfos will emerge
from it. If you feel like you take two or even three at once, open the other
coffins. If not, go into the pit and make battle with the skeleton. You should
remember how to fight this. Just blow up the skeleton (Bombs work decently) and
then stun and attack the head repeatedly. Repeat the process with the other
two coffins and Stalfos. When the three monsters are killed, a chest will
appear. Climb up the ladder and open the chest to get Treasure Chart #20. After
that, leave.

Whenever you return to the mirror puzzle room, take Medli/control her and throw
her/fly her up to the ledge with the door you originally entered through. Pick
her up when Link gets up there and go through the door.

When you enter the large cylindrical room, take control of Medli. Have her fly
up to the ledge you entered onto earlier. Link will have to take the long way
and climb the vines. When Link meets up with Medli, pick her up and get next
to the warp jar. Jump off of the ledge, going towards the boss door, and Medli
should fly you there. On the ledge, open some jars to use and/or bottle some
fairies. Save and, when ready, go through the door.

When Link enters the boss room, you'll see quite a few Poes dancing around the
room. They all notice him and then turn into their ghostly forms. As they run
to the center of the room, a large mask appears and seems to absorb the Poes.
As it does, a blobby form that begins to take on the shape of an extra-large
Poe appears. It laughs and summons a lantern. It is none other than the boss
of this dungeon, Jalhalla!

=============================================================================
                             BOSS FIGHT: Jalhalla
=============================================================================

Jalhalla will probably use most of his four attacks throughout the battle. One
of his most common is a large inhale-exhale attack. If you get close to him on
the inhale, he'll blow a stream of flames at you. If you manage to stay away,
he'll exhale and blow you towards the spikes around the room. When you get
close him at other times, he'll usually let loose a stream of fireballs from
his lantern. His least-used attack (in my experience) is the jinx that will
reverse your controls like a normal Poe does. However, he won't sacrifice
himself in any way. Usually, shining a beam of light on him (you'll understand
in a second) will cancel his attack, no matter what it is.

So, how are you going to retaliate? Well, doesn't he look like AND is made up
of normal Poes? And what is the main weakness of these ghosts? No, not an
exorcism, but light! Have Link enter one of the beams of light surrounding the
arena and lock-on to Jalhalla. Defend and, if you're in the beam of light, some
light will be reflected onto the boss, ending whatever attack he is doing. In
addition, if you hold the light on him long enough, he will be stunned, become
solid, and drop onto the floor. Have Link run over to him and pick him up. Aim
towards one of the spiked cylinders around the arena, and throw him at it.
While Jalhalla is rolling, charge up the Hurricane Spin, if possible. Once the
enemy hits the spikes, he will hop into the air and split into about 15 Poes.
When the Poes hit the ground, let loose with the Hurricane Spin! If you control
Link well, you'll take out about half of the Poes. They will reform into
Jalhalla after some period of time. After they do, rinse and repeat.

After the last Poe has been defeated, Jalhalla's mask will appear, as if it is
expecting to absorb at least one Poe. However, it notices there are none and
begins to run away and float up a spiked cylinder. However, before it can
leave, a beam of light shines down on the mask and the mask explodes, leaving
behind a Heart Container. The center upside-down triangle of the Triforce
emblem in the middle of the room also begins to glow blue. Grab the Heart
Container and enter the light.

When you do, Medli runs into the room. Link places the Master Sword into the
blue triangle and conducts Medli as she plays the Earth God's Lyric. Soon,
Laruto begins to play beside her and the Triforce emblem glows a golden color.
When they finish, blue light shines onto the Master Sword. Link picks it up and
the hilt morphs into the one from the Ocarina of Time. The Master Sword's power
to repel evil has been restored! ...Partially. Medli tells you that you'll have
to go to the Wind Temple to fully restore the power to the Master Sword. Medli
says she'll continue to pray here and asks you to look after Prince Komali.
Link steps into the light and leaves.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++            Section XX- Accessing the Wind Temple   **WW420**            ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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                Headstone Island (G3)  or  Ice Ring Isle (F5)
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I do not know if you have the Iron Boots and just completed the Earth Temple,
or if you just got the Iron Boots and already defeated Jalhalla at the Earth
Temple. If you do not have the Iron Boots, you will need to get them; see
Section XVII for details. When you have them, use the Ballad of Gales to
teleport to Windfall Island.

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                             Windfall Island (B4)
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It may interest you to fill a bottle up with Blue Potion if you have collected
all fifteen Blue Chuchu Jellies and given them to the potion guy. If you have
not, ignore him; fairies function better. When ready, set the wind to north
and sail to A4 - Gale Isle.

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                                Gale Isle (A4)
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A very intense wind blows from some weird mechanism placed near the mountain
on the island. Under typical circumstances, you wouldn't be able to even get
close. However, if you walk into the wind with the Iron Boots equipped, you
can easily get up to the mechanism. You may notice the crack on it, meaning
that you should give it a smack with the Skull Hammer. When you do, the device
is destroyed and the winds calmed. Enter the hole behind the mechanism.

Inside, like Headstone Island, you'll find a lit room with a large stone slab.
On the slab, you'll find directions for a Wind Waker song. Play it to learn
the Wind God's Aria. As before, a ghostly figure will appear, holding a violin.
This was a member of the Kokiri tribe, Fado. Before Ganondorf's minions came,
he was the Wind Sage who helped to secure the Master Sword's powers. Now that
he is dead, the blade doesn't have the power to repel evil. To restore the
power, you'll have to find the next sage, who carries a violin like his own,
and play the Wind God's Aria to awaken him. Fado then mentions that the King of
Hyrule used to use the Wind Waker to conduct the sages and requests that you
tell him that he will keep on playing, even in the next world. Fado then
leaves.

Okay, then, you have to find someone who has a violin like Fado's. This should
be much more obvious than Medli........ Don't have it? How about he/she being
a descendant of the Kokiris?......... Still? Think "Forest Haven."............
STILL don't have it? *sighs* Remember Makar? The Korok who played his violin at
the annual ceremony of the Koroks at Forest Haven? He is the new Earth Sage!

Use the Ballad of Gales to teleport to Forest Haven.

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                              Forest Haven (F6)
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As you climb up the path to the Forest Haven, you can hear and see music coming
from the waterfall. (Wonder what Link's taking...) It sounds like a violin, so
Makar is probably behind it. But how to get there? Continue up the path until
you reach the Grapple Stick. Hook onto it and stop swinging by holding R. While
still holding R, move the Control Stick down, lengthening the rope to its max.
Rotate until you are facing the middle of the RIGHT-HAND waterfall. Begin
swinging back and forth and, when you've gotten enough momentum, jump at the
waterfall. You should enter a secret cave behind the waterfall.

You indeed find yourself in a small hidey-hole. Water drips from aquatic plants
on the ceiling, creating a ring of water surrounding a small platform, on which
you'll find Makar. He is playing his violin. When you talk to him, he says that
he is coming up with a song for next year's ceremony and is surprised when Link
tells him that he can be heard outside. When you pull out the Wind Waker, he
asks you to conduct him. Play the Wind God's Aria and Makar will say that the
song feels strangely familiar. He begins to play it flawlessly and Link begins
to conduct again (Feel strangely familiar to you, too? Stay at the main menu
for a little while and you'll know why!). As Link conducts, Fado suddenly
materializes and plays alongside Makar. After a while, Makar and Link finish.
A crowd bizarrely applauds to them as they bow (maybe I'M taking something...).
Makar then says to Link that the Aria has awakened him to his fate of being the
sage of the Wind Temple. He asks you to take him there.

You end up outside, on the boat. Makar is sitting on the King of Red Lions's
head. Use the Ballad of Gales and warp to Windfall Island.

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                             Windfall Island (B4)
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Make any final preparations, then sail north to A4 - Gale Isle.

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                                Gale Isle (A4)
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The King of Red Lions tells you that you'll have to cooperate with Makar like
you did with Medli to master this dungeon, then lets you enter the cave.
Inside, take Makar near the slab and play the Wind God's Aria. As with Medli,
the stone slab will disintegrate. After it does, you'll automatically walk
inside the small room hidden by the slab. Makar, then you, will drop into the
hole and begin the fifth dungeon - the Wind Temple.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++           Section XXI- DUNGEON #5: The Wind Temple   **WW421**          ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

          [This is a bit of copy from Section XXII to catch you up]

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                                Gale Isle (A4)
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The King of Red Lions tells you that you'll have to cooperate with Makar like
you did with Medli to master this dungeon, then lets you enter the cave.
Inside, take Makar near the slab and play the Wind God's Aria. As with Medli,
the stone slab will disintegrate. After it does, you'll automatically walk
inside the small room hidden by the slab. Makar, then you, will drop into the
hole and begin the fifth dungeon - the Wind Temple.

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                          The Wind Temple & Dungeon
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>>> Controlling Makar
    - If you want Makar to follow you, get close and press R.
    - Like with any object, press A while near Makar to pick him up.
    - You can use the Command Melody to control him as you did the statues in
      the Tower of the Gods and Medli in the Earth Temple. You must be in the
      same room as him, though.
      - Press A repeatedly to fly via propeller until his Magic Gauge empties.
        His Magic Gauge is twice the size your unimproved one, or the same
        size as your improved one.
      - When near a pile of dirt with a hole in it, the A button may react.
        Press A to plant a tree seed. The tree will sprout almost
        instantaneously.
      - Use the Control Stick to move around on the ground and while flying.
      - Makar has no weapon to protect himself. If he gets hit, control will
        return to Link automatically.
      - Makar cannot open doors while being controlled.
      - Press R to return to controlling Link.
    - Hold Makar and go through a door to take her with you; otherwise, he'll
      stay in the previous room.
    - When the Floormasters, the hands in the holes in the ground, take Link
      away, he'll end up somewhere else, as will Makar. It the beginning of the
      previous room, except in a few cases.


The first room is simple: go through the door.

Your first observation in this next room is that you'll have to glide across
to the other ledge using the Deku Leaf. You are correct, but there is a
problem: two powerful downdrafts are located about 2/3 of the way across. So
how do you go about getting rid of them? Well, first set Makar down and jump
into the lower area of the room. You'll encounter a Wizzrobe; defeat it with
a couple of Arrows or an Elemental Arrow. As you approach the opposite ledge,
you'll encounter a Stalfos digging itself out of the ground. Defeat it as you
normally would, but note this: for some odd reason, when it is against a wall,
you cannot hit the head. After defeating the Stalfos, use a Bomb to unseal the
warp jar to your left. Next, use the Command Melody to control Makar. Have
him walk/fly into the lowered area and go near the two mounds of soil. The A
button should begin to react. Press it to make Makar drop a seed into the soil,
which will RAPIDLY grow a large tree. Repeat this with the other mound. A chest
will appear; we'll open it later. Still as Makar, fly up to the ledge that you
haven't been on and step on the switch, then return to Link. As Link, open the
chest to get an Orange Rupee (value of 100 Rupees). Now, head back to ledge you
entered onto. To get up, you'll have to use the nearby springboard. Get on it
and equip the Iron Boots. Unequip them to make Link spring into the air; like
with the Boko Baba Buds from Forest Haven, use the Control Stick to move Link
in the direction you wish for him to go. On the ledge, you'll find another
springboard. Get onto it and use the Iron Boots (make sure that the Deku Leaf
is set to a button by now!). Take them off and Link will spring into the air
once more. While in the air, whip out the Deku Leaf and glide to the ledge
that Makar is on. Pick him up and go through the door.

This room is separated by a large screen of sorts. Firstly, set Makar down.
On your side, you will encounter two Armos. Defeat them and then proceed to
the wind switch. Blow a gust of air at it with the Deku Leaf. This will rotate
the screen in such a way that you will be allowed to pass. Ignore the rest of
the switches; they are used to control the screen from the other side. Nearby,
you'll find a moving blade. It moves in a regular rhythm, so don't worry. With
some timing, get past and to the opposite side of the room. With the Command
Melody, control Makar and bring him to Link's side of the room. There, have him
plant tree seeds in the two mounds of dirt. This will unseal the door. Retake
control of Link and pick up Makar. Go into the next room.

This room consists of several ledges with mounds of soil on each. Link, at this
time, cannot travel any further. Instead, take control of Makar and fly up to
each and every of the three ledges and plant a tree. As he plants the third
tree, four Floormasters will suddenly appear and kidnap Makar (that makes
twice!). Somewhat fortunately, the nearby door will also unseal. When you are
given control of Link, proceed through it.

You are now entering the one room you are definitely tired of - a multilevel
cylindrical room! The level you're on consists of four alcoves, with one a bit
higher than the others and unreachable from this level at this time, a jail
cell in the alcove to your left, and a screen blocking you from the below
levels. Head to the alcove to your left (the "jail cell") to see Makar! The way
out is blocked by a VERY heavy stone; so heavy that not even the Power
Bracelets can help you! Makar says that you'd have to be as heavy as the Great
Deku Tree to move it. He is only partially correct, as you'll see later.
Anyhow, you cannot move/destroy/lift the stone at the moment, so you'll just
have to continue without Makar. To the right of your current location, you'll
find another alcove (the eastern one) with two Armos Knights in it. Defeat or
dodge them and go through the door.

This room has another wind switch-operable screen. But where's the switch? Go
past the moving blade and you'll find a block in the floor with cracks on it.
Now, I hope you have fast reflexes, because here's the easy way of doing, and
here's why: below you is the switch. The block will be broken if enough weight
is on it (ie. Link w/Iron Boots) and drop you below. However, there is a
Floormaster circling the switch and, due to a glitch or Nintendo being a douche
or something, it WILL attempt to grab you if you so much as get near it. So,
get onto the block (if there's a second (or more) block, use the one to the
right of the entrance) and equip the Iron Boots. You'll fall below onto a
springboard, which will ready itself. As soon as it is ready, unequip the boots
and you'll most likely escape the Floormaster. Now, hang over the edge of the
hole and use the C-Stick so that you can see where the Floormaster is. Once
it is a fair distance from the springboard, quickly drop down, equip the Iron
Boots, blow a gust of wind at the switch via Deku Leaf, and unequip the Iron
Boots. You should likely escape once more and rotate the screen. Once on the
upper level, go across the screen, getting the Joy Pendant from the chest in
the alcove as you go. Defeat the Peahats with the Boomerang and avoid the
slicer-thing. On the other side of the room, you'll find a stone slab with the
Wind God's Aria written on it. An exit is behind it, but Makar isn't with you
right now. Go through the other door instead.

If you got the Magic Upgrade, it will definitely pay off here. In this room,
you'll travel around mostly by gliding. You can tell that it will be tough
surviving on an unimproved Magic Gauge just by the size. To make thing worse,
there are Grabbing Hands covering the floor. If you remember Forest Haven,
you'll remember that these enemies come in unlimited sets of two to five and
stick their hands into Link to take his magic. For most of this area, you will
use the updrafts in conjuction with the Deku Leaf to fly from rotated
ledge-like screen to rotated ledge-like screen. You'll quite quickly (I think
near the start) come across a non-rotated screen. Jump into the nearby updraft
and go to one of the ledges near the screen. One of the ledges have a switch
on it; press it to rotate the screen. A Wizzrobe will attack you; attempt to
lock-on and kill it via Arrow/Elemental Arrow. Get some magic refills in the
grass nearby, then continue by going to the updraft and heading south. You'll
reach a ledge soon. The ledge has a chest with the Dungeon Map in it. Get some
magic refilled, then head back to the ledge before the fork in the road. Take
the other path. On the last ledge, a Wizzrobe and a few Peahats will attack
from the exit ledge -- attack back! If you use Arrows, you'll have to manually
aim. When the enemies are dead, strike the nearby skulls to refill you're
magic before heading to the next ledge. There, cut some grass to refill your
magic yet again and go through the door.

You end up back in the large room from earlier, on one of the higher ledges.
Bomb the nearby warp jar to unseal it, then step on the nearby switch. This
will mess with the screen nearby so that it becomes open, revealing another
floor below. Since you can't go anywhere but there, jump into the gaping pit.
Make sure to whip you the Deku Leaf before hitting the ground to break your
fall (and probably your arms). The parts of the basement avaioable to you are
limited to the currently unopened screen and the two doors surrounding the
area. One of these doors is locked, so go through the other one.

This room is a more-complicated reversed-version of the pit rooms of the Earth
Temple. YOU are in the pit, with the chest being surrounded by spikes on the
higher ledge in front of you. So how to get there? Well, you may remember the
blocks from before. There are five here. Each does something different,
depending on which one you break through. From left to right...

#1 - Fight four Red Chuchus
#2 - Nothing
#3 - fight two Floormasters (avoid at all costs!)
#4 - Fight three Armos
#5 - Fight four Green Chuchus

I highly advise that you avoid the middle one of the blocks. In the room below
where you'll fight, there are spikes spotted throughout the place, making
battles with Floormasters difficult. I recommend the first, second, or fifth
blocks for ease. When you defeat any enemies that you decided to encounter,
head to the opposite side of the room (underneath the ledge with the chest).
There, you'll find two moveable blocks. One has a springboard; the other,
nothing. On that side of the room, you'll find a black square. Push the block
with the springboard onto this square, and the normal block beside it. Climb
onto the first block, then onto the springboard. Equip and unequip the Iron
Boots to spring onto the ledge above. Once you get up there, the spikes will
recede and the chest can now be grabbed. Open it to recieve a small key. If
you want a Treasure Chart (#35), you now should break all of the blocks from
earlier and defeat the enemies. Return to the current ledge from the chest.
Whether you decide to get the Chart or not, leave when ready.

Go to the locked door of the basement and unlock it. Go through it for a
miniboss.

The cylindrical room will seem empty at first but, as you approach the middle,
a large, yellow-robed, headdressed Wizzrobe shall appear for the first, last,
and only time. If you are planning on completing the Nintendo Gallery, take a
Pictograph NOW!

O------------------------------------O
| MINIBOSS: Elite Summoning Wizzrobe |
O------------------------------------O

Immediately after the battle commences, the Wizzrobe will summon a normal
Summoning Wizzrobe and a Darknut. I think it may help to defeat the Darknut
only to try to keep the enemies from summoning, although I'm not very sure
that this method will always work. As for the Elite Wizzrobe... It has a couple
of attacks. It has the triple-fireball attack typical of Wizzrobes and can
summon any monster in the game, unlike its weaker counterpart. As for killing
it, there are two strategies. You can either repeatedly (and frantically, if
Keese have been summoned) cycle through the lock-ons until you find the main
miniboss (ALWAYS focus on him first!), then fire Elemental Arrows at him. It
will take three to kill. The quicker, but less accurate, way is manual
targeting. Either way, once the Elite Wizzrobe is dead, you will still have to
kill the other summoned enemies before finishing the battle.

After the Wizzrobe and its summoned minions are dead, a chest will appear in
the middle of the room. Open it to recieve the Hookshot. This has quite a few
uses. While targeting, you can latch onto and consequentially have Link travel
to nearby by trees, poles, etc. You can also latch onto enemies and go to them
or, with the Iron Boots on for a sure-thing, bring them to you and stun them.
You can also latch onto spoils to bring them to you or break open jars, pots,
etc., or treasure orbs that enemies drop. You'll have to use this to get out.
Look at the north side of the room. You'll find a peg on a ledge. You'll also
see things that look like targets along the walls. Use the Hookshot to latch
onto these and get onto the ledge. Once you get onto the ledge with the peg,
smack it into the gorund with the Skull Hammer. This will unseal the door. Go
through it.

In the basement, you'll have to latch onto the target-things with the Hookshot
to go up around the room. Do this about five to seven times to get about
halfway to the ground floor. You'll be on the east side, with a large gap
separating you from the next ledge. Glide there with the Deku Leaf and open
the chest on the ledge to recieve this dungeon's Compass. As in the Earth
Temple, Makar's location will marked on the dungeon map now with a pink-purple
dot. Near the chest is a springboard. Get onto it and use the Iron Boots to
make it lower. Unequip them to spring into the air and move forward with the
Control Stick to land on a ledge. Hookshot onto the target-things a few more
times and do the Iron Boot thing to get onto a ledge ringing two of the alcoves
on the first floor. Go along the ledge to the northern alcove. Hookshot onto
one of the targets on the walls. Next, equip the Iron Boots and, while still
wearing them, walk into one corner of the alcove. Latch onto the stone that is
blocking the way to Makar. If you did it correctly, the Hookshot will drag the
stone down and break it (if you were in a corner, it shouldn't damage you). Go
into the cell and open the chest to get a Joy Pendant. Next, drop down onto the
ledge from earlier and go to the other alcove it was ringing, the western one.
Hookshot up to one of the targets to get onto the ledge. Use the Control Melody
to fly Makar over to this ledge. Retake control of Link and go through the
door.

I'm fairly sure you remember the room in which Makar was kidnapped. You have
re-emerged in this room again, and will have to fight a Summoning Wizzrobe.
After defeating it, take control of Makar and have him fly up to the highest
of the ledges, near the only-unused door. Next, have Link equip the Hookshot
and aim at the nearest tree that Makar planted earlier. You will soon figure
out that you can Hookshot at these. Do so and Link will be taken to it. Repeat
this with the other two trees so that you are on the same ledge as Makar.
Luckily, the Floormasters seem to have gone somewhere, so pick Makar up and go
through the door.

This room is quite similar to the previous one, but with a few changes.
Firstly, there are a few Blue Bubbles floating in the air and there are some
Grabbing Hands in the pit below. Therefore, when you remove a Blue Bubble's
flames, it will fall into the pit, and the flames will likely already be back
up by the time you get down there. So how do you do this? Simple: attack with
the Hookshot. Not only will it extinguish the flames, but bring the flameless
skull to you. Strike to kill! Try defeating the nearest few, then fly Makar
up to the nearest ledge and plant a tree. Make Link Hookshot up to that tree,
and defeat any Blue Bubbles you can. Then fly Makar to the next ledge and
repeat this until you get to the highest ledge. There, pick Makar up and go
through the door.

You have emerged in the highest part of the cylindrical room from earlier.
Nearby, there are two switches. Set Makar down on one, and make Link stand on
the other. Part of the screen in front of you will rotate, letting you through
and the grate in the basement above the fan will open. Use the Command Melody
and control Makar. Fly into the basement, but not below the fan just yet.
Instead, once you get down there, look in an alcove on the west side to find
two mounds of dirt. Plant trees in these to, somehow, make the fan activate,
creating a MASSIVE and POWERFUL updraft for about fifteen to twenty-five
seconds at a time! While still as Makar, fly into the updraft to fly back to
Link (remember, second floor). When you return to Link, retake control of him.
Next, get near the edge of the ledge. When the updraft starts up again, glide
to the east side of the second floor (your left). It will help to use the
C-Stick to see below you, as the updraft will take you very high. Open the
chest that is here to get a Joy Pendant. Now, fly to the south ledge and enter
the next room through the door.

Here, you will simply fight six Armos. It is better to try to just get behind
them as a whole then strike, rather than the arrow-stun technique. Regardless,
I'll let you do what you want - it isn't hard. Once all six Armos are dead, a
gate rises, giving you access to a treasure chest. This chest contains a small
key; once you get it, leave.

Okay... Now, when the updraft IS NOT BLOWING, equip your Deku Leaf and begin to
float down. I want you to float to the eastern alcove. Once you reach the ledge
and kill the Armos Knights, control Makar and, again while the updraft isn't
blowing, fly down to the ledge with Link. Once the two have been reunited, pick
Makar up and go through the door.

You have re-entered the nightmare room (the glitchy (?) Floormaster and wind
switch room). Use the quick jump-and-gust technique from earlier to rotate the
wind switch again. Once you've returned to the ledge, pick up Makar and cross
over to the stone slab. Play the Wind God's Aria to destroy the slab. Pick up
Makar and go through the door.

And following the nightmare room is... the Boss Key room! As usual, there is
something guarding it: a trio of Darknuts! There is an easy to do this. First,
circle around them until they are close together. Next, back off enough so that
only one has enough range to hit you; lock-on to this one and get ready to
parry. If you are lucky, you might get the sliding parry that removes armor; if
the enemies are close, it will them, too, and remove the torso armor. At that
point, defeat the one you were focusing on and repeat this process with the
other two. Once you're done, a gate will open, letting you get to the chest.
Open the ornate blue chest to recieve the Boss Key. Leave the room.

In the Floormaster-nightmare room, just continue back with Makar and through
the door to the main room.

Here, pick Makar up and drop into the basement, preferably when the wind isn't
blowing. Why? There is a 50-50 chance of dropping into the hole where you can
go below the fan; if it slices you, you will take damage. If you miss the hole,
drop in after the fan stops blowing. Underneath the fan, you'll find a door;
go through it.

In this room, you'll be encountering your second-hardest battle yet - a
Summoning Wizzrobe (a normal one (see, SECOND-hardest)) allied by two Stalfos.
As you enter, immediately equip the Hero's Bow and unleash a barrage of Arrows
(preferably Elemental) upon the Wizzrobe. Focus entirely on the Wizzrobe; the
Stalfos are too slow to reach you if you hurry. As for the Stalfos, destroy
their skeletons with Bombs, stun the bouncing head with the Boomerang, then
unleash a barrage of sword slices to it. Repeat with the other one. Now, after
the enemies are dead, the exit still won't open. Hookshot from ledge to ledge
to get to a ledge with a peg; it is the highest ledge. Smack it with the Skull
Hammer to open the door.

NOTE: Do you remember the Iron Boots-Hookshot combo you used to open Makar's
jail cell? Use it to bring down all of the stone heads on the walls; a few have
Bokoblins in them. Defeat the Bokoblins to make a chest containing Treasure
Chart #5 appear.

Whenever you're ready, exit.

This room is among the longest in the dungeon. You emerge on a wide ledge that
narrows as you go forward, until there's a gap, then it reverses itself on the
next platform (the one with the exit door). In front of you on your ledge,
you'll fight five Shield Bokoblin, then the two Armos Knights behind them. Try
to stay close to the entrance to avoid waking the Armos Knights; five enemies
at once is hard enough without adding two more to the mix! Focus on the Shield
Bokoblin first. Once they're dead, defeat the Armos Knights and process to get
to the gap. You'll soon realize that the two horizontal whirlwinds make travel
forward impossible for Link. Take control of Makar and fly over the whirlwinds
to the opposite ledge with the mound of dirt. Place a seed into the dirt to
make a tree, as well as stop the fans making the whirlwinds. You can now either
glide across with the Deku Leaf or Hookshot across; your choice. On the ledge,
inch towards the edge near the Floormaster to try to stun and kill it; jumping
off will usually give it time to grab you. After that, kill a few Peahats with
the Boomerang. Pick Makar up and go through the door.

This will be the last room before you fight the boss of this dungeon. Three
massive whirlwinds blow almost entirely across the room, blowing back those
who try to fly or walk across who are too light. There are also some of those
moving slicers from earlier. With these in place, you'll need a more
sophisticated way of getting across. Why? The slicers can move at their normal
speed, while Link would be slowed greatly with the Iron Boots and he can't go
across without them. In front of you as you enter, you'll find three blocks.
They are the key. First, equip the Iron Boots and push one into the path of the
first slicer. Next, keep pushing towards one of the walls to trap it. Now, here
comes a more complicated part. VERY close to the first slicer is the second. It
is possible to block both with one block. One push at a time, attempt to trap
the second slicer between the block and the wall as it hits the wall. It is
less risky to try the trial-and-error way: it hits, you push. If it is trapped,
good; if not, keep trying. Now, for the second block. Simply push it across to
the gap so that it drops in. Take the third block and move it across the third
block to get it to the other side. Like before, trap the moving slicer. Now,
all that you need is Makar. Go back near the entrance and grab him. Walk
towards the whirlwinds. Once you get to the gap, go across the block you placed
in there earlier. After that, simply go through the doorway. Once there, you
can take off the Iron Boots. In this part of the room, you'll find a stone
slab, some pots, and a warp jar. Use a Bomb to open the warp jar. Break the
pots to get refills, fairies you should bottle and use, and an amazingly large
amount of Rupees compared to other dungeons. Play the Wind God's Aria while
near Makar and the stone slab to disintegrate it. Now, save and go through the
door.

When you emerge from the door, you emerge on a ledge a fair distance about a
sand pit. In the middle of the pit is a platform with the Triforce emblem on
it. When you jump down and go towards the platform, the room brightens some
and sand begins pouring into the room from several points on the roof. As the
sand rises, the platform is engulfed and a massive, ugly worm-like thing
emerges. It (somehow) flies in the air for a short time before diving back into
the sand. This is your fifth boss, Molgera!

=============================================================================
                             BOSS FIGHT: Molgera
=============================================================================

Throughout this battle, Molgera will mainly stay in the sand. When it is in the
sand, it will periodically raise its mouth and tongue out of the sand. This
thing is just begging for it! You can target the tongue and Hookshot it to
bring it to you, then slice it. At this point, the monster will let loose some
larvae. These will repeatedly dive in and out of the sand and may hurt you.
However, their main purpose is to mess up your aiming at the tongue. Lock-on
to them and Hookshot and hit them twice to kill them. They may drop refills.

Molgera has two main attacks. Whenever it is in the sand, you'll notice that
it has the sand moving towards a hole or something its burrowed. Well, if you
get too close, it will swallow you and do TWO hearts of damage (not 2/4, just
TWO). The other attack occurs whenever it flies around the room. It will try
to burrow onto you. I've never had it happen to me, but I'd avoid it anyways,
seeing as a simple swallow takes two hearts. To avoid it while in the sand,
simply stay away, and, while it's moving, watch out for when the sand begins
to darken and lower: Molgera is about to rise there! It will take about four
sword combos or so to defeat the boss.

After exterminating this worm, Molgera will rise out of the sand, sending green
blood everywhere. In the middle of the air, Molgera will turn to sand and
explode from back to front, dropping a Heart Container. The sand recedes and
the Triforce platform appears. Grab the Heart Container then step into the blue
light.

After doing so, Makar runs into the room. As before, Link wordlessly places the
Master Sword into the blue light. He then conducts Makar in the Wind God's
Aria. As he does, Fado begins to play alongside Makar. Once the song is done,
Fado disappears and Link runs to pick up the Master Sword. It buzzes and the
hilt's black stone changes to yellow and the blade shines brightly! The Master
Sword is now once more infused with the power to repel evil; it is the true
Master Sword!!! Makar says he will stay and pray for the power to remain in
the Master Sword, says his good-byes, and wishes you luck as you step into
the light and return to the surface.

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                                Gale Isle (A4)
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As you emerge from the temple, you see the King of Red Lions speaking with a
Merman. From what you can glean from the conversation, the Forsaken Fortress
has been empty since Valoo torched Ganondorf's tower earlier. Could he really
be gone? The King of Red Lions doubts this. He is concerned about Zelda's
well-being, and urges you to complete the Triforce so you can return to Hyrule!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++ Section XXII- World Entourage, Part 1: The Triforce Charts!   **WW422** ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

          [This is a bit of copy from Section XXI to catch you up.]

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                                Gale Isle (A4)
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As you emerge from the temple, you see the King of Red Lions speaking with a
Merman. From what you can glean from the conversation, the Forsaken Fortress
has been empty since Valoo torched Ganondorf's tower earlier. Could he really
be gone? The King of Red Lions doubts this. He is concerned about Zelda's
well-being, and urges you to complete the Triforce so you can return to Hyrule!

So how are to gather the Triforce? If you remember from last time you exited
Hyrule, the King of Red Lions told you that the Triforce was split into eight
pieces and spread across Hyrule. The kingdom of Hyrule is now underwater;
therefore, the Triforce pieces are underwater, somewhere in the Great Sea.
Coincidentally, there are charts to these pieces. If you've been updating your
Sea Chart, the Mermen may speak of charts to the Triumph Forks. Sounds a lot
like "Triforce"... We need to go to these locations and get the charts.

However, you'll realize when you get them, they are unreadable. You'll have to
get them deciphered somewhere. Unfortunately, it is at Tingle's for the high
price of 398 Rupees a pop! It is best to upgrade your wallet to its maximum;
see Section III of Section 6 [Sidequests]. Also, next time you visit a mailbox,
you'll find a C.O.D. letter. It is from Tingle. For 201 Rupees, he'll give you
the IN-credible Chart. It not only shows the locations of the Triforce Charts,
but also the location of the Triforce shards, once the corresponding chart is
deciphered.

Now, without further ado, let's get to collecting! (By the way, you don't have
to get them in any specific order; I'm just listing numerically.)


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
TRIFORCE CHART #1 --- Location: Islet of Steel (E2)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Begin by warping to Greatfish Isle and sailing south one quadrant.

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                             Islet of Steel (E2)
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When you get to the island, you'll find it is heavily guarded. For the two
Kargarocs, go to the back of the island and aim some arrows or the Boomerang.
As for the cannon boats and wall-mounted cannons, get a fair distance from
them; if you get far enough, they won't even notice you. Kill the cannons with
barrages of Bombs. To get into the island itself, you'll have to destroy the
cannon blocking the entrance. Once you defeated it, sail inside.

Inside, you'll find a platform raised out of the water. Cruise up to it. Climb
out of the boat and climb the staircase. Plunder some spoils from the nearby
pots, then step onto the blue whirlwind tile. Play the Wind's Requiem and a
chest will appear. Open it to recieve Triforce Chart #1.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
TRIFORCE CHART #2 --- Location: Private Oasis  OR  [Player's Name]'s Oasis (E5)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

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                             Windfall Island (B4)
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As preparation, you WILL need 21 Joy Pendants. You will need at least that many
of them. You'll also need to have found the Picto Box after freeing Tingle. For
details on this, see Section IV of the walkthrough.

Once these conditions have been established, head to the schoolhouse on
Windfall. Talk to the teacher there. She is complaining about the group of kids
that you met outside; they are making life a nightmare for her. Exit the
building and talk to the one with the brown cap, Ivan. They've decided that
they will leave Ms. Marie alone, but only if you can beat them in a game of
hide-and-seek. To find them, look in the tree near where Maggie's father was
(in front of the Bomb shop; roll into the tree), behind the Bomb shop, behind
the gravestone near the prison and Tott, and in a bush to the left of the arch
near the school. After you find one, you must catch them by running into them
to truly catch them. Once you've caught all four, they'll give you a Piece of
Heart and let you continue your quest for the Triforce Chart.

Now, go into the school and talk to Ms. Marie. She is so happy that the group
has begun to listen to her that she gives you a Purple Rupee (value of 50
Rupees). After you get the cash, leave and talk to Ivan (the leader of the
group of kids). It seems that Ms. Marie's birthday is coming soon, and the one
thing she loves is Joy Pendants. You've probably collected quite a stash by
now. Around now, I usually have 50-ish. If you need more, just go somewhere
where you can find Bokoblins of any kind and hit them with the Grappling Hook
to steal one. You also may find some in the treasure chests you've skipped in
the dungeons. Once you have 21, visit the school again.

In the school, set the Joy Pendants to X, Y, or Z and go near Ms. Marie and
"use" them. She is overjoyed to see them, and gives a Red Rupee (value: 20
Rupees) for one. She then mentions that she'd like 20 more. Give her 20 to
get a deed to a private cabana (located in quadrant E5). It is recommended
that you give her another 20 more to recieve the Hero's Charm, a mask that
will let you see the HP of a targeted enemy, if worn. When ready, teleport to
the Forest Haven and sail northwest one square, or go to the Tower of the Gods
and sail south one square, or go to Southern Fairy Island and sail one square
northeast.

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               Private Oasis  OR  [Player's Name]'s Oasis (E5)
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You may have noticed that this island may have one of two names. When you
arrive, it will be known as the Private Oasis. Soon, the name will change to
the _______'s Oasis, with the ________ being filled with the player's name.
For reference, it will called Link's Oasis after that point.

Head onto the island and to the building. The door of the cabana has been
enchanted with the ability to speak, which is demostrated as you try to enter
the building. TRY, is right, as it refuses to allow you to enter. Show it the
Cabana Deed by setting it to and using it with X, Y, or Z. It will then allow
you to enter.

Inside, you play a minigame for some Rupees by finishing a puzzle of sorts
and also break the four (?) vases around the room for quite a few Rupees. When
ready, equip the Grappling Hook and look up. You'll see a Grapple Stick; swing
on it to extinguish the fire in the fireplace, revealing a secret cave. Enter
it.

Here, you'll encounter a maze with quite a few gates. These can only be opened
from the side with the peg that can be hit into the ground with the Skull
Hammer. Head forward and, at the fork, take the path to the right, then go
down the nearby ladder. When go forward after getting off, you'll find three
tunnels you can crawl through. Take the one directly in front of you and, at
the fork, continue forward and go up the ladder you find. In the next room,
smash the peg on the left to go forward; the other goes to the entrance. Go
down the ladder and, in the room you enter, you will see two tunnels. Take
either one; one goes to a chest with an Orange Rupee; the other to another
ladder. When you get to the ladder, go up it. As you enter the new room, you'll
have to bang the peg (for later), then go down the hole. In the hole, you'll
fight a couple of Redead. Once they're dead, go through another tunnel and up
a ladder. Nearby, you'll find a wind marking and a Triforce marking on the
floor. Step onto the wind marking and play the Wind's Requiem. A chest will
appear; open it to recieve the second Triforce Chart! Nearby, you'll find a
peg; smack it to open the gate. Go through and bang the nearby stake in here
if needed, then go along the path to the right to go to the entrance.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
TRIFORCE CHART #3 --- Location: Bird's Peak Rock (E7)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Firstly, it is recommended that you upgrade the Hero's Bow twice (see the
Sidequests section for details). It is requried that you bring a Hyoi Pear
(you can buy them from Beetle), but it is much safer to bring two to four.
When ready, teleport to Forest Haven and sail northeast one quadrant.

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                            Bird's Peak Rock (E7)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

When you arrive at the island, set course for not the main island, but the
smaller one to the southeast. Once there, get out on the island and face the
larger island. To begin, it will help to bring down some of those Kargarocs
(you'll see why later). You'll need to be a skilled marksman to get these, but
you (should) have 99 Arrows and the Kargarocs are stationary except for one.
The stationary ones are in the nests. When attacking, DO NOT use Elemental
Arrows. Only one normal Arrow will do the damage required; anything else is a
waste of magic. You can try for the moving one once the other four are dead,
but I rarely even care about it.

When you think that you're ready, equip the Hyoi Pear and use it. A seagull
should come and grab it; if not, try again. When the seagull eats it, you
should take control of it. Move the Control left/right to turn, and up/down
to ascend/descend. Use A to flap and make the change greater, and use R (or
get hit by an enemy) to return to Link. Have the seagull fly into each nest and
touch the crystal switch there (some may already be hit from the arrows). For
now, just go for the five lower ones around the taller pillar. Once those five
have been dealt with, sail back towards Link and begin to rise into the air to
a little above the height of the highest pillar. At that point, take a chance
at going straight for the switch in the nest. Use another Hyoi Pear if you need
to and, once the six switches have been hit, a gate will rise on the island
that Link is on, allowing Link access to a cave. Return control to Link and
enter the cave.

There, move onto the blue platform with the wind marking and play the Wind's
Requiem. A chest will appear; open it to recieve Triforce Chart #3.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
TRIFORCE CHART #4 --- Location: The Ghost Ship (A2, B3, C7, D2, E6, F1, G7)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

I know, the Ghost Ship isn't an island. This is why there are seven, rather
than one, locations. Why? As you'll soon learn, it appears at one of seven
islands depending on the phase of the moon. It is possible, you have actually
seen the Ghost Ship at one of these islands. Out of curiosity, you may have
sailed toward it, but gone through it. Well, now you will soon be able to go
INTO it. Firstly, we need the Ghost Ship Chart. It is at Diamond Steppe Island
in quadrant F1. Teleport to Outset Island, then sail one square northwest.

Oh, by the way, it may help to get the Song of Passing now. Go to Windfall
Island and pull out the Wind Waker in front of Tott (the guy in front of the
gravestone). It'll become obvious then.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                          Diamond Steppe Island (F1)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

When you arrive, you can tell the island fully lives up to its name, by being
shaped like a diamond and made of steppes (look it up on Wikipedia or in a
dictionary if you don't know why I didn't spell it "steps", although it would
work, too.). To get onto the island, you'll need to Hookshot onto a tree on
the lowest part of the island. Continue a similar process until you reach the
top of the island. There, you'll find a secret cave; enter it.

This secret cave is composed of a maze through which you can proceed by going
into one of several warp jars while fighting Floormasters. Remember, it will
greatly help to stun them; this is especially true because these will throw
jars and stuff at you in an attempt to stun and grab you. To start, go through
the nearest warp jar. In the next area, go behind the wooden wall. defeat the
Floormaster, then light a stick from a pot. Bring it near the warp jar to
uncover it; go into it. You'll emerge on a ledge with a chest. Open it to get
a Joy Pendant, then drop off the gap in the railing. You'll be near two
Floormasters; defeat them and then light a stick. Burn the cover off of the
jar that is below the ledge that you dropped off, then go into it. Defeat the
Floormaster, then go into the warp jar DIAGONALLY across from the one you
exited from. Now, as you emerge, you'll be within grabbing distance of another
Floormaster, so be quick with the L-targeting and Boomerang. Defeat it, then
climb a short staircase nearby to find a chest. When you open it, you'll find
the Ghost Ship Chart. Drop down from a nearby gap in the railing, then go into
the light beam to exit.

Now, you will know where the Ghost Ship will appear. At night, depending on
the phase of the moon, it will appear at once of seven locations. This location
will marked on your Sea Chart and the Ghost Ship chart at night. The table
below lists the locations, in case you cannot figure it out from the chart.
  __________________________________________________________________________
 / Phase of the Moon           | Island of Appearance    | Quadrant         \
|------------------------------|-------------------------|-------------------|
| Waxing Crescent              | Five-Star Isles         | G7                |
| First Quarter                | Star Belt Archipelago   | C7                |
| Waxing Gibbous               | Greatfish Isle          | D2                |
| Full Moon / Second Quarter   | Crescent Moon Isle      | A2                |
| Waning Gibbous               | Diamond Steppe Island   | F1                |
| Third Quarter                | Bomb Island             | E6                |
| Waning Crescent              | Spectacle Isle          | B3                |
 \_____________________________|_________________________|__________________/

It is recommended that you check the chart at night, then figure which island
will be next (or try for the one that is currently happening), then go there
and continually play the Song of Passing until you find the ship. When you do,
sail straight towards it.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                 The Ghost Ship (A2, B3, C7, D2, E6, F1, G7)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Unusually, the Ghost Ship seems more like a submarine in disrepair on the
inside. From a hole, you'll be able to a beam of light, which will be used in
a bit. When you jump/climb off the ledge, you'll end up fighting two Poes, a
Summoning Wizzrobe, and a Stalfos. Nothing too hard for you. Firstly, begin by
immediately unleashing a barrage of Fire Arrows at the Wizzrobe. Even if it
summons more enemies, ignore them and focus on the Wizzrobe. Once it's dead,
you can focus on the others. Remember, you'll have to reflect light at the Poes
and you have to knock off the Stalfos's head by breaking the skeleton, then
stun and attack the head.

Once all of the enemies are dead, a ladder drops near the other ledge. Climb up
it and go into the room to find a chest and some pots. Break the pots FIRST,
because you will be forced out of the ship after opening the chest. After
plundering the pots for your spoils, open the chest to recieve the fourth
Triforce Chart and to be ejected from the ship. Also, the ship will never
appear again, making the Ghost Ship Chart entirely useless after this.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
TRIFORCE CHART #5 --- Location: Needle Rock Isle (E1)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

To get here, sail southwest one square after teleporting to Greatfish Isle.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                            Needle Rock Isle (E1)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

This may be the easiest of the charts to get. First, you may notice the three
cannon boats floating southwest of the main island. Go up to them and destroy
all of them (only the one with the odd design is needed, but the others may
interfere with getting the chart). Not only will you find treasure spheres from
these, but they each leave a ring of light. LEAVE THE TREASURE SPHERES! This
way, you can more quickly cruise to the places with the treasures. If you dig
up all three treasures, you'll get a total of 150 Rupees and Triforce Chart #5.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
TRIFORCE CHART #6 --- Location: Outset Island (G2)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Well, who would've thought that one of the charts was closest to you than you
thought? It is very highly recommended that you get a bottle FULL of Elixir
Soup and the other three bottles filled with Fairies, that you fully upgrade
your Arrows, Bombs, and Magic, have about ten or more hearts, have the
Hurricane Spin, and a lot of patience.

Why will you need all of this? You'll see... Teleport to Outset Island.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                              Outset Island (G2)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Go towards your Grandma's house. Visit her for some Elixir Soup, then go around
along the path behind the house. Go as far as you can so that you will able to
Hookshot to a tree on a higher ledge. Once you do, lift the large stone head
and throw it somewhere, then enter the newly-revealed hole - the entrance to
the Savage Labyrinth!

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                             The Savage Labyrinth
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

In this dungeon, quite easily described as the hardest in the whole game, you
will fight thirty floors of enemies to get to the Triforce Chart. If you want
a Piece of Heart, you can go down twenty more for it. On the floor you have
emerged on, the first, you'll find a pot with some fairies and a light beam
going to the surface. This will be the LAST chance you have before entering
the dungeon to refill your surplies until you reach floor #11, so get ready.
When you are ready, drop into the hole.

Also, I need to mention this much! Enemies will NOT drop spoils here. However,
you probably have been using the Grappling Hook to steal items from enemies.
You can do that here, too! Not just items, but hearts and Rupees as well! Good
luck; you'll need it!

O---------------------------O
| Floor #1 - Enemies: None. |
O---------------------------O

You were just here! It had a light back to the surface and some pots with
fairies, then the hole to the second floor.

O-----------------------------------O
| Floor #2 - Enemies: Lots of Keese |
O-----------------------------------O

Simply keep attacking!

O---------------------------------O
| Floor #3 - Enemies: Miniblin x6 |
O---------------------------------O

The Hurricane Spin always works well.

O---------------------------------O
| Floor #4 - Enemies: Bokoblin x4 |
O---------------------------------O

Just attack them a few times.

O-----------------------------------O
| Floor #5 - Enemies: Red Chuchu x6 |
O-----------------------------------O

Isn't hard; just attack each once.

O--------------------------------O
| Floor #6 - Enemies: Magtail x4 |
O--------------------------------O

Remember, you can attack while their jaws are open, then kill the ball, or
just parry.

O-------------------------------------------O
| Floor #7 - Enemies: Keese x4, Miniblin x4 |
O-------------------------------------------O

Use the Hurricane Spin, then use the Boomerang to kill any straggling Keese.

O-----------------------------------------------O
| Floor #8 - Enemies: Fire Keese x4, Magtail x2 |
O-----------------------------------------------O

Take care of the Fire Keese with the Boomerang, then parry the Magtails'
attacks.

O------------------------------------------------O
| Floor #9 - Enemies: Fire Keese x2, Bokoblin x4 |
O------------------------------------------------O

Take care of the Keese with the Boomerang, then unleash a barrage on the
Bokoblin.

O--------------------------------O
| Floor #10 - Enemies: Moblin x2 |
O--------------------------------O

It will help if you stun the Moblins with the Boomerang before attacking. It
will also help to fight one at a time.

O----------------------------O
| Floor #11 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a hole to the next floor.

O--------------------------------O
| Floor #12 - Enemies: Peahat x6 |
O--------------------------------O

Just repeatedly strike them with the Boomerang!

O--------------------------------------O
| Floor #13 - Enemies: Green Chuchu x4 |
O--------------------------------------O

Remember, they can hug the ground and be invulnerable to attack. Stun them
with the Boomerang to make them vulnerable for a few seconds.

O-----------------------------------------O
| Floor #14 - Enemies: Boko Baba Plant x5 |
O-----------------------------------------O

A simple one hit with the Boomerang instantly kills these monsters.

O-----------------------------------------O
| Floor #15 - Enemies: Shield Bokoblin x4 |
O-----------------------------------------O

No different than the others you've fought, except with swords.

O------------------------------------------O
| Floor #16 - Enemies: Wingless Mothula x5 |
O------------------------------------------O

They pose no threat that I can tell. Just strike them and get rid of any Morths
that slow you down by using a Spin Attack.

O----------------------------------------------------O
| Floor #17 - Enemies: Peahat x3, Boko Baba Plant x3 |
O----------------------------------------------------O

It's all in the Boomerang...

O-------------------------------------------------------------O
| Floor #18 - Enemies: Bokoblin (in pots) x4, Green Chuchu x4 |
O-------------------------------------------------------------O

Haven't you already fought these, but separately?

O-------------------------------------------------------O
| Floor #19 - Enemies: Wingless Mothula x3, Bokoblin x2 |
o-------------------------------------------------------O

Just an endless barrage with the sword.

O----------------------------------------O
| Floor #20 - Enemies: Winged Mothula x2 |
O----------------------------------------O

Just repeatedly strike with the Boomerang to cut off the wings of both of them,
then just hit them with the sword.

O----------------------------O
| Floor #21 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a hole to the next floor.

O----------------------------------O
| Floor #22 - Enemies: Wizzrobe x3 |
O----------------------------------O

Try focusing on one at a time.

O-------------------------------O
| Floor #23 - Enemies: Armos x4 |
O-------------------------------O

Instead of wasting arrows, just run around behind them and strike that jewel.

O--------------------------------------O
| Floor #24 - Enemies: Armos Knight x2 |
O--------------------------------------O

When the enemy opens its mouth, use one of the Bombs on the floor, rather than
use one of your own.

O-------------------------------------------------O
| Floor #25 - Enemies: Yellow Chuchu x6 (in pots) |
O-------------------------------------------------O

Get near one or two pots at a time, stun with the Boomerang, strike with the
sword, and repeat.

O------------------------------------O
| Floor #26 - Enemies: Red Bubble x4 |
O------------------------------------O

Just strike them with the sword.

O----------------------------------------------O
| Floor #27 - Enemies: Darknut x1, Bokoblin x2 |
O----------------------------------------------O

It'll help to kill the Bokoblin first, then focus on parrying the Dakrnut's
attacks. Try drawing away the Bokoblin, though!

O--------------------------------------------O
| Floor #28 - Enemies: Wizzrobe x1, Armos x3 |
O--------------------------------------------O

Again, focus on the Wizzrobe first, then walk around the Armos and strike their
jewels.

O-----------------------------------------------------O
| Floor #29 - Enemies: Armos Knight x2, Red Bubble x2 |
O-----------------------------------------------------O

Use the Bombs provided for the Armos Knights, but focus on them AFTER getting
rid of the Red Bubbles.

O---------------------------------O
| Floor #30 - Enemies: Darknut x2 |
O---------------------------------O

Try to walk around them and make them stay close together, then stay away and
parry the attacks of the closer one.

O----------------------------O
| Floor #31 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a chest with Triforce Chart #6. You can escape now, or reflect
some light onto one of the nearby statues to reveal a hole and continue.

O--------------------------------O
| Floor #32 - Enemies: Redead x6 |
O--------------------------------O

Shine light on a Redead, rapidly strike and kill, and repeat.

O-------------------------------------O
| Floor #33 - Enemies: Blue Bubble x5 |
O-------------------------------------O

Use the Hookshot to get rid of the cloud AND bring the enemy to you, so that
you can kill it, and repeat.

O-------------------------------------O
| Floor #34 - Enemies: Dark Chuchu x6 |
O-------------------------------------O

I think you can take them into the light via Hookshot; if not, just shine and
crush them.

O-----------------------------O
| Floor #35 - Enemies: Poe x5 |
O-----------------------------O

Just lock-on to one then strike it. If you get confused, head into the light
to heal yourself.

O----------------------------------------O
| Floor #36 - Enemies: Winged Mothula x3 |
O----------------------------------------O

A bit weird, but... Just slice each enemy's wings off with the Boomerang one at
a time, or use Arrows.

O-------------------------------------------O
| Floor #37 - Enemies: Redead x3, Moblin x2 |
O-------------------------------------------O

Try to take care of the Redead first with the light, then focus on the Moblins.
Remember to stun the Moblins with the Boomerang first and try fighting one at
a time.

O--------------------------------------------------------O
| Floor #38 - Enemies: Dark Chuchu x5, Winged Mothula x1 |
O--------------------------------------------------------O

Take care of the Mothula first by chopping off its wings, then killing its
wingless form. After that, stone and smash the Dark Chuchus.

O-----------------------------------------O
| Floor #39 - Enemies: Poes x5, Moblin x2 |
O-----------------------------------------O

Take care of the Moblins first, but make sure to stun them first. After that,
shine light on the Poes and strike them twice to kill them. Remember, to get
rid of the confusion, you can go into the light.

O-------------------------------------------------O
| Floor #40 - Enemies: Blue Bubble x4, Stalfos x2 |
O-------------------------------------------------O

Obviously, take care of the Blue Bubbles first; it is preferred that you use
the Hookshot method. After that, you should try taking care of one Stalfos at
a time. If you can't, use a couple of Bombs. Remember to stun the heads after
destroying the skeleton to make it easier.

O----------------------------O
| Floor #41 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a hole to the next floor.

O----------------------------------------------------------O
| Floor #42 - Enemies: An insanely high number of Miniblin |
O----------------------------------------------------------O

Lots and lots of the Hurricane Spin.

O--------------------------------------------------------------------------O
| Floor #43 - Enemies: Red Chuchu x10, Green Chuchu x10, Yellow Chuchu x10 |
O--------------------------------------------------------------------------O

Kinda hard to say. You'll be hit if you use the Hurricane Spin. Hmmm... It
may be best to use Arrows or somehow draw out the Yellow Chuchus. Either way,
use Arrows or the Boomerang-Sword hit technique to kill the Yellow Chuchus.
If there are a lot of the others left, use the Hurricane Spin; if not, a couple
of sword hits will suffice.

O----------------------------------O
| Floor #44 - Enemies: Wizzrobe x5 |
O----------------------------------O

Focus on one at a time. It is largely beneficial to use Elemental Arrows, as
they are stronger than regular arrows and can get there faster than sword hits,
rather than simple sword hits or regular arrows.

O-----------------------------------O
| Floor #45 - Enemies: Bokoblin x16 |
O-----------------------------------O

I thought you'd never have to use it against something other than Miniblin and
Chuchus, but use the Hurricane Spin.

O--------------------------------------------O
| Floor #46 - Enemies: Redead x4, Stalfos x2 |
O--------------------------------------------O

I don't remember if there is a light in here. If so, use it! If not, too bad.
Just stay far away when approaching Redead. It is also best to focus on the
Redead first, then kill the Stalfos. Again, be sure to use Bombs if you can
and stun their heads when they bounce around.

O--------------------------------------------O
| Floor #47 - Enemies: Moblin x3, Darknut x2 |
O--------------------------------------------O

The Moblins will be very annoying if you don't take them out first. After that,
just group the Darknuts together and then focus on the closer one.

O-----------------------------------------------O
| Floor #48 - Enemies: Wizzrobe x3, Darknuts x2 |
O-----------------------------------------------O

Again, Wizzrobes, then the Darknuts. It is very beneficial to use Elemental
Arrows against the Wizzrobes, as usual. Also use the grouping technique on the
Darknurs after killing the Wizzrobes.

O---------------------------------O
| Floor #49 - Enemies: Stalfos x3 |
O---------------------------------O

I'm pretty sure you've gotten close to doing this back in the Earth Temple.
You beat two at once quite a few times now, you can do three! It will make it
easier to use a well-placed Bomb, then stun the head of on, strike and kill it,
and repeat.

O----------------------------------------------------------------------O
| Floor #50 - Enemies: Darknut x4, undefeatable fire-breathing statues |
O----------------------------------------------------------------------O

The fire-breathing statues don't actually count as enemies, because they cannot
be killed, but they will hit you with flames if you get close. They are all
around the room. This makes the grouping technique tougher. Remember, if a
Darknut's helmet is removed, you can strike and stun it with the Boomerang,
then go behind it and remove the torso armor with a sword hit. Other than that,
fight as you ever have against these, and good luck!

O----------------------------O
| Floor #51 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees, a chest with the Piece of Heart
inside, and a light beam to the surface. Get the Piece of Heart and exit; this
is the last floor of the Savage Labyrinth. Congratulations!
  __________________________________________________________________________
 /                            Potential Rewards                             \
|============================================================================|
| Item Name           | Max Potential Quantity | Recievable From             |
|---------------------|------------------------|-----------------------------|
| Rupees              | x250 ~ x1000           | Pots; most enemies (stolen) |
| Piece of Heart      | x1                     | Chest on Floor #51          |
| Triforce Chart #6   | x1                     | Chest on Floor #31          |
| Joy Pendant         | x36                    | Bokoblin; Shield Bokoblin   |
| Skull Necklace      | x9                     | Moblins                     |
| Knight's Crest      | x13                    | Darknuts                    |
| Golden Feather      | x15                    | Peahats; Winged Mothulas    |
| Boko Baba Seed      | x8                     | Boko Baba Plants            |
| Red Chuchu Jelly    | x16 ~ x43              | Red Chuchus; Yellow Chuchus;|
|                     |                        | Dark Chuchus                |
| Green Chuchu Jelly  | x18 ~ x45              | Green Chuchus;              |
|                     |                        | Yellow Chuchus;             |
|                     |                        | Dark Chuchus                |
 \____________________|________________________|____________________________/


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
TRIFORCE CHART #7 --- Location: Stone Watcher Island (E3)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Teleport to Greatfish Isle and sail southeast one square, or to Southern Fairy
Island and sail northwest one square.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                          Stone Watcher Island (E3)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Once you get to the island, climb up some ledges. Kill the Blue Chuchu nearby
if you haven't yet done so, then pick up and throw away the stone head. It was
over a secret cave; enter it.

Here. go through the door in front of you. You'll emerge in a room with six
pillars and six doors. Go through each of the unlocked ones to fight one of
the below (going clockwise, as if your current position is six o'clock):

Armos (x4) - Simply run around and let them group, then get behind them and hit
             the jewel. Repeat as needed.

Moblin (x2) - Stun both of them, focus on killing one, then, once the first is
              dead, stun and kill the other one.

Wizzrobe (x3) - Lock-on to one, hit it with a Fire Arrow, then lock-on to
                another one, hit this one with a Fire Arrow, and so on.

Bokoblin (x5) - You have to be kidding. Just lock-on to one, bash until dead,
                then go to the next one, and repeat.

When you return to the main room after killing all of the enemies in each of
the four rooms, you'll find two Darknuts in there. Defeat them using the group
and parry strategy I keep on mentioning, or your own method. Either way, it
can't be much harder than when you tried to get the Wind Temple Boss Key (you
remember the TRIO of Darknuts). Once these two are dead, a door directly across
from the door you used to originally enter this area unseals. Go through it to
find two tiles, one with the Triforce emblem, and the other with a wind marking
on it. Stand on the wind marked tile and play the Wind's Requiem. A chest will
appear; open it to get Triforce Chart #7. Now, go back into the previous room
and go through the door directly across from you to find the light beam to go
outside.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
TRIFORCE CHART #8 --- Overlook Island (A7)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Teleport to Dragon Roost Island and sail one square northeast.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                             Overlook Island (A7)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

When you get to Overlook Island, you'll realize that you'll have to get up in
a similar manner to how you did at Diamond Steppe - via Hookshot. Go to the
western part of the island and look up while aiming with the Hookshot. You
should find a tree; Hookshot onto it to get up there. Repeat until you get to
the secret cave. Enter it.

This place will be like Stone Watcher Island - you will fight four rooms of
enemies, then another set of Darknuts to get at the Triforce Chart. When you
emerge into the room with pillars, assuming your position is six o'clock, the
rooms will contain, going clockwise:

Armos Knight (x3) - Remember to stay away and lock-on to them and throw the
                    Bomb when the mouth opens.

Stalfos (x2) - Use a Bomb to blow them up, then use the Boomerang to stun a
               bouncing head. Defeat that head and repeat this with the other
               Stalfos.

Summoning Wizzrobe (x2) - Actually, you find one battle (almost) easier than
                          the ones at Stone Watcher. Simply go into the room
                          and fire the Fire Arrows. Also, you have to defeat
                          all summoned allies for you to leave this room.

Shield Bokoblin (in jars; x5) - Seriously? Just lock-on to one and bash away.
                                After it's dead, go to the next.

When you emerge into the pillar room after killing all four rooms' enemies,
you'll find four Darknuts waiting for you. Use the herd-back off-parry
technique I keep on mentioning and you should win without a problem. It will
help greatly if you stun the Darknut while its helmet is gone, so you can
remove its torso. Once it all four are dead, the door across from the one you
originally used to get in here will unseal. Go into it to find a Triforce and
wind emblem on the floor. Stand on the wind emblem and play the Wind's Requiem
to make a chest appear. Open it to recieve Triforce Chart #8. Leave this room
and go through the door directly across from you to get out via light beam.


Once you have collected all eight Triforce Charts, go to Section XXIII of the
walkthrough (the next section).

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++ Section XXIII- World Entourage, Part 2: The Triforce Shards!  **WW423** ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Okay, by now, you should have all eight Triforce Charts. If not, return to
the section above all collect them.

At some point in your quest, probably on your first visit to Windfall Island
WAAAY back, you've probably rescued Tingle from the Windfall jail. If you have
not somehow done so, refer to Section IV of the walkthrough for details. Once
you have, you will need to collect a total of 3184 Rupees; no more than that is
required. If you have stocks of spoils, you can sell them. You can also try to
get treasure from the Treasure Charts and light rings on the sea. Once you have
done this as well, use the Ballad of Gales to teleport to *shudder* Tingle
Island.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                             Tingle Island (C3)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Okay, get onto the island and defeat the Blue Chuchu there for its jelly if
you have not done so at any point in the game. Now, on the island, you'll find
a ladder. Climb up it and you'll find Tingle on the platform. Talk to him and
he'll (eventually) offer to decipher the Triforce Charts... for 398 Rupees a
piece! (After all that trouble to save him, too...) Give him the cash and he'll
use some of his "magic" to make the map readable. Do this seven more times to
decipher all the maps (and empty your wallet).

Now, you will using these charts like any other charts. When you sail to the
proper spot, use the map to find the treasure marked with the X and use the
Grappling Hook to get the treasure. In all eight cases, you'll find a Triforce
Shard. The charts correspond to these areas:

Triforce Chart #1: Greatfish Isle (D2).
Triforce Chart #2: Gale Isle (A4).
Triforce Chart #3: Stone Watcher Island (E3); it'll help to sink the cannon
                   boats before trying for the shard.
Triforce Chart #4: Outset Island (G2).
Triforce Chart #5: Cliff Plateau Isles (F7).
Triforce Chart #6: Southern Triangle Isle (E4); it'll help greatly if you kill
                   a majority of or the entire nearby Seahat population.
Triforce Chart #7: Seven-Star Isles (A6); be prepared to fight some Kargarocs.
Triforce Chart #8: Two-Eye Reef (G4); you'll have to clear out the cannons
                   first. Also get the magic upgrade while here!

Once you have all eight pieces of the Triforce, they fuse together to form the
final piece of the Triforce, the one that the Hero of Time once had possession
of: the Triforce of Courage. After congratulating you, the King of Red Lions
urges you to hurry back to Hyrule; use the Ballad of Gales to teleport to the
Tower of the Gods, but ONLY once you've become prepared.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++              Section XXIV- Going Back to Hyrule   **WW424**             ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

         [This is a bit of copy from Section XXIII to catch you up.]

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                          Somewhere on the Great Sea
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Once you have all eight pieces of the Triforce, they fuse together to form the
final piece of the Triforce, the one that the Hero of Time once had possession
of: the Triforce of Courage. After congratulating you, the King of Red Lions
urges you to hurry back to Hyrule; use the Ballad of Gales to teleport to the
Tower of the Gods, but ONLY once you've become prepared.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                                 Preparations
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

When you travel back to Hyrule, you will not be returning to surface for a
while, maybe not even at all. You will need to be very well prepared before
going below the waters again. I highly recommend you get everything on this
list; see the Sidequests section for some details.

- Completed Triforce of Courage (required)
- Have at least twelve hearts; fifteen or more is recommended
- Have the Magic Gauge's capacity doubled
- Get both Arrow upgrades
- Get both Bomb upgrades
- Get all four bottles, with these contents:
  - Elixir Soup (x1)
  - Fairy (x3)
- Have the Hurricane Spin

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
               The Tower of the Gods (D5) (Outside of dungeon)
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

When you arrive in the courtyard, the King of Red Lions asks you to show your
piece of the Triforce to the gods. When Link holds it up, the shining gate to
Hyrule appears... and the Triforce appears on Link's hand. This can mean only
one thing: you have become the true hero. The King of Red Lions gives you the
name of the Hero of Winds, then sails into the circle.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                                    Hyrule
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

When you arrive, get out of the boat and walk into the castle. When you get in,
you see that the statue of the Hero of Time has been severely damaged and slid
back; this can't be good. Walk into the basement.

When you do, you'll see Zelda, standing as she did on the platform where the
Master Sword once was. Well, guess everything's okay.... Or is it? As you get
close, she disappears in a blinding light. Ganondorf then talks, saying that it
was idiotic to have thought that the castle would be safe with his power
unsealed. He tells you that he's taken Zelda and summons two Mighty Darknuts
and ring of fire around the platform to finish the job.

These monsters are definitely are the elite of the elite. These enemies have
much more HP than other Darknuts, and the one main hope of getting to their
armor (the red X on the back) is blocked by a sturdy cape. How are you going
to get at them, then? Well, isn't cloth flammable? Just shoot a Fire Arrow at
each of them; it won't do damage, but it will remove the cape. After that, use
your parries as usual.

When you defeat these two monsters, the ring of fire disappears. Leave the
basement, and Link will automatically go to the other exit of the main room.
Go through it to emerge outside.

Earlier when you visited, you may have noticed the barrier outside Hyrule, and
how nothing could penetrate it. Now that the Master Sword has gained its full
strength, merely give the barrier a swat with it; it breaks into shards and
falls to the ground. Now, you are to go along the dirt path to Ganon's Tower,
which you may have also noticed earlier. Along the way, you'll fight a few
Red Chuchus, a Moblin, and a Darknut; nothing too hard. Just past the Darknut,
you'll find several ledges that used to be part of a bridge, but something
broke them. Just use the Hookshot on the targets to get from ledge to ledge.
You may fight a couple of Keese along the way; defeat them with the Boomerang.
When you get across, enter the cave - the entrance to the sixth and final
dungeon: Ganon's Tower.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++  Section XXV- The Endgame: DUNGEON #6: Ganondorf's Fortress   **WW425** ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                                Ganon's Tower
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Here it is, your final dungeon. Here, you will take down Ganondorf once and
for all! The first room is simple; just go up the steps and through the door.

Here, you'll be reminded of the Dragon Roost Cavern, seeing as there's a fair
amount of lava and bridges, and is also similar to the Overlook Island and
Stone Watcher Island dungeons. Here, as in every Zelda game (and most MegaMan
games), you'll fight the main boss of most of the levels. There are six doors
in this room. Two of them are the one you entered through and the one directly
across from you. That door has a symbol that will light up when you beat the
Dragon Roost Cavern, Forbidden Forest, and the Earth & Wind Temple bosses
(Gohma, Kalle Demos, Jalhalla, and Molgera, respectively). Each of the other
doors will have a symbol representing a boss, showing the mini-dungeon and boss
you'll fight. You can do them any order you want. I'll cover them in
chronological order from the beginning of the game; you'll easily figure out
which one you have when you enter. After defeating a boss, your item button
settings will be reset, and you'll return to this room to select another
mini-dungeon.

>>>>>>>>>>>>>>>>>>>
DRAGON ROOST CAVERN
>>>>>>>>>>>>>>>>>>>

The majority of the lowered portion of this room is covered with lava, spotted
with several rock platforms and lava geysers. Firstly, look up. You'll find
some Grapple Sticks above you, with skulls on them. Some (about 1 in 3) are
actually Red Bubbles. Use the Hero's Bow to destroy the ones on the first
stick. Next, use the Grappling Hook on the stick. Climb up to the top of it and
shoot as many of the other Red Bubbles as you possibly can, including those on
the opposite ledge. Now, take out the Deku Leaf and glide to the opposite
ledge; if you find that you are unable to make it, go to the last rock platform
and use the Grappling Hook the stick above you, then repeat. On the ledge, you
may have to defeat a couple of Red Bubbles. Do so if needed, then go through
the door... to re-battle Gohma!

=============================================================================
                              BOSS FIGHT: Gohma
=============================================================================

I will note this: the game seems to reset your items to as they were at the
time of the battle, possibly even your spoils and bait (I don't know for sure).
The only things that remain are your magic, health, Master Sword, shield, and
the Hero's Charm, if you have it.
_____________________________
-----------------------------\
 Part 1: Opening the Shell    )
-----------------------------/
�����������������������������
Begin by equipping the Grappling Hook. Use it and focus towards the roof, where
Valoo's tail is hanging from. Hook onto it begin to swing. You need only swing
across. After you let go, a large piece of the roof falls on Gohma's head and
its shell begins to crack. Immediately aim at the roof again as Gohma replaces
the rock and Valoo's tail slithers through. Repeat twice to fully crack and
destroy the shell, letting you fight Gohma in its "true" form.
_____________________________
-----------------------------\
 Part 2: Ending the Battle    )
-----------------------------/
�����������������������������
This part is simpler. Lock-on to Gohma (well, its eye) and use the Grappling
Hook. Gohma will be forced over to you and also be stunned. Wail on it with
your sword. Repeat as needed until defeated.


>>>>>>>>>>>>>>>>>>>>
THE FORBIDDEN FOREST
>>>>>>>>>>>>>>>>>>>>

The room consists almost entirely of a gap between two ledges, with wind
switches, cable cars, spiky vines, and moving vines nearby. Use the Deku Leaf
to blow some wind at the wind switch to your left, bringing a cable car to you.
Get on it, then blow some wind behind you to get it moving again. Once the car
won't move any farther, use the Deku Leaf to glide to a moving vine with a
platform on it. When said platform is lowered, look around for another wind
switch and blow some air at it. A cable car will come; get on it when the vine
is lifted. To get it going once on it, you'll have to blow some air behind you
again. Once this car can't go any further, glide over to a set of vine
platforms. At the second (last) of the two platforms, try shooting down the
Peahats near the ledge with Arrows, then glide over while the platform is
raised. Defeat any more Peahats if needed, then enter the door.

=============================================================================
                           BOSS FIGHT: Kalle Demos
=============================================================================

I will note this: the game seems to reset your items to as they were at the
time of the battle, possibly even your spoils and bait (I don't know for sure).
The only things that remain are your magic, health, Master Sword, shield, and
the Hero's Charm, if you have it.

To begin, you'll have to look up. As you can see, the flower bulb is attached
to the ceiling by about twenty or so vines. Using the Boomerang, cut down the
vines. The bulb will rarely attack at this period. If it does, just observe
what attack it is doing. If a tentacle is swinging hostilely, move to another
area of the room. If the tentacles dig into the ground, watch for a cloud of
dust (?) and avoid it - the tentacles will sprout from the ground and damage
you. When have cut all of the 20-ish vines, the bulb falls to the ground,
beginning the second phase of the battle.

Inside the flower, you'll find the Boko Baba-thing. MAKE SURE TO L-TARGET IT!
This bulb will remain open for only a short time - you need to make every
attack count. I highly recommend staying in the flower the whole time, despite
the fact that you will indeed take 1/4 heart damage as the bulb, when it closes
and reattaches to the ceiling, will spit out Link. However, it means a few more
hits, and you have plenty of health. Repeat the process as needed.


>>>>>>>>>>>>>>>>
THE EARTH TEMPLE
>>>>>>>>>>>>>>>>

This can easily be called the easiest of the mini-dungeons. First, you'll see
a corridor of coffins in front of you. Roll along the corridor until you reach
the ledge you cannot climb onto. Go back and defeat the two Red Bubbles and the
two Redead that emerged from the coffins. After that, go up the stairs to the
ledge. There will be another corridor here. This time, ignore the switch and go
along the corridor to open the coffins. Next, go back and defeat all of the
enemies EXCEPT one Dark Chuchu. If you defeat them all, just use one of the
pots from the beginning for this next part. Stone the Dark Chuchu and pick it
up and place it on the switch. This switch will activate a staircase at the
other end of the corridor, but only as long as something is weighing it down.
QUICKLY roll along the corridor and up the stairs. You'll repeat this once
more, but there is no need to fight the enemies if you bring a pot. At the
end, you can go through the door.

=============================================================================
                             BOSS FIGHT: Jalhalla
=============================================================================

I will note this: the game seems to reset your items to as they were at the
time of the battle, possibly even your spoils and bait (I don't know for sure).
The only things that remain are your magic, health, Master Sword, shield, and
the Hero's Charm, if you have it.

Jalhalla will probably use most of his four attacks throughout the battle. One
of his most common is a large inhale-exhale attack. If you get close to him on
the inhale, he'll blow a stream of flames at you. If you manage to stay away,
he'll exhale and blow you towards the spikes around the room. When you get
close him at other times, he'll usually let loose a stream of fireballs from
his lantern. His least-used attack (in my experience) is the jinx that will
reverse your controls like a normal Poe does. However, he won't sacrifice
himself in any way. Usually, shining a beam of light on him will cancel his
attack, no matter what it is.

So, how are you going to retaliate? Well, doesn't he look like AND is made up
of normal Poes? And what is the main weakness of these ghosts? No, not an
exorcism, but light! Have Link enter one of the beams of light surrounding the
arena and lock-on to Jalhalla. Defend and, if you're in the beam of light, some
light will be reflected onto the boss, ending whatever attack he is doing. In
addition, if you hold the light on him long enough, he will be stunned, become
solid, and drop onto the floor. Have Link run over to him and pick him up. Aim
towards one of the spiked cylinders around the arena, and throw him at it.
While Jalhalla is rolling, charge up the Hurricane Spin, if possible. Once the
enemy hits the spikes, he will hop into the air and split into about 15 Poes.
When the Poes hit the ground, let loose with the Hurricane Spin! If you control
Link well, you'll take out about half of the Poes. They will reform into
Jalhalla after some period of time. After they do, rinse and repeat.


>>>>>>>>>>>
WIND TEMPLE
>>>>>>>>>>>

When you enter this mini-dungeon, you'll quickly start by fighting a Wizzrobe.
As usual, bring out a Fire Arrow and burn it. When it's gone, go to the nearby
springboard. Get on it and equip the Iron Boots and set the Deku Leaf to a
button. Unequip the Iron Boots and use the Deku Leaf to glide between two
downdrafts. You'll land a grassy area with a moving slicer, with some pots in
front of you. Go to the pots and two Shield Bokoblin will jump out of them.
Defeat them and plunder some spoils from the pots. Now, in the slightly lowered
section, look up towards the ledge, then to the left or right. You'll see a
target-thing. You know what that means? Use the Hookshot on one to get up to
the ledge, then go through the door.

=============================================================================
                             BOSS FIGHT: Molgera
=============================================================================

I will note this: the game seems to reset your items to as they were at the
time of the battle, possibly even your spoils and bait (I don't know for sure).
The only things that remain are your magic, health, Master Sword, shield, and
the Hero's Charm, if you have it.

Throughout this battle, Molgera will mainly stay in the sand. When it is in the
sand, it will periodically raise its mouth and tongue out of the sand. This
thing is just begging for it! You can target the tongue and Hookshot it to
bring it to you, then slice it. At this point, the monster will let loose some
larvae. These will repeatedly dive in and out of the sand and may hurt you.
However, their main purpose is to mess up your aiming at the tongue. Lock-on
to them and Hookshot and hit them twice to kill them. They may drop refills.

Molgera has two main attacks. Whenever it is in the sand, you'll notice that
it has the sand moving towards a hole or something its burrowed. Well, if you
get too close, it will swallow you and do TWO hearts of damage (not 2/4, just
TWO). The other attack occurs whenever it flies around the room. It will try
to burrow onto you. I've never had it happen to me, but I'd avoid it anyways,
seeing as a simple swallow takes two hearts. To avoid it while in the sand,
simply stay away, and, while it's moving, watch out for when the sand begins
to darken and lower: Molgera is about to rise there! It will take about four
sword combos or so to defeat the boss.


>>>>>>>>>>>>>>>>>>>>>
BACK IN GANON'S TOWER
>>>>>>>>>>>>>>>>>>>>>

When the final symbol on the door lights up after defeating your fourth boss,
a red face will light up as well. The stone will crumble, and then the bone
bars soon afterwards. This creates a tunnel to the next room. Obviously, go
through it.

I have no clue why the stairs are here; maybe to allow room for some more
rooms, or Ganondorf just likes stairs. There are only a few Miniblin along it,
so just ascend as quickly as you can.

When you enter this room, you notice two things off the bat: the change in
music and the door in front of you. This door will have no importance until
later. As for the two doors, go through the one on the right.

This room surrounds a seemingly bottomless pit. It has some torches on the
walls and a stone tablet with a riddle on it to your left. Now, I want to you
pay attention to the torches. There is a pattern, one that I want you as so:


   4   1
2         3


As you leave, the King of Red Lions contacts you to try to let you know the
importance of patterns. Got any other advice? Go to the previous room, then the
unused room.

This room is in a very similar shape, except the torches are crystal switches,
the pit is filled with water, and there isn't a stone tablet. When you enter,
the camera will focus on the switches in the same pattern as mentioned before
and in the other room. Use the Boomerang to hit them in that order by targeting
them one at a time. When you let the Boomerang loose and the four switches are
activated, a dark portal, similar to the one from the Tower of the Gods that
led you to Hyrule, appears. The King of Red Lions will also sail in, startling
Link. (Couldn't we have come in this way?) The King of Red Lions believes that
this is the way Ganondorf was able to make his excursions to the world above.
If you have ANYTHING you believe you need to do, do so. How? Get into the boat
and sail into the portal. You'll emerge at the Forsaken Fortress if you do so.
Do your business in the world above, then return to Ganon's Tower and continue
the dungeon. When you're ready, return to the room with the pit.

Here, you may only think that the pit is bottomless. However, reading the stone
tablet nearby implies that it is not. Therefore, jump into it.

You, indeed, land in a room that is part of an immense labyrinth. In most of
these rooms, you will fight the Phantom Ganon -- I'm fairly sure that you can
still remember your second trip to the Forsaken Fortress. You can use the
method of hitting the white electric ball to defeat him. He also has one new
attack. He can summon a ball of red and black energy above his head, then
hurl it at you to make twenty or so homing missles. If you use a Spin Attack,
you can reflect most or all of these missles, usually making Phantom Ganon
fall onto the ground instantly. Whenever he is brought down, you will need to
strike him once, just once, to make him disappear and leave his sword behind.
The stone tablet said that you need to go through the door that is being
pointed at with the hilt of the sword that the Phantom Ganon leaves behind.
In case you don't know, that would be the handle. Repeat this six or seven
times, then you'll emerge in a room with a chest. When you enter, the doors
seal. You'll fight Phantom Ganon one more time here. After defeating him once
more, a chest will appear. Open it to recieve Light Arrows. If you have been
reading other parts of this guide, you may know that I mentioned an item that
is the most powerful or most useful. This... is that item. Firstly, this item,
when shot, will pierce any armor - ANY! Secondly, it can kill almost anything
in a single shot. You can switch to these while aiming with the Hero's Bow as
you normally would. Also, I should note that these use about twice the amount
of magic as a normal Fire/Ice Arrow. When ready, exit the room.

You'll appear back in the room with the face on the wall and Phantom Ganon
appears yet again. Since you have the Light Arrows, let's give them a test
drive. Lock-on to Phantom Ganon and shoot. Thousands of rays of light emit
from inside his body, as he turns brighter, then disappears, killing him
forever. The only remnant he has left was his sword. Pick it up and hit the
wall with the face on it with the sword. The wall will shine similarly to how
Phantom Ganon did, then crumble away. Go through the newly-revealed tunnel.

You'll emerge on yet another long staircase. This one has some landings with
enemies. You'll fight a Moblin, then a Darknut, then two Moblins, then two
Mighty Darknuts next to the door. As you proceed, simply defeat these enemies
with Light Arrows. The pots on each landing and near the door have enough
magic pots and Arrows to supply you well. At the door, the wooden bar will
rise if the enemies have been defeated. Once this has happened, use anything
not in a bottle to refill your health, magic, and Arrows. Save, and go through
the door.

This is likely the largest room ever created in the whole game. It is very
large and cylindrical, with very shallow water between the outer edge and a
platform in the center. Here, you'll find a bed surrounded by a curtain, which
is somehow moving (maybe there's a draft somewhere). As the curtains blow, Link
is able to catch glimpse of Zelda! To her right, you see a dark shape rise; it
has to be Ganondorf! When Link draws the Master Sword and his shield, Ganondorf
tells him not to be so hasty, as he can read the dreams of Princess Zelda. It
is all oceans, as far as the eye can see; they yield no fish to catch and are
too vast to swim (sound familiar yet?). Ganondorf then laughs at the story of
the final hours of Hyrule and mocks the survivors of the flood. Ganondorf then
asks why that you can't see that your gods destroyed you, then says that he's
been waiting for you, the Hero of Winds, the Hero of Time reincarnated. He
says to betray his expectations as he blows up into a puppet-thing. It is the
only multi-form boss in the game: Puppet Ganon!

=============================================================================
                           BOSS FIGHT: Puppet Ganon
=============================================================================
______________________
----------------------\
 First Form: Moblin    )
----------------------/
����������������������
The only attack that I know of this form having is a punch, similar to how a
balloon works when you blow it up. The fist will blow up and extend at you.
Keese will also come to attack you. These aren't hard to deal with, as you
have the Boomerang and the Master Sword (if the Boomerang is busy, as you'll
soon see).

To retaliate, you'll begin similarly to how you did with Kalle Demos. You'll
have to cut the strings holding Pupper Ganon up (he IS a puppet now, and
puppets have strings). Each string will take two hits with the Boomerang to
break. Just note that the red string on Puppet Ganon's back cannot be cut and
the strings will repair if you take too long. It'll help to remove all of them,
but the main one is the tail. When you do this, the tail will twitch until it
is cut, then go limp. On the tail, you'll find a blue orb. Blast it with a
Light Arrow to damage Puppet Ganon. Once he is damaged, he'll retract up to
the ceiling and repair himself, then come down again. Repeat this two more
times to continue.

Once the first form is defeated, Link jumps around as if this was the only
form. However, he'll stop jumping as the puppet rises to the ceiling and morphs
into its next form, a spider!
______________________
----------------------\
 Second Form: Spider   )
----------------------/
����������������������
The spider only has one attack, yet again. It'll lower itself repeatedly from
the ceiling onto you, sometimes bringing Keese with it. The blue orb is on his
tail, so you would think of going to it. However, as he is falling, Puppet
Ganon will rotate. So, how are you going to get at him?

Well, go on the water as Puppet Ganon is rising, then zoom out as much as you
possibly can with the C-Stick. In the reflection of the water, you'll see
Puppet Ganon as he falls to the ground. When he stops rotating, you'll be able
to see the position of the tail when he hits the ground. Go to that place and
shoot a Light Arrow at the orb to damage him. Do this two more times to defeat
this form and continue to his next form.
______________________
----------------------\
 Third Form: Snake     )
----------------------/
����������������������
Even this form only has one attack, and it is tough to avoid. The snake will
slide quickly around the room, circling a spot occasionally. If you get in its
way, you'll be clobbered hard. This form will also drop Morths as it goes;
these will serve to give you refills.

So, how are you going to damage this form. Well, it'll be best to wait until
the monster starts circling a spot. At that point, fire Light Arrows somewhat
randomly. You'll really need to time it based on the distance. You are aiming
for the orb on its tail. You may be able to stop the snake for a few moments
with a hit to the head with a Light Arrow or something. I can't do much more
after this other than wish you luck!

After hitting the orb for the final time, the puppet darkens and rises up to
the ceiling. On its way, it explodes, leaving the red string to hang limp. It
seems that you've won... NOT! You heard Ganondorf's voice far above,
challenging you to fight him as he carries Zelda off. Jump at the string from
the central platform to grab onto it, then hold R. Now, you are going to climb
quite a distance upwards. Eventually, you'll reach a peg that Link will climb
onto. Next, you'll have to look for another stick to use the Grappling Hook on.
It'll be on the level above you when you look up. Grapple onto it and climb up.
Here, you'll find a warp jar, pots, and Morths. Break the pots for refills and
put a Bomb near the jar to open it. It'll go back to the bottom of this room.
Do the Grapple-climb thing a few times until you find that you can almost climb
onto a ledge with a bluish doorway. Get close to it and Hookshot at the ceiling
on the roof of the ledge. 

NOTE: This is your last chance to do anything outside of Ganon's Tower. If you
feel that you need some refills or more hearts or improved magic or something,
you can still exit through the dark portal from earlier. If you go through this
doorway, there will be no turning back. If you feel that you are ready, save
and go through.

When Links emerges outside, he gets what nobody expected: a speech. Ganondorf
is standing over Princess Zelda, telling Link of his homeland, Gerudo. The wind
to him always seemed to bring death, which is why coveted Hyrule. He then
begins to talk about how it seemed that it was his fate to bring together the
three holders of the Triforce so he summon anything he wants. He already has
the Triforce of Power, and Princess Zelda has the Triforce of Wisdom. All that
is missing is the Triforce of Courage.... YOURS! Ganondorf strikes Link a few
times, knocking the Master Sword away, almost into Zelda's head! Ganondorf says
that we won't kill Link; he merely needs the Triforce he has. He lifts Link and
the three Triforce glow. The pieces of each float up into the air and then back
down in a larger form. Link is tossed away as Ganondorf shouts his wish to the
gods -- to expose Hyrule to the suns rays once again and to give it to him!

As reaches to the Triforce to finalize his wish, he finds that the King of
Hyrule is touching it. The King says that it is whoever TOUCHES the Triforce
is who gets their wish; Ganondorf himself said this moments ago. The King then
makes his wish: to give you and Zelda hope for the future, and to wash away
Hyrule. The Triforce glows brightly and floats away, showing that the King's
wish has been confirmed, as the King tells Ganondorf to drown with Hyrule.
As water begins to pour down from above, all Ganondorf can do is laugh
maniacally, mocking your "future." Zelda appears next to Link and hands him
the Master Sword, apologizing for "oversleeping." With his back to you,
Ganondorf plans to show you what future you have and draws two swords. He then
turns and attacks; it is time to end this!

=============================================================================
                            FINAL BOSS: Ganondorf
=============================================================================

At this point in the battle, it becomes quite obvious pretty fast that you'll
have to use something else other than a direct attack to get at Ganondorf, as
he blocks any sword slice you try. The only to damage him is to parry, and you
are only able to parry the final attack in his combo; back off until that hit.
When you manage to parry, Ganondorf will be stunned, allowing you to unload a
beating on him. You'll have to use your second-best weapon, your Master Sword,
because Zelda will be fighting alongside you with the Light Arrows. If she
hits him, it will result in the same effect as if you parried him. You can't
depend on her entirely, though!

When Zelda hits him a few times, Ganondorf will run over and backhand her
across the arena, knocking her unconscious. You'll have to continue your
strategy of parrying and hitting with the Master Sword for now.

When Zelda wakes up, Ganondorf decides to up it a notch, blocking parries,
Light Arrows, everything you can throw at him. Approach Zelda to have her get
an idea. She'll shoot a Light Arrow at you, which you can then use the Mirror
Shield to reflect at Ganondorf. Try this by keeping Ganondorf almost directly
in-between you and Zelda and constantly defending. Eventually, Zelda will
shoot an Light Arrow at you and, if you don't lift your shield or get knocked
back by Ganondorf's attacks, it'll hit and stun him. At this point, lock-on and
run up to Ganondorf. The A button will react for a parry; do so and Link will
let out a yell and plunge the sword into Ganondorf's head.

After the sword pierces Ganondorf's head, he says his last words and he will
turn to stone with the Master Sword still stuck in his forehead. The King of
Hyrule will then talk to you, saying that he has always regretted the past,
dwelling on his old kingdom, saying that he was, in a sense, like Ganondorf.
He asks you to live for the future and apologizes that their ancestors could
only leave the Great Sea for them. Zelda asks him if he would like to come
back with them to find the next Hyrule. He merely says that he won't come,
because that land won't be Hyrule; it'll be their land!

The wish of the king to drown Hyrule completes itself and the place utterly
floods. Link and Zelda are encased in bubble suits as they float to the
surface. Link vainly reaches for the king and the king fades from view as they
approach the surface.

Link has surfaced with Zelda, who has now transformed into her Tetra costume.
Prince Komali flies towards them as they see Tetra's pirate ship looming close
by. All the pirates are waving at them, including Aryll! They both wave as
Medli and Makar emerge from below; their missions are complete, so they could
leave the temples. After this, the credits roll for about five minutes.

After the credits, you end up a view of the dock at Outset Island. The pirate
ship and Link's boat are ready to leave. All of Outset's residents are on the
beach, watching Link and Tetra depart for another land. A gust of wind catches
their sails. Tetra tells the crew to set off. Aryll runs onto the pier as they
leave to wave at ships as they begin their new journey..........

So, then, congratulations! You have finally beaten the ninth entry of the
Legend of Zelda series, the Legend of Zelda: The Wind Waker. So, what now? You
can bask in the glory of winning and also start a second playthrough on your
file. This will have some extras, like understanding Hylian, changed looks for
some characters, and automatically having the Deluxe Picto Box from the very
start. Once again, congrats!

5. Enemy Documentation****************************WW5************************

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                     Section I- Section Format   **WW51**
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For these next two sub-sections, the enemy data for the game will be listed
as follows:


[enemy name]

Spoils: [What it drops or what you can steal from it via Grappling Hook]
Weaknesses: [Anything that can ease the defeating of this monster, or kill it
            instantly; effect listed beside item in parentheses.]
Notes: [Anything else to note]


After that, you'll see a pattern of =-=- to divide this data from the data of
the next enemy. Also, enemy names are arranged in alphabetical order.

As for the bosses, the format is fairly simple. I'll say the name of the boss,
it's location, and the reward you get afterwards.

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                     Section II- Land Enemies   **WW52**
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Armos

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), normal Arrows (stun)
Notes: The weak point of this monster is the jewel on its back.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Armos Knight

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Bombs (kill)
Notes: Bombs will only kill when they are thrown into the monster's mouth when
       it is open.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Beamos

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Arrows (kill)
Notes: These monsters come in two varities and are only located in the Tower of
       the Gods. The red variety is motion-senstive to your movements and will
       fire a laser if it "sees" you. The other, blue, variety is stationary
       and constanty fires its laser. The way to kill it is when its ball that
       the lasers come from is enlargened, shoot it with an Arrow.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Boko Baba Plant

Spoils: Boko Baba Seeds, Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Boomerang (kill), Deku Leaf (expose weak spot)
Notes: This monster actually dies in a one-hit kill; it loses no HP when hit
       otherwise. Also, when this monster dies, it may become a Boko Baba Bud.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Bokoblin

Spoils: Joy Pendants, Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Boomerang (stun), Deku Leaf (stun)
Notes: There are two varieties. Normal ones, which may carry sticks, and Shield
       Bokoblins, which carry swords and shields.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Blue Bubble

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Ice Arrows (remove blue fog), Deku Leaf
            (remove blue fog), Hookshot (remove blue fog and bring to Link)
Notes: The blue fog around this monster disables attacks and items, meaning
       that you must use one of the above weaknesses to remove said fog.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Blue Chuchu

Spoils: Blue Chuchu Jelly, Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), other Arrows (kill), Boomerang (stun and get
            rid of the bioelectrical field), Deku Leaf (stun and get rid of the
            bioelectrical field)
Notes: The bioelectrical field must be removed before using a sword attack.
       Also, there are only fifteen of these on the Great Sea. They may
       reappear, but you won't get another Blue Chuchu Jelly from them.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Dark Chuchu

Spoils: Red Chuchu Jelly, Green Chuchu Jelly, Item Refills, Hearts, Magic Pots,
        Rupees
Weaknesses: Light Arrows (kill), light (turn to stone), Skull Hammer (kill when
            stoned)
Notes: When turned to stone, you can pick these up.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Darknut

Spoils: Knight's Crests, Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Fire Arrows (remove cape on some),
            Boomerang (stun when without a helmet), parries (remove armor on
            head or torso)
Notes: There are three varieties. One is has normal armor, another has a
       buckler, and the Mighty Darknut has a cape, which you must burn off
       before parrying. Also, to remove the armor, you must parry attacks or
       hit the backside of the armor when the enemy is stunned.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Fire Keese

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Virtually everything (kill)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Floormaster

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Boomerang (stun)
Notes: It is best to stun these and then attack. Also, these will grab Link or
       a partner and take them to a previous room in the dungeon.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Grabbing Hand

Spoils: None.
Weaknesses: None.
Notes: These appear in small bunches and always regenerate. They will dig into
       Link and steal his magic power if he stays still for too long.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Green Chuchu

Spoils: Green Chuchu Jelly, Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Boomerang (stun), Deku Leaf (stun)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Kargaroc

Spoils: Golden Feathers, Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Arrows (one-hit kill), Boomerang (two-hit
            kill)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Keese

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Virtually anything (kill)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Magtail

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), parries (kill), water (stun)
Notes: If you put water on it, you can pick it up or repeatedly attack it to
       kill it.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Miniblin

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Virtually anything (kill)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Moblin

Spoils: Skull Necklace, Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Boomerang (stun), Deku Leaf (stun)
Notes: They may carry torches, which can be thrown at you to cause a fire.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Morth

Spoils: Item Refills, Hearts, Magic Pots (only against Puppet Ganon)
Weaknesses: Virtually anything (kill)
Notes: If they get stuck to you, they'll slow you down - nothing more. To get
       rid of those stuck to you, use a Spin Attack.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Peahat

Spoils: Golden Feather, Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Boomerang (two-hit kill), Deku Leaf (stun),
            Grappling Hook (stun)
Notes: Until you stun this monster or chop off its propeller-thing, you cannot
       hit it with a sword.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Phantom Ganon

Spoils: None.
Weaknesses: Light Arrows (kill)
Notes: You can stun, then strike, him after reflecting either of his energy
       balls by hitting it. However, you are unable to truly kill him until
       late in the game when you hit him with a Light Arrow; see the
       walkthrough for details.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Poe

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill (when solid only?)), light (make solid)
Notes: You cannot hope to hit it when it is not solid; you MUST make it solid
       first.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Rat

Spoils: Item Refills, Hearts, Magic Pots, Rupees, various (when buy from nest)
Weaknesses: Virtually anything (kill)
Notes: If you spread some All-Purpose Bait in front of one of their nests (the
       mouseholes in the walls), a Rat may take some and then offer you some
       good stuff, such as Red and Blue Potions.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Red Bubble

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill)
Notes: The fire cloud around it may burn you; I don't know if this has any
       effect on Link.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Red Chuchu

Spoils: Red Chuchu Jelly, Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Redead

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), light (stun)
Notes: If you approach when not stunned, it will shriek and stun you, likely
       giving it time to crunch on Link's head.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
River Octorok

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), shield/sword (reflect balls)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stalfos

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Bombs (shatter skeleton), Boomerang (stun
            head)
Notes: When you shatter the skeleton, regardless of whether you used a Bomb or
       lots of sword hits, use the Boomerang to stun the head, making it easier
       to kill it.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summoning Wizzrobe

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Boomerang (stun), Deku Leaf (stun)
Notes: These may summon some enemies you have encountered. Also, there is a
       different variety you can encounter in the Wind Temple, which is much
       stronger and can summon anything.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Winged Mothula

Spoils: Golden Feather, Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Boomerang (cut wing; stun when grounded),
            Hero's/Master Sword (cut wing; damage), Deku Leaf (stun)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Wingless Mothula

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Boomerang (stun)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Wizzrobe (normal)

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Boomerang (stun), Deku Leaf (stun)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Yellow Chuchu

Spoils: Red Chuchu Jelly, Green Chuchu Jelly, Item Refills, Hearts, Magic Pots,
        Rupees
Weaknesses: Light Arrows (kill), other Arrows (kill), Boomerang (stun and get
            rid of the bioelectrical field), Deku Leaf (stun and get rid of the
            bioelectrical field)
Notes: The bioelectrical field must be removed before using a sword attack.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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                     Section III- Sea Enemies   **WW53**
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Big Octo

Spoils: Various
Weaknesses: Boomerang (damage eye)
Notes: There are only six on the Great Sea and these will show a light ring
       with treasure underneath the water in most cases. They appear near
       flocks of seagulls. To kill these, damage the eyes with the Boomerang.
       Each eye will take three hits to "kill." "Kill" all of the eyes to win
       the battle. See the sidequests section for more details.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Cannon Boat

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Bombs (damage; needs three hits)
Notes: One in quadrant E1 (Needle Rock Isle) will reveal a light ring with a
       Triforce Chart underneath. The other two in that quadrant will also show
       light rings with a total value of 150 Rupees underneath the water.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Gyorg

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Seahat

Spoils: Golden Feather, Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Boomerang (two-hit kill)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sea Octorok

Spoils: Item Refills, Hearts, Magic Pots, Rupees
Weaknesses: Light Arrows (kill), Bombs (damage)
Notes: None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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                        Section IV- Bosses   **WW54**
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=============================================================================
                              BOSS FIGHT: Gohma
=============================================================================
Location: Dragon Roost Cavern /
                             /
Rewards: Heart Container    /
___________________________/
_____________________________
-----------------------------\
 Part 1: Opening the Shell    )
-----------------------------/
�����������������������������
Begin by equipping the Grappling Hook if it hasn't been equipped already. Use
it and focus towards the roof, where Valoo's tail is hanging from. As you move
over the tail, a yellow sparkle appears! This means nothing other than that you
are meant to hook onto the tail. Once you do, you see Valoo go "What the...?"
and Link begins to swing. You need only swing across. After you let go, a large
piece of the roof falls on Gohma's head and its shell begins to crack.
Immediately aim at the roof again. Gohma will replace the rock and Valoo's tail
will slither through. Swing again two more times to fully crack the shell and
fight Gohma in his "true" form.

_____________________________
-----------------------------\
 Part 2: Ending the Battle    )
-----------------------------/
�����������������������������
This part is simpler. Lock-on to Gohma (well, his eye) and use the Grappling
Hook. Gohma will be forced over and also be stunned. Wail on it with your
sword. Repeat as needed until defeated.


=============================================================================
                           BOSS FIGHT: Kalle Demos
=============================================================================
Location: The Forbidden Forest /
                              /
Rewards: Heart Container     /
____________________________/

To begin, you'll have to look up. As you saw earlier, the flower bulb is
attached to the ceiling by about twenty or so vines. Using the Boomerang, cut
down the vines. The bulb will rarely attack at this period. If it does, just
observe what attack it is. If a tentacle is swinging hostilely, move to another
area of the room. If the tentacles dig into the ground, watch for a cloud of
dust (?) and avoid it - the tentacles will sprout from the ground and damage
you. When have cut all of the 20-ish vines, the bulb falls to the ground,
beginning the second phase of the battle.

Inside the flower, you'll find the Boko Baba-thing. MAKE SURE TO L-TARGET IT!
This bulb will remain open for only a short time - you need to make every
attack count. I highly recommend staying in the flower the whole time, despite
the fact that you will indeed take 1/4 heart damage as the bulb, when it closes
and reattaches to the ceiling, will spit out Link. However, it means a few more
hits, and you can restore health by the rocks and skulls in the room. Repeat
this process until the battle is over.


=============================================================================
                              BOSS FIGHT: Gohdan
=============================================================================
Location: The Tower of the Gods /
                               /
Rewards: Heart Container      /
_____________________________/

For the whole battle, you shall be using only the Hero's Bow and the Bombs (and
a healing item, if it becomes needed). For the main part, all of the attacks
are easy to dodge - there is only one you'll ever notice. Occasionally, the
head will shoot explosives out of its nose (they aren't covered in mucus). Just
simply run randomly around the room to avoid this attack. Also, you may notice
the trench around the edge of the room. This is electrified and will damage
you 1/4 heart.

Now, for your offense. You'll notice that you can lock-on to the hands for some
odd reason - they have eyes! L-target the eyes and shoot them with arrows.
Try not to shoot too fast, or those after the first may not hit. Two hits will
disable a hand for a bit, and there are two hands. Disable both to begin the
next phase. Gohdan's head's eyes will open. Like with the hands, shoot arrows
at them. It will take two arrows (maybe three?) to disable an eye, and there
are two eyes. The head will then collapse to the ground, with its mouth. Go
somewhat near the head and throw a Bomb at it to make it eat it like you did
with the Armos Knights. Then you have to restart this and complete the task two
more times. Luckily for you, if you run out of Arrows/Bombs, Gohdan will
replenish them - after all, he is not a minion of Ganondorf!


=============================================================================
                          BOSS FIGHT: Helmaroc King
=============================================================================
Location: The Forsaken Fortress /
                               /
Rewards: Heart Container      /
_____________________________/

Time for some payback -- well, not yet. This is too cramped a space to fight,
and not to mention that the water is rising! Nearby, you'll find a path that
is partly stone ledge, but mostly wooden bridge. The Helmaroc King will peck
at you, usually hitting the wooden bridge, destroying a section. You can use
the Grappling Hook to get across some parts; others, you'll have to wait for
the water level to get high enough while dodging more pecks. As you ascend the
path, Bokoblin will jump out of some pots. It is preferred that you ignore
them, as the bird will still peck - besides, they won't follow you. As you
reach the roof exit, the Helmaroc King will stick its fat beak in the way,
blocking your exit. Take out your Skull Hammer and give it a nice whack on the
beak to make it fall into the waters below as you exit. As you exit, the roof
begins to close. Just before it closes, though, the Helmaroc King manages to
fly out and begin the second part of the battle.

This part begins on a flat, large platform in the fresh air. Surrounding the
platform are lots of spikes, which are a portion of the Helmaroc King's
strategy, as you'll see. His attacks consist of a fly-over, a massive wind
gust, and a peck. The fly-over deals damage via the claw he lays on the stone
occasionally; dodge to one side to avoid it. The gust doesn't do damage
directly, but will blow you into the spikes around the arena to do damage.
The peck is easy to dodge - just get out of the way! Speaking of pecks, when
the Helmaroc King pecks, the beak will get stuck in the ground if he misses.
Use this to your advantage and smack him with the Skull Hammer - not the sword;
his metal mask is still on! Whack it a total of three times to make the mask
fall off and reveal his face. Use the same strategy as before, but, when he
pecks and misses, hit him with the sword. Ten or so hits should do it.


=============================================================================
                             BOSS FIGHT: Jalhalla
=============================================================================
Location: Earth Temple                              /
                                                   /
Rewards: Heart Container, upgrade to Master Sword /
_________________________________________________/

Jalhalla will probably use most of his four attacks throughout the battle. One
of his most common is a large inhale-exhale attack. If you get close to him on
the inhale, he'll blow a stream of flames at you. If you manage to stay away,
he'll exhale and blow you towards the spikes around the room. When you get
close him at other times, he'll usually let loose a stream of fireballs from
his lantern. His least-used attack (in my experience) is the jinx that will
reverse your controls like a normal Poe does. However, he won't sacrifice
himself in any way. Usually, shining a beam of light on him (you'll understand
in a second) will cancel his attack, no matter what it is.

So, how are you going to retaliate? Well, doesn't he look like AND is made up
of normal Poes? And what is the main weakness of these ghosts? No, not an
exorcism, but light! Have Link enter one of the beams of light surrounding the
arena and lock-on to Jalhalla. Defend and, if you're in the beam of light, some
light will be reflected onto the boss, ending whatever attack he is doing. In
addition, if you hold the light on him long enough, he will be stunned, become
solid, and drop onto the floor. Have Link run over to him and pick him up. Aim
towards one of the spiked cylinders around the arena, and throw him at it.
While Jalhalla is rolling, charge up the Hurricane Spin, if possible. Once the
enemy hits the spikes, he will hop into the air and split into about 15 Poes.
When the Poes hit the ground, let loose with the Hurricane Spin! If you control
Link well, you'll take out about half of the Poes. They will reform into
Jalhalla after some period of time. After they do, rinse and repeat.


=============================================================================
                             BOSS FIGHT: Molgera
=============================================================================
Location: Wind Temple                                     /
                                                         /
Rewards: Heart Container, final upgrade to Master Sword /
_______________________________________________________/

Throughout this battle, Molgera will mainly stay in the sand. When it is in the
sand, it will periodically raise its mouth and tongue out of the sand. This
thing is just begging for it! You can target the tongue and Hookshot it to
bring it to you, then slice it. At this point, the monster will let loose some
larvae. These will repeatedly dive in and out of the sand and may hurt you.
However, their main purpose is to mess up your aiming at the tongue. Lock-on
to them and Hookshot and hit them twice to kill them. They may drop refills.

Molgera has two main attacks. Whenever it is in the sand, you'll notice that
it has the sand moving towards a hole or something its burrowed. Well, if you
get too close, it will swallow you and do TWO hearts of damage (not 2/4, just
TWO). The other attack occurs whenever it flies around the room. It will try
to burrow onto you. I've never had it happen to me, but I'd avoid it anyways,
seeing as a simple swallow takes two hearts. To avoid it while in the sand,
simply stay away, and, while it's moving, watch out for when the sand begins
to darken and lower: Molgera is about to rise there! It will take about four
sword combos or so to defeat the boss.


=============================================================================
                           BOSS FIGHT: Puppet Ganon
=============================================================================
Location: Ganon's Tower         /
                               /
Rewards: Access to final boss /
_____________________________/
______________________
----------------------\
 First Form: Moblin    )
----------------------/
����������������������
The only attack that I know of this form having is a punch, similar to how a
balloon works when you blow it up. The fist will blow up and extend at you.
Keese will also come to attack you. These aren't hard to deal with, as you
have the Boomerang and the Master Sword (if the Boomerang is busy, as you'll
soon see).

To retaliate, you'll begin similarly to how you did with Kalle Demos. You'll
have to cut the strings holding Pupper Ganon up (he IS a puppet now, and
puppets have strings). Each string will take two hits with the Boomerang to
break. Just note that the red string on Puppet Ganon's back cannot be cut and
the strings will repair if you take too long. It'll help to remove all of them,
but the main one is the tail. When you do this, the tail will twitch until it
is cut, then go limp. On the tail, you'll find a blue orb. Blast it with a
Light Arrow to damage Puppet Ganon. Once he is damaged, he'll retract up to
the ceiling and repair himself, then come down again. Repeat this two more
times to continue.

Once the first form is defeated, Link jumps around as if this was the only
form. However, he'll stop jumping as the puppet rises to the ceiling and morphs
into its next form, a spider!
______________________
----------------------\
 Second Form: Spider   )
----------------------/
����������������������
The spider only has one attack, yet again. It'll lower itself repeatedly from
the ceiling onto you, sometimes bringing Keese with it. The blue orb is on his
tail, so you would think of going to it. However, as he is falling, Puppet
Ganon will rotate. So, how are you going to get at him?

Well, go on the water as Puppet Ganon is rising, then zoom out as much as you
possibly can with the C-Stick. In the reflection of the water, you'll see
Puppet Ganon as he falls to the ground. When he stops rotating, you'll be able
to see the position of the tail when he hits the ground. Go to that place and
shoot a Light Arrow at the orb to damage him. Do this two more times to defeat
this form and continue to his next form.
______________________
----------------------\
 Third Form: Snake     )
----------------------/
����������������������
Even this form only has one attack, and it is tough to avoid. The snake will
slide quickly around the room, circling a spot occasionally. If you get in its
way, you'll be clobbered hard. This form will also drop Morths as it goes;
these will serve to give you refills.

So, how are you going to damage this form. Well, it'll be best to wait until
the monster starts circling a spot. At that point, fire Light Arrows somewhat
randomly. You'll really need to time it based on the distance. You are aiming
for the orb on its tail. You may be able to stop the snake for a few moments
with a hit to the head with a Light Arrow or something. I can't do much more
after this other than wish you luck!


=============================================================================
                            FINAL BOSS: Ganondorf
=============================================================================
Location: Ganon's Tower       /
                             /
Rewards: Completion of game /
___________________________/

At this point in the battle, it becomes quite obvious pretty fast that you'll
have to use something else other than a direct attack to get at Ganondorf, as
he blocks any sword slice you try. The only to damage him is to parry, and you
are only able to parry the final attack in his combo; back off until that hit.
When you manage to parry, Ganondorf will be stunned, allowing you to unload a
beating on him. You'll have to use your second-best weapon, your Master Sword,
because Zelda will be fighting alongside you with the Light Arrows. If she
hits him, it will result in the same effect as if you parried him. You can't
depend on her entirely, though!

When Zelda hits him a few times, Ganondorf will run over and backhand her
across the arena, knocking her unconscious. You'll have to continue your
strategy of parrying and hitting with the Master Sword for now.

When Zelda wakes up, Ganondorf decides to up it a notch, blocking parries,
Light Arrows, everything you can throw at him. Approach Zelda to have her get
an idea. She'll shoot a Light Arrow at you, which you can then use the Mirror
Shield to reflect at Ganondorf. Try this by keeping Ganondorf almost directly
in-between you and Zelda and constantly defending. Eventually, Zelda will
shoot an Light Arrow at you and, if you don't lift your shield or get knocked
back by Ganondorf's attacks, it'll hit and stun him. At this point, lock-on and
run up to Ganondorf. The A button will react for a parry; do so and Link will
let out a yell and plunge the sword into Ganondorf's head, ending the battle.

6. Sidequests****************************WW6*********************************

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
   Section I- Maxing the Health Gauge and Heart Piece Locations   **WW61**
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

When you begin this game, you begin with three hearts. These are health, your
source of life. As you complete the game, you'll collect more. Some will come
from beating bosses; others from collecting four Pieces of Heart. You can
have a maximum of twenty hearts in the game. Three are from the beginning, six
from bosses, and eleven from Pieces of Heart. Therefore, there are 44 Pieces
of Heart that you need to collect to max the health gauge. Below, I will list
the locations of the various Pieces of Heart. I will list their locations going
from row A on the Sea Chart, going A1, A2, etc., then going on row B, and so
on. You'll understand soon if you already didn't.


>>>>>>>>>>>>>>>>>>>>>>>>>>
THE FORSAKEN FORTRESS (A1)
>>>>>>>>>>>>>>>>>>>>>>>>>>

~~ Remember the cell that you were thrown into when you got captured early in
   the game? Go there, then jump to the floor below it. Behind some barrels
   nearby, you'll find a switch. Press it to open a nearby cell with a chest.
   In this chest, you'll find a Piece of Heart.


>>>>>>>>>>>>>>>>
STAR ISLAND (A2)
>>>>>>>>>>>>>>>>

~~ On the island, go to the southwestern point of the star-shaped island. There
   you'll need to pick up or blow up the rock with a Bomb, then enter the
   secret cave underneath. There, you'll fight three Magtails, two Bokoblin,
   two Shield Bokoblin, then two Moblins. After you do, a chest will appear.
   Open it to recieve a Piece of Heart.


>>>>>>>>>>>>>>>>>>>>>>>>>
CRESCENT MOON ISLAND (A5)
>>>>>>>>>>>>>>>>>>>>>>>>>

~~ You will need to get Treasure Chart #11 and dig up its treasure, located
   here.


>>>>>>>>>>>>>>>>>>>>>
SEVEN-STAR ISLES (A6)
>>>>>>>>>>>>>>>>>>>>>

~~ You will need to fight and defeat the Big Octo here. Look for a flock of
   seagulls. When you win, dig up the treasure from the light ring.


>>>>>>>>>>>>>>>>>>>>>
SPECTACLE ISLAND (B3)
>>>>>>>>>>>>>>>>>>>>>

~~ Win the cannon-shooting game here. An easy way to win is to put YOUR boat
   in the shooting area and repeatedly shoot at it - it works!


>>>>>>>>>>>>>>>>>>>>
WINDFALL ISLAND (B4)
>>>>>>>>>>>>>>>>>>>>

~~ Win the squid-hunting minigame. It is located in the building across from
   Ms. Marie's school. Talk to the guy inside to play.

~~ Win the auction. It begins nightly after getting Nayru's Pearl.

~~ After you beat the Forsaken Fortress for the second time, go to the big
   house's top floor (accessible near the school). Inside, talk to Maggie.
   She seems to have fallen in love with a Moblin named Moe. O_o Yeesh....
   Take the letter that gives you to send to Moe to the postbox. Now, wait a
   couple of days or play the Song of Passing several times. Now, go back to
   the house because it is being personally delivered. Ilari, the postman,
   will storm out after arguing with Maggie's father. Follow him to the bar
   and talk to him. He'll let you deliver the letter. Give it to Maggie to
   get the Piece of Heart.

~~ Talk to Ms. Marie at the school. She is complaining about the group of kids
   that you met outside; they are making life a nightmare for her. Exit the
   building and talk to the one with the brown cap, Ivan. They've decided that
   they will leave Ms. Marie alone, but only if you can beat them in a game of
   hide-and-seek. To find them, look in the tree near where Maggie's father was
   (in front of the Bomb shop; roll into the tree), behind the Bomb shop,
   behind the gravestone near the prison and Tott, and in a bush to the left of
   the arch near the school. After you find one, you must catch them by running
   into them to truly catch them. Once you've caught all four, they'll give you
   a Piece of Heart.

~~ First, you will need the DELUXE, not regular, Picto Box. Talk to Anton (the
   guy who is always walking) and Linda (blue haired woman near, not in, the
   school). Now, take a good pictograph of Linda and show it to Anton. He'll
   decide to take Linda out for coffee. Wait a few days or play the Song of
   Passing a few times and go to the bar in the daytime. You'll find the two
   there. Talk to them and Linda will give you a Piece of Heart.

~~ Go near Zunari's shop and talk to Sam, the guy on the beach. He is part of
   a group who wants to make Windfall look better. You'll have to help him. Put
   one of Zunari's decorative items in each of the 14 pedestals around the
   island. Two are near Zunari, three near Sam, two on the path to the auction
   house, one between this house and potion man's house, and six on the arch
   marking the entrance to Windfall. After placing a decorative item in each
   pedestal, talk to Sam for a Piece of Heart.

~~ First, you will need Fire Arrows. Set the wind to northwest, as well. Go to
   the high tower near Zunari's shop and climb the ladder up it. You'll find a
   switch. Press it to make the windmill start turning. Now, go into the
   building with the squid game and go up the stairs and outside. Go along the
   railing to get almost beside the windmill blades. Jump onto a car as it gets
   close and it'll carry you to the top. You'll have to remain on the car for
   this next part. You'll see foghorn-like things. If you look inside, you'll
   find a torch. Shoot a Fire Arrow here to get the torch lit and the
   lighthouse working. Now, go back onto the railing and talk to the man there,
   who'll give you a Piece of Heart.

~~ If you lit up the lighthouse (see previous Piece of Heart), you'll notice
   that a chest appeared. Go near the Bomb Shop and set the wind to south. Use
   the Deku Leaf to fly to small island with the chest. Open it to get a Piece
   of Heart.


>>>>>>>>>>>>>>>>>>
PAWPRINT ISLE (B5)
>>>>>>>>>>>>>>>>>>

~~ You'll need to dig up the treasure located here. It is marked on Treasure
   Chart #30.

~~ On the island, cut the grass to find a tunnel going into the rock. Crawl
   through this tunnel to find a secret cave. Go into it. Defeat all of the
   Chuchus in the two rooms you can access WITHOUT USING ITEMS and you'll
   find a chest with the Piece of Heart in it.


>>>>>>>>>>>>>>>>>>>>>>>>
DRAGON ROOST ISLAND (B6)
>>>>>>>>>>>>>>>>>>>>>>>>

~~ After getting Farore's Pearl, check a mailbox to find a letter from the
   Rito chieftain. Inside is a Piece of Heart.

~~ Inside the alcove with the Rito, one of them wants 20 Golden Feathers for
   his girlfriend. Give him that many (you can steal them from Kargarocs and
   Peahats). He'll reward you with an Orange Rupee. Later, you'll recieve a
   letter from his girlfriend. The letter contains a Piece of Heart.

~~ On the upper level of the alcove where the Rito reside, you'll find a
   mail sorter. Talk to him to get a job sorting mail. You'll get Rupees for
   this, and, if you sort over 25 letters in one shift, you'll get a Piece of
   Heart in the mail from the mail sorter. Practice makes perfect (and Rupees).


>>>>>>>>>>>>>>>>>>>>>>>>>>>>
FLIGHT CONTROL PLATFORM (B7)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>

~~ I believe it is required that you double the maximum of the Magic Gauge and
   have it full before attempting this. You'll also need the wind set to the
   northwest (for the most ease) and the Deku Leaf. Here, you'll need to glide
   in the contest for 255 (?) yards or more.


>>>>>>>>>>>>>>>>>>>>>>
ROCK SPIRE ISLAND (C2)
>>>>>>>>>>>>>>>>>>>>>>

~~ Dig up the treasure located here from Treasure Chart #20.

~~ Buy the Piece of Heart from Beedle's shop here for 950 Rupees. Also, even
   though he may say he's closing, ignore him; he'll never close.

~~ In this quadrant, you'll find two Cannon Boats. Shoot them down to make
   light rings appear. One will give you a Piece of Heart.


>>>>>>>>>>>>>>>>>>
TINGLE ISLAND (C3)
>>>>>>>>>>>>>>>>>>

~~ Find the flock of seagulls nearby and go to them to fight a Big Octo. Defeat
   it to make a light ring appear. Pull up the treasure from it to get a Piece
   of Heart.


>>>>>>>>>>>>>>>>>>>
THREE-EYE REEF (D1)
>>>>>>>>>>>>>>>>>>>

~~ Treasure Chart #38 will direct you here. Dig up its treasure to get the
   Piece of Heart.


>>>>>>>>>>>>>>>>>>>
GREATFISH ISLE (D2)
>>>>>>>>>>>>>>>>>>>

~~ You'll need to do Zunari's trading quest; contact him on Windfall. During
   the quest, you'll find a Wandering Merchant on Greatfish Isle. There, give
   him a Shop Guru Statue and you'll get your Piece of Heart. Below, you'll
   find valuable information on the quest, relating a statue with what it can
   be traded/bought for relative to each Wandering Merchant. DarthMarth of
   GameFAQs gets full credit for the chart because I never would've found this
   Piece of Heart in my own playthrough without his information in his FAQ.
   Thanks!!!

 +--------------+--------------+--------------+--------------+--------------+
 |     ITEM     | RUPEE VALUE  |GREATFISH ISLE|  M & C ISLES |  BOMB ISLAND |
 +--------------+--------------+--------------+--------------+--------------+
 |Town Flower   |10 Rupees     |Sea Flower    |Sea Flower    |Sea Flower    |
 +--------------+--------------+--------------+--------------+--------------+
 |Sea Flower    |20 Rupees     |Exotic Flower |Town Flower   |Town Flower   |
 +--------------+--------------+--------------+--------------+--------------+
 |Exotic Flower |25 Rupees     |Sea Flower    |Pinwheel      |Sickle Moon   |
 |              |              |              |              |Flag          |
 +--------------+--------------+--------------+--------------+--------------+
 |Pinwheel      |55 Rupees     |Exotic Flower |Exotic Flower |Sickle Moon   |
 |              |              |              |              |Flag          |
 +--------------+--------------+--------------+--------------+--------------+
 |Big Catch Flag|85 Rupees     |Fountain Idol |Sickle Moon   |Fountain Idol |
 |              |              |              |Flag          |              |
 +--------------+--------------+--------------+--------------+--------------+
 |Big Sale Flag |35 Rupees     |Hero�s Flag   |Big Catch Flag|Hero�s Flag   |
 +--------------+--------------+--------------+--------------+--------------+
 |Hero�s Flag   |75 Rupees     |Postman Idol  |Big Sale Flag |Big Catch Flag|
 +--------------+--------------+--------------+--------------+--------------+
 |Sickle Moon   |40 Rupees     |Fountain Idol |Big Catch Flag|Fountain Idol |
 |Flag          |              |              |              |              |
 +--------------+--------------+--------------+--------------+--------------+
 |Skull Tower   |60 Rupees     |Fountain Idol |Big Sale Flag |Fountain Idol |
 |Idol          |              |              |              |              |
 +--------------+--------------+--------------+--------------+--------------+
 |Fountain Idol |60 Rupees     |Skull Tower   |Big Sale Flag |Sickle Moon   |
 |              |              |Idol          |              |Flag          |
 +--------------+--------------+--------------+--------------+--------------+
 |Postman Idol  |100 Rupees    |Fountain Idol |Shop Guru     |Fountain Idol |
 |              |              |              |Statue        |              |
 +--------------+--------------+--------------+--------------+--------------+
 |Shop Guru     |200 Rupees    |Piece of Heart|Postman Idol  |Postman Idol  |
 |Statue        |              |or Shop Guru  |              |              |
 |              |              |Statue        |              |              |
 +--------------+--------------+--------------+--------------+--------------+

   In other words, you'll need to give a Town Flower to any merchant, then
   give the resulting Sea Flower to the merchant of Greatfish Isle, then give
   the resulting Exotic Flower to the Bomb Island, then give the Sickle Moon
   Flag to the Greatfish/Bomb Island merchant, then give the Fountain Idol to
   the Mother & Child Isles merchant, then give the Big Sale Flag to the
   merchant of Greatfish Isle, then give the Hero's Flag to the merchant of
   Greatfish, then give that Postman Idol to the merchant of Mother & Child
   Isles, and finally give the Shop Guru Statue to the Greatfish Isle merchant
   to recieve the Piece of Heart. *whew!*

~~ Go to the small island southwest of the mainland (or what used to be it).
   Climb the spiraling path to the top. Look to the central island and about
   halfway up it you'll find a ledge with a chest. Set the wind to northwest
   and glide to the chest with the Deku Leaf. Open the chest to get a Piece
   of Heart.


>>>>>>>>>>>>>>>>>
SIX-EYE REEF (D6)
>>>>>>>>>>>>>>>>>

~~ Directly southwest of the reef, you'll find a submarine. Enter it. You'll
   fight some Moblins, Chuchus, and Morths. Defeat them to make a ladder drop.
   Climb it and open the chest inside the alcove to recieve a Piece of Heart.


>>>>>>>>>>>>>>>>>>>>>>>>>
THORNED FAIRY ISLAND (D7)
>>>>>>>>>>>>>>>>>>>>>>>>>

~~ Dig up the treasure from Treasure Chart #5.


>>>>>>>>>>>>>>>>>>>>>
NEEDLE ROCK ISLE (E1)
>>>>>>>>>>>>>>>>>>>>>

~~ Here, you'll probably want to shoot down the Kargarocs in the air first.
   You'll see why soon. Next, you need to use a Hyoi Pear to control a seagull
   and fly it to the top of the pillar. On top of it is a switch. Hit it to
   remove the flames from the northern part of the island that's surrounding
   the treasure chest. Open the chest to get a Piece of Heart.


>>>>>>>>>>>>>>>>>>>>>>>>>
STONE WATCHER ISLAND (E3)
>>>>>>>>>>>>>>>>>>>>>>>>>

~~ There is a Sea Platform in this quadrant. Destroy all eight of its cannons
   to make a chest appear on the platform. Open it to recieve a Piece of Heart.


>>>>>>>>>>>>>>>>
BOMB ISLAND (E6)
>>>>>>>>>>>>>>>>

~~ Use Treasure Chart #20 to find a treasure chest hidden underwater. It'll
   contain a Piece of Heart.

~~ There is a large rock on this island. Destroy it by throwing it or using a
   Bomb to blow it up, then enter the secret cave. You'll end up in a lava
   filled cavern. In the first room, stun a Magtail and place its balled-up
   form on the switch. Go to the next room and along the narrow path to the
   left. Hit the switch to extinguish two rings of fire on a different path,
   then along that path to a medium-sized platform. There will be some more
   Magtails here; as before, stun them. Now, go to either pair of torches and
   throw the balled-up Magtail towards to the fiery ring, inside which is a
   switch. Activate both switches, a fire ring extinguishes. Go along its path
   to a chest. Open it to get a Piece of Heart.


>>>>>>>>>>>>>>>>>>>>>>>>>>
DIAMOND STEPPE ISLAND (F1)
>>>>>>>>>>>>>>>>>>>>>>>>>>

~~ Use Treasure Chart #23 to find a chest underwater. It'll have a Piece of
   Heart inside.


>>>>>>>>>>>>>>>>>>>>>>>>>>
SOUTHERN FAIRY ISLAND (F4)
>>>>>>>>>>>>>>>>>>>>>>>>>>

~~ Using Treasure Chart #4, find a chest underwater. It'll have a Piece of
   Heart in it.


>>>>>>>>>>>>>>>>>
FOREST HAVEN (G6)
>>>>>>>>>>>>>>>>>

~~ Use Treasure Chart #31 to find a chest underwater. It'll contain a Piece
   of Heart.

~~ You'll need an empty bottle and the Ballad of Gales (HIGHLY RECOMMENEDED!)
   for this. After the Korok ceremony, the eight Koroks flew to eight islands
   to plant eight trees. However, the trees are having problems growing; this
   could hurt the Great Deku Tree! You'll need to get some Forest Water and
   sprinkle some on each tree. At the eighth tree, you'll find a Piece of Heart
   for your trouble. The Forest Water will have infinite uses, but will become
   normal water with one use after twenty minutes outside of Forest Haven.
   You do not have to do this in one trip. However, with the Ballad of Gales,
   here is the path I went on:

   <> At Forest Haven, get some of the water surrounding the Great Deku Tree
      into a bottle. Exit and go onto your boat and sail northeast to quadrant
      F7 (Cliff Plateau Isles). Quickly climb up the isles and go through the
      Secret Cave (see Section IX of the sidequests for more). Outside, put
      some water on the tree. Next, go into the boat and warp to Southern
      Fairy Island.

   <> From Southern Fairy Island, sail west to Shark Island (F3). Go to the
      northern portion for the tree. Give it some water and warp to Greatfish
      Isle.

   <> The next tree is on Greatfish Isle. Go southwest of the shattered
      mainland and up the small island's winding path. At the top, sprinkle
      some water on the tree. Go into the boat.

   <> Next, sail southwest to Needle Rock Isle (E1). There, go to the northern
      part, where the tree is. Sprinkle some water and warp to Tingle Island.

   <> Now, sail northwest to Mother & Child Isles (B2). There, go onto the
      smaller island and water the tree there. Get back into the boat. 

   <> Next, sail due north to Star Island. Water the tree there and get back to
      the boat. Warp to the Tower of the Gods.

   <> At the Tower of the Gods, sail due north to Eastern Fairy Island (C5) and
      water the easily-found tree there. Now, warp back to the Tower of the
      Gods.

   <> Back at the Tower of the Gods, sail south to the Private Oasis (or Link's
      Oasis, if you got that far). There, water the final tree.

   When the eighth tree is watered, regardless of location, it'll grow large
   and a Piece of Heart will drop out of its branches. Grab it!


>>>>>>>>>>>>>>>>>>
OUTSET ISLAND (G2)
>>>>>>>>>>>>>>>>>>

~~ You need to have beaten the Forbidden Woods. You can now challenge Orca,
   the man who gave you the Hero's Sword, to a match. You will need to hit him
   as many times as possible before you get hit three times. When you hit him
   500 times, let yourself get hit three times. You'll get your Piece of Heart.

   NOTE!!!! If you skip the 500 mark and go straight to and make it to 999
   hits, this Piece of Heart will be LOST FOREVER!

~~ Go up the hill to where you brought the pigs at the beginning of the game.
   There will be a large black pig in their place (seems someone got hungry!).
   Now, you need to have the Power Bracelets, pick it up and go to one of the
   black spots of soil. Put the pig down and spread some All-Purpose Bait
   nearby (if you have been marking the islands, you should have plenty).
   pig will likely dig into the soil and bring something up (the Piece of
   Heart, Rupees, or item refills). There are four or five spots in all (one is
   up the hill to the fairy forest). One spot, when dug up, will give a Piece of
   of Heart.

~~ You will have to beat the Savage Labyrinth. Go around along the path behind
   the house. Go as far as you can so that you will able to Hookshot to a tree
   on a higher ledge. Once you do, lift the large stone head and throw it
   somewhere, then enter the newly-revealed hole - the entrance to the Savage
   Labyrinth! (FYI, this is just copied and pasted from the walkthrough, so
   don't expect the semi-fancy indenting I've beem doing (to lazy to fix it).)

In this dungeon, quite easily described as the hardest in the whole game, you
will fight thirty floors of enemies to get to the Triforce Chart. If you want
a Piece of Heart, you can go down twenty more for it. On the floor you have
emerged on, the first, you'll find a pot with some fairies and a light beam
going to the surface. This will be the LAST chance you have before entering
the dungeon to refill your surplies until you reach floor #11, so get ready.
When you are ready, drop into the hole.

Also, I need to mention this much! Enemies will NOT drop spoils here. However,
you probably have been using the Grappling Hook to steal items from enemies.
You can do that here, too! Not just items, but hearts and Rupees as well! Good
luck; you'll need it!

O---------------------------O
| Floor #1 - Enemies: None. |
O---------------------------O

You were just here! It had a light back to the surface and some pots with
fairies, then the hole to the second floor.

O-----------------------------------O
| Floor #2 - Enemies: Lots of Keese |
O-----------------------------------O

Simply keep attacking!

O---------------------------------O
| Floor #3 - Enemies: Miniblin x6 |
O---------------------------------O

The Hurricane Spin always works well.

O---------------------------------O
| Floor #4 - Enemies: Bokoblin x4 |
O---------------------------------O

Just attack them a few times.

O-----------------------------------O
| Floor #5 - Enemies: Red Chuchu x6 |
O-----------------------------------O

Isn't hard; just attack each once.

O--------------------------------O
| Floor #6 - Enemies: Magtail x4 |
O--------------------------------O

Remember, you can attack while their jaws are open, then kill the ball, or
just parry.

O-------------------------------------------O
| Floor #7 - Enemies: Keese x4, Miniblin x4 |
O-------------------------------------------O

Use the Hurricane Spin, then use the Boomerang to kill any straggling Keese.

O-----------------------------------------------O
| Floor #8 - Enemies: Fire Keese x4, Magtail x2 |
O-----------------------------------------------O

Take care of the Fire Keese with the Boomerang, then parry the Magtails'
attacks.

O------------------------------------------------O
| Floor #9 - Enemies: Fire Keese x2, Bokoblin x4 |
O------------------------------------------------O

Take care of the Keese with the Boomerang, then unleash a barrage on the
Bokoblin.

O--------------------------------O
| Floor #10 - Enemies: Moblin x2 |
O--------------------------------O

It will help if you stun the Moblins with the Boomerang before attacking. It
will also help to fight one at a time.

O----------------------------O
| Floor #11 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a hole to the next floor.

O--------------------------------O
| Floor #12 - Enemies: Peahat x6 |
O--------------------------------O

Just repeatedly strike them with the Boomerang!

O--------------------------------------O
| Floor #13 - Enemies: Green Chuchu x4 |
O--------------------------------------O

Remember, they can hug the ground and be invulnerable to attack. Stun them
with the Boomerang to make them vulnerable for a few seconds.

O-----------------------------------------O
| Floor #14 - Enemies: Boko Baba Plant x5 |
O-----------------------------------------O

A simple one hit with the Boomerang instantly kills these monsters.

O-----------------------------------------O
| Floor #15 - Enemies: Shield Bokoblin x4 |
O-----------------------------------------O

No different than the others you've fought, except with swords.

O------------------------------------------O
| Floor #16 - Enemies: Wingless Mothula x5 |
O------------------------------------------O

They pose no threat that I can tell. Just strike them and get rid of any Morths
that slow you down by using a Spin Attack.

O----------------------------------------------------O
| Floor #17 - Enemies: Peahat x3, Boko Baba Plant x3 |
O----------------------------------------------------O

It's all in the Boomerang...

O-------------------------------------------------------------O
| Floor #18 - Enemies: Bokoblin (in pots) x4, Green Chuchu x4 |
O-------------------------------------------------------------O

Haven't you already fought these, but separately?

O-------------------------------------------------------O
| Floor #19 - Enemies: Wingless Mothula x3, Bokoblin x2 |
o-------------------------------------------------------O

Just an endless barrage with the sword.

O----------------------------------------O
| Floor #20 - Enemies: Winged Mothula x2 |
O----------------------------------------O

Just repeatedly strike with the Boomerang to cut off the wings of both of them,
then just hit them with the sword.

O----------------------------O
| Floor #21 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a hole to the next floor.

O----------------------------------O
| Floor #22 - Enemies: Wizzrobe x3 |
O----------------------------------O

Try focusing on one at a time.

O-------------------------------O
| Floor #23 - Enemies: Armos x4 |
O-------------------------------O

Instead of wasting arrows, just run around behind them and strike that jewel.

O--------------------------------------O
| Floor #24 - Enemies: Armos Knight x2 |
O--------------------------------------O

When the enemy opens its mouth, use one of the Bombs on the floor, rather than
use one of your own.

O-------------------------------------------------O
| Floor #25 - Enemies: Yellow Chuchu x6 (in pots) |
O-------------------------------------------------O

Get near one or two pots at a time, stun with the Boomerang, strike with the
sword, and repeat.

O------------------------------------O
| Floor #26 - Enemies: Red Bubble x4 |
O------------------------------------O

Just strike them with the sword.

O----------------------------------------------O
| Floor #27 - Enemies: Darknut x1, Bokoblin x2 |
O----------------------------------------------O

It'll help to kill the Bokoblin first, then focus on parrying the Dakrnut's
attacks. Try drawing away the Bokoblin, though!

O--------------------------------------------O
| Floor #28 - Enemies: Wizzrobe x1, Armos x3 |
O--------------------------------------------O

Again, focus on the Wizzrobe first, then walk around the Armos and strike their
jewels.

O-----------------------------------------------------O
| Floor #29 - Enemies: Armos Knight x2, Red Bubble x2 |
O-----------------------------------------------------O

Use the Bombs provided for the Armos Knights, but focus on them AFTER getting
rid of the Red Bubbles.

O---------------------------------O
| Floor #30 - Enemies: Darknut x2 |
O---------------------------------O

Try to walk around them and make them stay close together, then stay away and
parry the attacks of the closer one.

O----------------------------O
| Floor #31 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a chest with Triforce Chart #6. You can escape now, or reflect
some light onto one of the nearby statues to reveal a hole and continue.

O--------------------------------O
| Floor #32 - Enemies: Redead x6 |
O--------------------------------O

Shine light on a Redead, rapidly strike and kill, and repeat.

O-------------------------------------O
| Floor #33 - Enemies: Blue Bubble x5 |
O-------------------------------------O

Use the Hookshot to get rid of the cloud AND bring the enemy to you, so that
you can kill it, and repeat.

O-------------------------------------O
| Floor #34 - Enemies: Dark Chuchu x6 |
O-------------------------------------O

I think you can take them into the light via Hookshot; if not, just shine and
crush them.

O-----------------------------O
| Floor #35 - Enemies: Poe x5 |
O-----------------------------O

Just lock-on to one then strike it. If you get confused, head into the light
to heal yourself.

O----------------------------------------O
| Floor #36 - Enemies: Winged Mothula x3 |
O----------------------------------------O

A bit weird, but... Just slice each enemy's wings off with the Boomerang one at
a time, or use Arrows.

O-------------------------------------------O
| Floor #37 - Enemies: Redead x3, Moblin x2 |
O-------------------------------------------O

Try to take care of the Redead first with the light, then focus on the Moblins.
Remember to stun the Moblins with the Boomerang first and try fighting one at
a time.

O--------------------------------------------------------O
| Floor #38 - Enemies: Dark Chuchu x5, Winged Mothula x1 |
O--------------------------------------------------------O

Take care of the Mothula first by chopping off its wings, then killing its
wingless form. After that, stone and smash the Dark Chuchus.

O-----------------------------------------O
| Floor #39 - Enemies: Poes x5, Moblin x2 |
O-----------------------------------------O

Take care of the Moblins first, but make sure to stun them first. After that,
shine light on the Poes and strike them twice to kill them. Remember, to get
rid of the confusion, you can go into the light.

O-------------------------------------------------O
| Floor #40 - Enemies: Blue Bubble x4, Stalfos x2 |
O-------------------------------------------------O

Obviously, take care of the Blue Bubbles first; it is preferred that you use
the Hookshot method. After that, you should try taking care of one Stalfos at
a time. If you can't, use a couple of Bombs. Remember to stun the heads after
destroying the skeleton to make it easier.

O----------------------------O
| Floor #41 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a hole to the next floor.

O----------------------------------------------------------O
| Floor #42 - Enemies: An insanely high number of Miniblin |
O----------------------------------------------------------O

Lots and lots of the Hurricane Spin.

O--------------------------------------------------------------------------O
| Floor #43 - Enemies: Red Chuchu x10, Green Chuchu x10, Yellow Chuchu x10 |
O--------------------------------------------------------------------------O

Kinda hard to say. You'll be hit if you use the Hurricane Spin. Hmmm... It
may be best to use Arrows or somehow draw out the Yellow Chuchus. Either way,
use Arrows or the Boomerang-Sword hit technique to kill the Yellow Chuchus.
If there are a lot of the others left, use the Hurricane Spin; if not, a couple
of sword hits will suffice.

O----------------------------------O
| Floor #44 - Enemies: Wizzrobe x5 |
O----------------------------------O

Focus on one at a time. It is largely beneficial to use Elemental Arrows, as
they are stronger than regular arrows and can get there faster than sword hits,
rather than simple sword hits or regular arrows.

O-----------------------------------O
| Floor #45 - Enemies: Bokoblin x16 |
O-----------------------------------O

I thought you'd never have to use it against something other than Miniblin and
Chuchus, but use the Hurricane Spin.

O--------------------------------------------O
| Floor #46 - Enemies: Redead x4, Stalfos x2 |
O--------------------------------------------O

I don't remember if there is a light in here. If so, use it! If not, too bad.
Just stay far away when approaching Redead. It is also best to focus on the
Redead first, then kill the Stalfos. Again, be sure to use Bombs if you can
and stun their heads when they bounce around.

O--------------------------------------------O
| Floor #47 - Enemies: Moblin x3, Darknut x2 |
O--------------------------------------------O

The Moblins will be very annoying if you don't take them out first. After that,
just group the Darknuts together and then focus on the closer one.

O-----------------------------------------------O
| Floor #48 - Enemies: Wizzrobe x3, Darknuts x2 |
O-----------------------------------------------O

Again, Wizzrobes, then the Darknuts. It is very beneficial to use Elemental
Arrows against the Wizzrobes, as usual. Also use the grouping technique on the
Darknurs after killing the Wizzrobes.

O---------------------------------O
| Floor #49 - Enemies: Stalfos x3 |
O---------------------------------O

I'm pretty sure you've gotten close to doing this back in the Earth Temple.
You beat two at once quite a few times now, you can do three! It will make it
easier to use a well-placed Bomb, then stun the head of on, strike and kill it,
and repeat.

O----------------------------------------------------------------------O
| Floor #50 - Enemies: Darknut x4, undefeatable fire-breathing statues |
O----------------------------------------------------------------------O

The fire-breathing statues don't actually count as enemies, because they cannot
be killed, but they will hit you with flames if you get close. They are all
around the room. This makes the grouping technique tougher. Remember, if a
Darknut's helmet is removed, you can strike and stun it with the Boomerang,
then go behind it and remove the torso armor with a sword hit. Other than that,
fight as you ever have against these, and good luck!

O----------------------------O
| Floor #51 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees, a chest with the Piece of Heart
inside, and a light beam to the surface. Get the Piece of Heart and exit; this
is the last floor of the Savage Labyrinth. Congratulations!



>>>>>>>>>>>>>>>>>>>>>
HEADSTONE ISLAND (G3)
>>>>>>>>>>>>>>>>>>>>>

~~ You'll need a Hyoi Pear for this. Sail to Headstone Island with the Hyoi
   Pear and use it. Next, as a seagull, fly to the top of the island. You'll
   be able to easily spot a Piece of Heart.


>>>>>>>>>>>>>>>>>>
ANGULAR ISLES (G5)
>>>>>>>>>>>>>>>>>>

~~ Use Treasure Chart #15 to dig up some treasure. This treasure is a Piece of
   Heart!

~~ When you get to the weird isles, start climbing. The idea of getting to the
   top is very easy to figure out (just pulling movable blocks, then climbing),
   so I won't mention it. At the top is a chest. Inside is a Piece of Heart.


>>>>>>>>>>>>>>>>>>>>
FIVE-STAR ISLES (G7)
>>>>>>>>>>>>>>>>>>>>

~~ Use Treasure Chart #33 to dig up a chest with a Piece of Heart inside.

~~ Inside a submarine in this quadrant, you'll fight some Keese and Bokoblin.
   Defeat them to make a ladder fall. Climb up it into an alcove to find a
   chest. Open it to recieve a Piece of Heart!

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                Section II- Maxing the Magic Gauge   **WW62**
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

To start, go east of Outset Island two quadrants. This will take you to
quadrant G4 - Two-Eye Reef. If you look around this quadrant, you are bound to
see a flock of seagulls hovering near something. When this happens, it will
usually mean that a Big Octo is near that spot. You will need to head to that
spot.

When you do, a Big Octo will appear (big surprise). This is the easiest of all
the Big Octos to defeat, as it only has four eyes. Take out the Boomerang and
aim at as many eyes as you can. The eyes will be hit. Each eye needs to be hit
three times before that eye is "killed." "Kill" all four eyes to kill the Big
Octo. This shouldn't be hard if you've beaten other Big Octos.

When you do, a Great Fairy will rise from the water. It will thank Link for
rescuing her by doubling his magic gauge's capacity (check out his face when
the message appears!).

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                    Section III- Fairy Islands   **WW63**
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

>>>>>>>>>>>>>>>>>>>>>>>>>>
NORTHERN FAIRY ISLAND (A3)
>>>>>>>>>>>>>>>>>>>>>>>>>>

Use Bombs to blow away the blockade, preventing entrance to the shrine. When it
is open, drop in to have your wallet upgraded!


>>>>>>>>>>>>>>>>>>>>>>>>>
MOTHER & CHILD ISLES (B2)
>>>>>>>>>>>>>>>>>>>>>>>>>

You'll have to use the Ballad of Gales to teleport here AFTER traveling to the
Forsaken Fortress for the second time and then going to Hyrule to find out
Tetra is Zelda. When you do, there will be a cutscene in which Link will be
able to shoot Fire Arrows and Ice Arrows from the Hero's Bow.


>>>>>>>>>>>>>>>>>>>>>>>>>
WESTERN FAIRY ISLAND (C1)
>>>>>>>>>>>>>>>>>>>>>>>>>

On this island, you'll find a stake. Pound it into the ground with the Skull
Hammer to get rid of the thorns blocking your way inside the shrine. When you
go in, your Arrows will be upgraded!


>>>>>>>>>>>>>>>>>>>>>>>>>
EASTERN FAIRY ISLAND (C5)
>>>>>>>>>>>>>>>>>>>>>>>>>

Blow up the rock blocking the entrance with a Bomb, then go into the shrine to
get your Bombs upgraded!


>>>>>>>>>>>>>>>>>>>>>>>>>
THORNED FAIRY ISLAND (D4)
>>>>>>>>>>>>>>>>>>>>>>>>>

Again, pound the stake into the ground to unblock the entrance. Go inside to
upgrade your Arrows!


>>>>>>>>>>>>>>>>>>>>>>>>>>
SOUTHERN FAIRY ISLAND (D4)
>>>>>>>>>>>>>>>>>>>>>>>>>>

Unblock the entrance by using a Bomb, then enter to upgrade your Bombs!


>>>>>>>>>>>>>>>>>>
OUTSET ISLAND (G2)
>>>>>>>>>>>>>>>>>>

Go into the Forest of Fairies. You'll have to glide across with the Deku Leaf
to get there. Once you get inside, go along the path until you find a large
rock. Blow it up and enter the secret cave. Inside is a fairy shrine. There,
you'll upgrade your wallet!


>>>>>>>>>>>>>>>>>
TWO-EYE REEF (G4)
>>>>>>>>>>>>>>>>>

If you look around this quadrant, you are bound to see a flock of seagulls
hovering near something. Travel to this spot.

When you do, a Big Octo will appear (big surprise). This is the easiest of all
the Big Octos to defeat, as it only has four eyes. Take out the Boomerang and
aim at as many eyes as you can. The eyes will be hit. Each eye needs to be hit
three times before that eye is "killed." "Kill" all four eyes to kill the Big
Octo. This shouldn't be hard if you've beaten other Big Octos.

When you do, a Great Fairy will rise from the water. It will thank Link for
rescuing her by doubling his magic gauge's capacity (check out his face when
the message appears!).

  __________________________________________________________________________
 /                           Effects of Upgrades                            \
|============================================================================|
|    Thing to be    |    Unimproved    |    Upgrade #1    |    Upgrade #2    |
|     Upgraded      |   Max Quantity   |   Max Quantity   |   Max Quantity   |
|-------------------+------------------|------------------+------------------|
|      Wallet       | 200 Rupees       | 1000 Rupees      | 5000 Rupees      |
|-------------------+------------------+------------------+------------------|
|   Magic Gauge     | 4 blocks         | 8 blocks         | [no upgrade]     |
|-------------------+------------------+------------------+------------------|
|      Arrows       | 30 Arrows        | 60 Arrows        | 99 Arrows        |
|-------------------+------------------+------------------+------------------|
|      Bombs        | 30 Bombs         | 60 Bombs         | 99 Bombs         |
|-------------------+------------------+------------------+------------------|
|  Arrow Elements   | Normal Arrows    | Normal, Fire,    | Normal, Fire,    |
|                   |                  | and Ice Arrows   | Ice, and Light   |
|                   |                  |                  | Arrows***        |
|-------------------+------------------+------------------+------------------|
| ***There is no fairy to enact this upgrade. Instead, the Light Arrows are  |
|    added at the near-end of the game; see the walkthrough for details.     |
 \__________________________________________________________________________/

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                  Section IV- Big Octo Locations   **WW64**
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

You will always be able to spot a Big Octo by a flock of seagulls. In six
quadrants of the game, you will find a flock of seagulls. If you go near the
flock, you'll be sucked into a whirlpool. When you do, you'll be forced to
fight a Big Octo. To defeat it, you'll need to badly hurt all of its eyes.
How do you do this? By hitting each eye three times with the Boomerang! You
can, obviously, target multiple eyes. Just be warned: if you take too long,
you'll be sucked into the whirlpool's center and emerge somewhere, with some
health lost. When you beat a Big Octo, a light ring will appear in most cases.
Use the Grappling Hook to get the treasure. This treasure will vary depending
on which Big Octo you fight.

Below, I will list the location of the Big Octo, how many eyes it has, and
what treasure you will earn.

>>>>>>>>>>>>>>>>>>>>>
SEVEN-STAR ISLES (A6)
>>>>>>>>>>>>>>>>>>>>>

Big Octo: 12 eyes
Treasure: Piece of Heart


>>>>>>>>>>>>>>>>>>
TINGLE ISLAND (C3)
>>>>>>>>>>>>>>>>>>

Big Octo: 12 eyes
Treasure: Piece of Heart


>>>>>>>>>>>>>>>>>>
FIRE MOUNTAIN (C6)
>>>>>>>>>>>>>>>>>>

Big Octo: 8 eyes
Treasure: Silver Rupee (value: 200 Rupees)


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
PRIVATE OASIS  or  [player's name]'s OASIS (E5)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Big Octo: 8 eyes
Treasure: Silver Rupee (value: 200 Rupees)


>>>>>>>>>>>>>>>>>>>>>>>>>>
DIAMOND STEPPE ISLAND (F1)
>>>>>>>>>>>>>>>>>>>>>>>>>>

Big Octo: 8 eyes
Treasure: Silver Rupee (value: 200 Rupees)


>>>>>>>>>>>>>>>>>
TWO-EYE REEF (G4)
>>>>>>>>>>>>>>>>>

Big Octo: 4 eyes
Treasure: Doubling of Magic Gauge's capacity

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                    Section V- Treasure Charts   **WW65**
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

Throughout the game, you are quite likely to come in contact with at least
one Treasure Chart. These charts mark the locations of treasure chests that are
hidden underwater on the Great Sea. When you get the Grappling Hook, sail to
that spot and use the chart to navigate to the X (the location of the chest).
There, simply use the Grappling Hook on the boat to get the chest.

This section's format is as follows:


[treasure chart type] [chart number]

Chart Location   : [what quadrant the chart is found in and how to get it]
Treasure Location: [where the treasure is found]
Treasure         : [what is found when you dig the treasure]


A line of =-=- will then divide the charts. And one final thing: if you are
looking for the Triforce Charts, you will need to consult Sections XXII and
XXIII of the game walkthrough.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #1

Chart Location   : Forest Haven (in dungeon; found in quadrant F6). You may
                   have gone to the room where you throw the Bomb Flower in
                   the conical hollow (see the walkthrough on how to get to
                   there). In the hollow is a plant. When you blow the plant
                   up with the Bomb Flower, you'll find a chest, which contains
                   the Treasure Chart.
Treasure Location: Private Oasis/Link's Oasis/[player's name]'s Oasis (E5)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #2

Chart Location   : Windfall Island (B4). You'll need to give Maggie's father
                   20 Skull Necklaces after beating the Forsaken Fortress for
                   the second time. He is in the auction house, second floor.
Treasure Location: Rock Spire Isle (C2)
Treasure         : Piece of Heart.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #3

Chart Location   : Forest Haven (F6). There is an island southeast of the
                   mainland that you will need to glide to. You can glide from
                   the place where you begun flying to the Forbidden Forest. On
                   the island, open the chest and you'll get the Chart.
Treasure Location: Eastern Fairy Island (C5)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #4

Chart Location   : Rock Spire Isle (C2). You'll have to buy the Chart from
                   Beedle; he charges 900 Rupees. Also, ignore the time limit
                   for before he closes; he just wants more customers.
Treasure Location: Southern Fairy Island (F4)
Treasure         : Piece of Heart.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #5

Chart Location   : Gale Isle (A4); inside the dungeon. Remember how you have to
                   go below the fan and then through the door when you're just
                   about done? After that, you fight some enemies in a
                   cylindrical room. After the battle, wear the Iron Boots and
                   hit all of the stone heads on the walls with the Hookshot to
                   make them fall. A few will contain Bokoblin; defeat them to
                   make the chest with the Chart appear.
Treasure Location: Thorned Fairy Island (D7)
Treasure         : Piece of Heart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #6

Chart Location   : Tower of the Gods (D5); inside the dungeon. After you get
                   the Hero's Bow, return to the northwestern alcove in the
                   main area. Go to the higher door (where you found/find the
                   Compass). There will be an eye on the wall. Hit it with an
                   Arrow to make the blue panels below it explode, revealing
                   the chest with the Chart.
Treasure Location: Six-Eye Reef (D4)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #7

Chart Location   : Windfall Island (B4). On the island, beat the squid-hunting
                   minigame a second time.
Treasure Location: Star Island (A2)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #8

Chart Location   : Horseshoe Island (G1). Here, you'll have to play some golf
                   of sorts. On the island, you'll find some Deku Nuts. In
                   front of you a short distance, you'll see a hole. Some vines
                   will prevent you from simply picking it up and taking it
                   there. Instead, use the Deku Leaf the blow the Deku Nuts
                   into the hole. Repeat this a few times. You'll then be able
                   to enter a secret cave. Enter it and you'll have to beat a
                   Winged Mothula and two Wingless Mothulas inside. When you
                   do, a chest will appear. Open it to recieve the Treasure
                   Chart.
Treasure Location: Western Fairy Island (C1)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #9

Chart Location   : Crescent Moon Island (A5). Go into the submarine (you'll
                   see Old Man Ho-Ho staring at it). Inside, beat the four
                   waves of Miniblin. When you do, climb the ladder that
                   appears and open the nearby chest for the Chart.
Treasure Location: Horseshoe Island (G1)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #10

Chart Location   : Crescent Moon Island (A5). Simply open the chest on the
                   island; it's in plain sight!
Treasure Location: Tingle Island (C3)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #11

Chart Location   : Dragon Roost Island (B6); inside dungeon. Remember the room
                   where both doors were sealed until all of the Bokoblin, some
                   of which were in pots, were defeated? There, light up both
                   torches to make a chest with the Chart appear.
Treasure Location: Crescent Moon Island (A5)
Treasure         : Piece of Heart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #12

Chart Location   : Headstone Island (G3); inside dungeon. I'm sure that you can
                   remember the room filled with lots of blue fog and
                   Floormasters, then the fog disappeared when the small key
                   from the chest was obtained. You'll have to defeat all of
                   the Floormasters to make the chest with the Chart appear.
Treasure Location: Five-Eye Reef (F2)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #13

Chart Location   : Two-Eye Reef (G4). After beating the Forsaken Fortress for
                   the second time, come here and defeat all of the cannons to
                   make a chest appear. Climb along the walls and glide to the
                   chest; it contains the Chart.
Treasure Location: Overlook Island (A7)
Treasure         : Secret Cave Chart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #14

Chart Location   : Headstone Island (G3). North of the island is a submarine.
                   Go inside and defeat the enemies (can't recall them...) and
                   then go up the ladder to the chest with the Chart.
Treasure Location: Tower of the Gods (D5)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #15

Chart Location   : Forest Haven (F6); in dungeon. In the second room of the
                   dungeon, use the Boko Baba buds to reach the highest parts
                   of the room. Glide to the northeastern part; it has the
                   ledge with the chest.
Treasure Location: Angular Isles (G5)
Treasure         : Piece of Heart.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #16

Chart Location   : Seven-Star Isles (A6); on the triple Sea Platforms. When you
                   get onto the platforms, you'll fight three waves of
                   Wizzrobes. Defeat them to make three chests appear. One has
                   the Chart; the others have a Red Rupee and Golden Feather.
Treasure Location: Shark Island (F3)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #17

Chart Location   : Spectacle Island (B3). Win the cannon-shooting minigame for
                   the second time.
Treasure Location: Ice Ring Isle (F5)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #18

Chart Location   : Windfall Island (B4). Win the auction that occurs nightly
                   after getting Nayru's Pearl. The item is random; if you get
                   this, it was luck.
Treasure Location: Windfall Island (B4)
Treasure         : Green Rupee (value: 1 Rupee) >_<

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #19

Chart Location   : Four-Eye Reef (B1). After beating the Forsaken Fortress for
                   the second time, clear out all of the cannons to make a
                   chest appear. Go along the wall around the area and glide
                   to the chest; it has the Chart.
Treasure Location: Flight Control Platform (B7)
Treasure         : Island Hearts Chart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #20

Chart Location   : Headstone Island (G3); inside dungeon. Remember the massive
                   mirror-light puzzle room? Well, when you put some light on
                   a certain set of yellowish swirlies, it will reveal a secret
                   passage to a door. Go through it to find a room with three
                   coffins. Reflect light onto the coffins (preferably one at
                   a time) to open it and make you fight a Stalfos. Defeat all
                   three to make a chest appear. Open it to get the Chart.
Treasure Location: Bomb Island (E6)
Treasure         : Piece of Heart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #21

Chart Location   : Cyclops Reef (D3). After beating the Forsaken Fortress for
                   the second time, clear out all of the cannons to make a
                   chest appear. Go along the wall around the area and glide
                   to the chest; it has the Chart.
Treasure Location: Cyclops Reef (D3)
Treasure         : Light Ring Chart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #22

Chart Location   : Northern Fairy Island (A3). Look around for a submarine,
                   then enter it. Inside, you'll have to swing across some
                   lanterns to the other side of the room, like the second trip
                   in the Pirate Ship. In the far room is a chest with the
                   Chart.
Treasure Location: Spectacle Island (B3)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #23

Chart Location   : Windfall Island (B4). Beat the record (20 shots) at the
                   squid-hunting minigame.
Treasure Location: Diamond Steppe Island (F1)
Treasure         : Piece of Heart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #24

Chart Location   : Windfall Island (B4). You will need the Deluxe Picto Box
                   (I think, anyhow). Firstly, set the wind to northeast and go
                   to the squid-hunting game building and climb up the stairs
                   on the left (inside). You'll emerge on a balcony. Now, do
                   you know where Lenzo's place is? It has a wooden balcony
                   above the door. Use the Deku Leaf to glide to this balcony
                   and go through the door. Inside, open the two chests (a
                   Purple Rupee and Treasure Chart #29), then crawl through
                   the tunnel in front of you. After emerging, you'll see Lenzo
                   and Minenco talking. Take a Pictograph of them. Now, leave
                   and go in front of Zunari's shop to find two women talking.
                   Show them the Pictograph you took to get the Chart.
Treasure Location: Northern Fairy Island (A3)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #25

Chart Location   : Cliff Plateau Isles (F7). Go through the simple secret cave
                   on the island. After exiting, you'll find a chest. It has
                   the Chart.
Treasure Location: Forsaken Fortress (A1)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #26

Chart Location   : Six-Eye Reef (D4). After beating the Forsaken Fortress for
                   the second time, clear out all of the cannons to make a
                   chest appear. Go along the wall around the area and glide
                   to the chest; it has the Chart.
Treasure Location: Northern Triangle Island (C4)
Treasure         : Octo Chart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #27

Chart Location   : Private Oasis/Link's Oasis/[player's name]'s Oasis (E5). On
                   the island, you'll find a pool of water. Near this, on a
                   higher ledge, is a tree. Hookshot onto it to find a chest
                   nearby. It contains the Chart. 
Treasure Location: Star Belt Archipelago (C7)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #28

Chart Location   : Horseshoe Island (G1). Here, you'll have to play some golf
                   of sorts. On the island, you'll find some Deku Nuts. In
                   front of you a short distance, you'll see a hole. Some vines
                   will prevent you from simply picking it up and taking it
                   there. Instead, use the Deku Leaf the blow the Deku Nuts
                   into the hole. Repeat this a few times. You'll then be able
                   to find a chest on a ledge nearby. Set the wind to east and
                   glide to the ledge with the Deku Leaf.
Treasure Location: Needle Rock Isle (E1)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #29

Chart Location   : Windfall Island (B4). Set the wind to northeast and go to
                   the squid-hunting game's building and climb up the stairs
                   on the left (inside). You'll emerge on a balcony. Now, do
                   you know where Lenzo's place is? It has a wooden balcony
                   above the door. Use the Deku Leaf to glide to this balcony
                   and go through the door. Inside, open the two chests. One
                   will have a Purple Rupee; the other has the Chart.
Treasure Location: Mother & Child Islands (B2)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #30

Chart Location   : Tower of the Gods (D5); inside dungeon. You may remember the
                   room in the dungeon where there were scales you put Link and
                   Armos statues on to progress in various ways. There, have
                   Link get on the left side without anything else on the other
                   side. You'll see a cracked wall. With good timing, throw a
                   Bomb at it so that it'll blow up before it hits the water.
                   When it does, the wall will be destroyed and you'll see a
                   door. Go through it to find two dormant Armos Knights. Stand
                   on the blue wind marking on the floor and play the Wind's
                   Requiem. The Chart's chest will appear, as well as awakening
                   the Armos Knights. To defeat them, lock-on to them and, when
                   their mouths are open, throw a Bomb into their mouth. When
                   they are defeated, open the chest to get the Chart.
Treasure Location: Pawprint Isle (B5)
Treasure         : Piece of Heart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #31

Chart Location   : Windfall Island (B4). You'll need to talk to the boy that is
                   sitting on the steps near the auction house. He says that he
                   will give you something if you show him a picture of
                   something that is perfectly round and pale. It is the full
                   moon. You'll have to play the Song of Passing repeatedly
                   until there is a full moon, then take a Pictograph of it
                   with the Picto Box. After that, show to the boy to get the
                   Chart.
Treasure Location: Forest Haven (F6)
Treasure         : Piece of Heart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #32

Chart Location   : Three-Eye Reef (D1). After beating the Forsaken Fortress for
                   the second time, clear out all of the cannons to make a
                   chest appear. Go along the wall around the area and glide
                   to the chest; it has the Chart.
Treasure Location: Boating Course (G6)
Treasure         : Sea Hearts Chart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #33

Chart Location   : Windfall Island (B4). For this, you may need the Deluxe
                   Picto Box (it seems likely). You know that woman near the
                   potion shop, Minenco? Take a Pictograph of her and show it
                   to her to get the Chart.
Treasure Location: Five-Star Isles (G7)
Treasure         : Piece of Heart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #34

Chart Location   : [various] Pawprint Isle (B5) is an example. You'll have to
                   talk to the Salvage Corps once. The first time, you'll get
                   the Chart. Their location will not matter.
Treasure Location: Eastern Triangle Isle (D6)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #35

Chart Location   : Gale Isle (A4); inside dungeon. You remember that door in
                   the basement that you had to pick a block to go through, and
                   you battled something depending on what you picked? Well, go
                   through all five and defeat all of the enemies to make the
                   chest with the Chart appear. From left to right, you'll
                   fight:

		   #1 - Four Red Chuchus
		   #2 - Nothing
		   #3 - Two Floormasters
		   #4 - Three Armos
		   #5 - Four Green Chuchus

Treasure Location: Islet of Steel (E2)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #36

Chart Location   : Ice Ring Isle (F5). You may have noticed the frozen chest on
                   the shore. Shoot it with a Fire Arrow to melt it. Open it to
                   get the Chart.
Treasure Location: Bird's Peak Rock (E7)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #37

Chart Location   : Rock Spire Isle (C2). In your boat, go near the island and,
                   with the cannon, shoot down all of the large boulders. Go
                   along the ledges to the secret cave. Inside the cave, grab a
                   stick and light the torches. You'll then fight a large
                   amount of Keese - a LARGE AMOUNT. Use the Boomerang like a
                   madman. When you eventually defeat the horde, a chest will
                   appear. It contains the Chart.
Treasure Location: Fire Mountain (C6)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #38

Chart Location   : Windfall Island (B4). After obtaining Nayru's Pearl, an
                   auction is held nightly. Go there and you might be lucky
                   enough to bid on and win this.
Treasure Location: Three-Eye Reef (D1)
Treasure         : Piece of Heart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #39

Chart Location   : Dragon Roost Island (B6); inside dungeon. You may remember
                   that one point when you passed along a fork in the road near
                   the beginning, but one path could not be taken because of
                   the large lava-filled gap. Go to this path with the
                   Grappling Hook. You'll see a Grapple Stick. Swing across the
                   gap to get the chest with the Chart.
Treasure Location: Dragon Roost Island (B6)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #40

Chart Location   : Southern Fairy Island (F4). Southeast of the island, you'll
                   find a trio of Sea Platforms. Two of these have a ladder.
                   Go to both of these and destroy their cannons to make two
                   chests appear on the platform without the ladder. Climb up
                   one ladder and set the wind to blow towards the ladderless
                   platform, then glide to it with the Deku Leaf. One of the
                   two chests will have the Treasure Chart.
Treasure Location: Headstone Island (G3)
Treasure         : Silver Rupee (value: 200 Rupees)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Treasure Chart #41

Chart Location   : Five-Eye Reef (F2). After beating the Forsaken Fortress for
                   the second time, clear out all of the cannons to make a
                   chest appear. Go along the wall around the area and glide
                   to the chest; it has the Chart.
Treasure Location: Four-Eye Reef (B1)
Treasure         : Great Fairy Chart

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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                     Section VI- Bonus Charts   **WW66**
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Throughout the game, you will come into contact with a few special charts,
which I call Bonus Charts. These do not actually give treasure directly, but
rather detail certain stuff of the game. For example, where Beedle is found at
or which islands have how many Pieces of Heart. The format for this section is
as follows:


[chart name]

Chart Location: [where and how to find this chart]
Chart Effect  : [what this chart does]
Notes         : [anything to note, such as cost]


A line of =-=- will divide the charts.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Beedle's Chart

Chart Location: [various] After beating the Tower of the Gods, check a mailbox.
Chart Effect  : Shows the location of Beedle's shops. The special one (at
                Rock Spire Isle (C2)) is marked with Beedle wearing a helmet.
Notes         : None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ghost Ship Chart

Chart Location: Diamond Steppe Island (F1). You'll need to Hookshot onto the
                trees to climb up the island. At the point when you enter the
                secret cave, follow these directions:

                This secret cave is composed of a maze through which you can
                proceed by going into one of several warp jars while fighting
                Floormasters. Remember, it will greatly help to stun them; this
                is especially true because these will throw jars and stuff at
                you in an attempt to stun and grab you. To start, go through
                the nearest warp jar. In the next area, go behind the wooden
                wall. defeat the Floormaster, then light a stick from a pot.
                Bring it near the warp jar to uncover it; go into it. You'll
                emerge on a ledge with a chest. Open it to get a Joy Pendant,
                then drop off the gap in the railing. You'll be near two
                Floormasters; defeat them and then light a stick. Burn the
                cover off of the jar that is below the ledge that you dropped
                off, then go into it. Defeat the Floormaster, then go into the
                warp jar DIAGONALLY across from the one you exited from. Now,
                as you emerge, you'll be within grabbing distance of another
                Floormaster, so be quick with the L-targeting and Boomerang.
                Defeat it, then climb a short staircase nearby to find a chest.
                When you open it, you'll find the Ghost Ship Chart.
Chart Effect  : Shows the location of the Ghost Ship at night, based on the
                phase of the moon.
Notes         : It stops functioning after you obtain the Triforce Chart from
                the Ghost Ship. The Ghost Ship will also never appear again.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Great Fairy Chart

Chart Location: Four-Eye Reef (B1). You'll have to dig up the treasure from
                Treasure Chart #41.
Chart Effect  : It shows the locations of every fairy on the Great Sea, even
                the Magic Fairy and Fairy Queen (marked with blue wands).
Notes         : None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
IN-credible Chart

Chart Location: [various] Check a postbox after beating the Wind Temple.
Chart Effect  : At first, it will show the location of the Triforce Charts and
                cross them out as you get them. Once the Charts are deciphered,
                the Triforce Shard locations will be displayed and crossed-out
                in the same manner.
Notes         : It will cost 201 Rupees upon arrival, meaning you'll need at
                least one wallet upgrade.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Island Hearts Chart

Chart Location: Flight Control Platform (B7). You'll be digging up the treasure
                of Treasure Chart #19 here.
Chart Effect  : Shows the number of Pieces of Heart on each island, if any.
Notes         : It will not count treasure from Treasure Charts.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Light Ring Chart

Chart Location: Cyclops Reef (D3). You'll need to dig up the treasure of
                Treasure Chart #21.
Chart Effect  : Show the locations and amounts of light rings found under the
                full moon.
Notes         : None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Octo Chart

Chart Location: Northern Triangle Island (C4). Dig up the treasure from
                Treasure Chart #26 here.
Chart Effect  : Shows the locations and number of eyes of each of the six Big
                Octos on the Great Sea.
Notes         : None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Platform Chart

Chart Location: Flight Control Platform (B7). Here, you'll have to enter the
                submarine in this quadrant. Inside, you'll press a switch,
                making you battle a Wizzrobe. After defeating it, another one
                appears alongside some Red Chuchus and Green Chuchus. Remember
                to focus first on the Wizzrobe. After these are defeated, two
                Wizzrobe will appear alongside a literally endless horde of
                Miniblin. You'll have to manually target the Wizzrobes if you
                are using the Hero's Bow. When the Wizzrobes are defeated, a
                ladder will appear. Climb it and enter the room to find a
                chest. It has this chart.
Chart Effect  : Shows the locations and quantities of the Sea Platforms on the
                Great Sea.
Notes         : None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sea Hearts Chart

Chart Location: Boating Course (G6). Use Treasure Chart #32 to find some
                treasure located here, found in the form of this chart.
Chart Effect  : It shows the location of each Piece of Heart found by using a
                Treasure Chart.
Notes         : It, obviously, will not count those located on the islands.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Secret Cave Chart

Chart Location: Overlook Island (A7). Using Treasure Chart #13, dig up some
                treasure. It is in the form of this chart.
Chart Effect  : Shows the locations and quantities of secret caves found on
                each island, if any are there.
Notes         : None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Submarine Chart

Chart Location: Boating Course (G6). Get on the accessible island here and set
                the wind to blow north. Next, get as high as you can and jump
                off, using the Deku Leaf to go to the other island. There is a
                secret cave there. Go into it. Inside, you'll have to trigger
                three crystal switches to make the chart's chest appear. Easy?
                HARDLY! You'll be under attack from swarms of Miniblin the
                whole time. You'll have to guess quickly while aiming the
                Boomerang. You may be lucky enough to aim at a switch and
                release the Boomerang before being poked. Good luck!
Chart Effect  : Shows the locations of each submarine.
Notes         : None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Tingle's Chart

Chart Location: Windfall Island (B4). When you go to the prison where Tingle
                is being held, press a switch to open the cell. You'll get this
                alongside the Tingle Tuner and access through the tunnel to the
                Picto Box.
Chart Effect  : It shows the location of Tingle Isle (the drawing of Tingle)
                and the quadrants in which you can find fairies to upgrade your
                wallet (the fairies).
Notes         : None.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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                    Section VII- Sea Platforms   **WW67**
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All over the Great Sea, you'll find quite a number of Sea Platforms. These are
those weird towers, usually with cannons, that usually have Bokoblins at the
top of them. You may also get a treasure for doing something special here. In
this section, the format is as follows:


>>>>>>>>>>>>>>>>>>>>>>>>
[island name] (quadrant)
>>>>>>>>>>>>>>>>>>>>>>>>

# of Platforms            : [uhhh.... kinda obvious, isn't it?]
Location                  : [location in relevance to the main island]
Treasure(s)               : [again, obvious]
How to get the Treasure(s): [....] (only found if there are treasures)


>>>>>>>>>>>>>>>>
STAR ISLAND (A2)
>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : South of mainland
Treasure(s)               : Golden Feather
How to get the Treasure(s): Defeat the Bokoblin on top of the platform.


>>>>>>>>>>>>>>>>>>>>>
SEVEN-STAR ISLES (A6)
>>>>>>>>>>>>>>>>>>>>>

# of Platforms            : 3
Location                  : Southwest of mainland
Treasure(s)               : Treasure Chart #16, Red Rupee, Golden Feather
How to get the Treasure(s): Here, you'll fight some Wizzrobes in three waves.
                            There are two waves of just one Wizzrobe, then a
                            wave of two. Defeat them all to make the chests
                            appear.


>>>>>>>>>>>>>>>>>>
PAWPRINT ISLE (B5)
>>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : Northeast of mainland
Treasure(s)               : Red Rupee
How to get the Treasure(s): Defeat the two Bokoblin atop the platform.


>>>>>>>>>>>>>>>>>>>>>>>>>
WESTERN FAIRY ISLAND (C1)
>>>>>>>>>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : East of mainland
Treasure(s)               : Skull Necklace
How to get the Treasure(s): Defeat the four Bokoblin atop the platform.


>>>>>>>>>>>>>>>>>>>>>>
ROCK SPIRE ISLAND (C2)
>>>>>>>>>>>>>>>>>>>>>>

# of Platforms            : 3
Location                  : Southeast of mainland
Treasure(s)               : Orange Rupee, Red Rupee, Golden Feather
How to get the Treasure(s): Destroy the cannons of each platform via cannon.
                            Next, you'll need to get on the center platform
                            and glide to the lower, eastern platform. To glide
                            to the higher, western platform, you'll need to
                            utilize the whirlwind while gliding.
                            


>>>>>>>>>>>>>>>>>>>>>>>>>
EASTERN FAIRY ISLAND (C5)
>>>>>>>>>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : Northwest of mainland
Treasure(s)               : Boko Baba Seed
How to get the Treasure(s): Destroy the four cannons and defeat the three
                            Bokoblin on the platform.


>>>>>>>>>>>>>>>>>>
FIRE MOUNTAIN (C6)
>>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : Southeast of mainland
Treasure(s)               : Golden Feather
How to get the Treasure(s): Destroy the platform's cannons.


>>>>>>>>>>>>>>>>>>>>>>>>>>
STAR BELT ARCHIPELAGO (C7)
>>>>>>>>>>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : East of mainland
Treasure(s)               : Red Rupee
How to get the Treasure(s): The chest is available from the start.


>>>>>>>>>>>>>>>>>
CYCLOPS REEF (D3)
>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : Northwest of mainland
Treasure(s)               : Golden Feather
How to get the Treasure(s): Defeat the four Bokoblin on top of the platform.


>>>>>>>>>>>>>>>>>
SIX-EYE REEF (D4)
>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : Southwest of mainland
Treasure(s)               : Skull Necklace
How to get the Treasure(s): Destroy the platform's four cannons.


>>>>>>>>>>>>>>>>>>>>>>>>>
THORNED FAIRY ISLAND (D7)
>>>>>>>>>>>>>>>>>>>>>>>>>

# of Platforms            : 2
Location                  : Northwest of mainland
Treasure(s)               : Golden Feather, Boko Baba Seed
How to get the Treasure(s): On the northeastern platform, you'll first need to
                            destroy its cannons then climb up for its chest.
                            Next, set the wind to southwest and glide to the
                            other platform. There, defeat the Bokoblin to make
                            another chest appear.


>>>>>>>>>>>>>>>>>>>
ISLET OF STEEL (E2)
>>>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : Southwest of mainland
Treasure(s)               : Skull Necklace
How to get the Treasure(s): On top of the platform, defeat two Bokoblin and two
                            Wizzrobes. It'll help to Elemental Arrows.


>>>>>>>>>>>>>>>>>>>>>>>>>
STONE WATCHER ISLAND (E3)
>>>>>>>>>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : East of mainland
Treasure(s)               : Piece of Heart, Red Rupee
How to get the Treasure(s): Firstly, the Red Rupee chest already exists. To get
                            the Piece of Heart chest, destroy the platform's
                            eight cannons.


>>>>>>>>>>>>>>>>
BOMB ISLAND (E6)
>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : Southwest of mainland
Treasure(s)               : Red Rupee
How to get the Treasure(s): Simply defeat the two Bokoblin atop the platform.


>>>>>>>>>>>>>>>>>>
FIVE-EYE REEF (F2)
>>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : Southeast of mainland
Treasure(s)               : Golden Feather
How to get the Treasure(s): Defeat the four Bokoblin on the platform.


>>>>>>>>>>>>>>>>>>>>>>>>>>
SOUTHERN FAIRY ISLAND (F4)
>>>>>>>>>>>>>>>>>>>>>>>>>>

# of Platforms            : 3
Location                  : Southeast of mainland
Treasure(s)               : Treasure Chart #40, Skull Necklace
How to get the Treasure(s): First, destroy the cannons on two of the platforms
                            to make two chests appear on another platform. You
                            will then have to climb onto one platform and glide
                            to the platform with the chests.


>>>>>>>>>>>>>>>>>>>>>>>>
CLIFF PLATEAU ISLES (F7)
>>>>>>>>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : Southeast of mainland
Treasure(s)               : Boko Baba Seed
How to get the Treasure(s): As you approach, you'll fight two Wizzrobe. I don't
                            know if it is required to beat these; I always do.
                            When you finally manage to get on the platform, you
                            will fight four Bokoblin and another Wizzrobe. Beat
                            them for the chest.


>>>>>>>>>>>>>>>>>>>
HORSESHOE ISLE (G1)
>>>>>>>>>>>>>>>>>>>

# of Platforms            : 2
Location                  : Southeast of mainland
Treasure(s)               : Golden Feather, Skull Necklace
How to get the Treasure(s): Each platform has a switch on it. After you defeat
                            the enemies (two Kargarocs and two Bokoblin), you
                            can step on it (you don't HAVE to beat the enemies
                            first, or at all) to make a switch appear on the
                            other platform. Go to it and open the chest, then
                            step on the switch. Return to the other platform
                            and open the second chest.


>>>>>>>>>>>>>>>>>
TWO-EYE REEF (G4)
>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : South of mainland
Treasure(s)               : Purple Rupee
How to get the Treasure(s): Atop the platform, you'll have to beat eight
                            Bokoblin and three Kargarocs. Simply continuously
                            mash B when you get off the ladder.


>>>>>>>>>>>>>>>>>>>>
FIVE-STAR ISLES (G7)
>>>>>>>>>>>>>>>>>>>>

# of Platforms            : 1
Location                  : Southwest of mainland
Treasure(s)               : Golden Feather
How to get the Treasure(s): Simply defeat the two Bokoblin atop the platform.

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                     Section VIII- Submarines   **WW68**
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Across the Great Sea are seven submarines. These wooden vessels usually contain
enemies to defeat for a reward of some sort. Below, I will list the locations
and other info of the various submarines.

>>>>>>>>>>>>>>>>>>>>>>>>>>
NORTHERN FAIRY ISLAND (A3)
>>>>>>>>>>>>>>>>>>>>>>>>>>

The submarine here contains a unique challenge: swinging across torches to the
other side. That's right, there is one submarine where you don't HAVE to do any
battling. However, if you fall, you'll have to deal with some of the five
Moblins below. This is essentially a remake of the second trip to the Pirate's
Ship, but there isn't a time limit. I have an idea, though: when you swing on
of the early ones, you can jump into the air and use the Deku Leaf to go to
another torch or the opposite ledge. Whether you do this or not, the chest in
the room will give you Treasure Chart #22.


>>>>>>>>>>>>>>>>>>>>>>>>>
CRESCENT MOON ISLAND (A5)
>>>>>>>>>>>>>>>>>>>>>>>>>

This submarine is simple. It is recommended that you have the Hurricane Spin,
though. When you enter the submarine, you will assulted by four waves of
Miniblin. Use the Hurricane Spin or other techniques to beat the four waves.
When you have, a ladder will fall. Climb it to find a chest; it contains
Treasure Chart #9.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>
FLIGHT CONTROL PLATFORM (B7)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Be prepared for a somewhat-difficult battle when you enter. Inside, you will
have to press a switch to begin. When you do, a Wizzrobe will appear. Kill it
(preferably with Elemental Arrows) to start the next wave. This wave contains
a Wizzrobe as well as some Red & Green Chuchus. Focus on the Wizzrobe first.
Once THESE are dead, the next wave - two Wizzrobes and an infinite amount of
Miniblin - begins. You will likely have to aim manually with the Hero's Bow,
if you are using it (it is almost the only usable weapon here). You do not
have to fight the Miniblin, but they are annoying. When you eventually beat
the Wizzrobes, a ladder falls. Climb to it to find a chest containing the
Platform Chart.


>>>>>>>>>>>>>>>>>
SIX-EYE REEF (D4)
>>>>>>>>>>>>>>>>>

This is among the easier submarines. When you enter, all you have to do is
fight three Moblins -- and not even all at once! There are also some Chuchus
and Morths in the pots, but they don't have to be killed. When the Moblins are
dead, a ladder drops. Climb it to find the chest containing a Piece of Heart.


>>>>>>>>>>>>>>>>
BOMB ISLAND (E6)
>>>>>>>>>>>>>>>>

This is a must-visit, especially on the way to Forest Haven early in the game.
This is easily the simplest submarine. Here, all you must do is kill three
Bokoblin. There are also some Rats in the room; spread bait near their nest to
make them stop if you wish. When the Bokoblin are dead, a chest appears on the
floor. Open it to recieve an Empty Bottle!


>>>>>>>>>>>>>>>>>>>>>
HEADSTONE ISLAND (G3)
>>>>>>>>>>>>>>>>>>>>>

When you enter this submarine, you magically appear above the middle, meaning
you cannot prepare for this battle inside the submarine. Here, you'll fight
some Bombchus in the middle of a Bomb Flower field. Recipe for explosions,
obviously! You'll probably do best here after obtaining the Boomerang. Lock-on
to the Bombchu and hit it; do not use your sword, or you risk hitting yourself
with an explosion. Once all of the Bombchus are dead, the flames blocking the
ladder to exit are extinguished and a ladder drops to the back room. Climb it
to find a chest; it contains Treasure Chart #14.


>>>>>>>>>>>>>>>>>>>>
FIVE-STAR ISLES (G7)
>>>>>>>>>>>>>>>>>>>>

Here, you'll find an easy-to-beat submarine. Inside, all you must do is defeat
some Keese and Bokoblins. With the Boomerang, you'll be just fine. When you're
done, climb the ladder that drops to find the chest. It contains a Piece of
Heart!

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                     Section IX- Secret Caves   **WW69**
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Throughout the forty-nine quadrants of the Great Sea are many, many secret
caves. What are these? They are somewhat-circular usually-black holes in the
ground you see. Examples include those on Pawprint Isle (B5) and the entrance
to the Savage Labyrinth on Outset Island (G2). Sometimes, you may have to
battle enemies; others, you'll have to solve a puzzle. Each time, you'll get
a reward, sometimes a great reward. In this section, you'll find all you need
to know on the secret caves of each island, if an island has any. Also, I will
note if there are multiple secret caves on an island by denoting a number, in
case if the paragraph breaks confuse you or something.

>>>>>>>>>>>>>>>>
STAR ISLAND (A2)
>>>>>>>>>>>>>>>>

For this one, you'll have to land on the island and go its southwestern point.
There is a large rock there. Either pick it up or blow it up, then enter the
secret cave. Inside, you'll fight three Magtails, two Bokoblin, then two more
Shield Bokoblin, then two Moblin, in that order. The Boomerang will be helpful
as you can stun the enemies with it. Your reward will appear in a chest after
the battles; it is a Piece of Heart.


>>>>>>>>>>>>>>>>>>>>
OVERLOOK ISLAND (A7)
>>>>>>>>>>>>>>>>>>>>

When you get to Overlook Island, you'll realize that you'll have to get up in
with the Hookshot. Go to the western part of the island and look up while
aiming with the Hookshot. You should find a tree; Hookshot onto it to get up
there. Repeat until you get to the secret cave. Enter it.

In this secret cave, you will fight four rooms of enemies then a set of
Darknuts to get at the treasure. When you emerge into the room with pillars,
assuming your position is six o'clock, the rooms will contain, going clockwise:

Armos Knight (x3) - Remember to stay away and lock-on to them and throw the
                    Bomb when the mouth opens.

Stalfos (x2) - Use a Bomb to blow them up, then use the Boomerang to stun a
               bouncing head. Defeat that head and repeat this with the other
               Stalfos.

Summoning Wizzrobe (x2) - Actually, you find one battle (almost) easier than
                          the ones at Stone Watcher. Simply go into the room
                          and fire the Fire Arrows. Also, you have to defeat
                          all summoned allies for you to leave this room.

Shield Bokoblin (in jars; x5) - Seriously? Just lock-on to one and bash away.
                                After it's dead, go to the next.

When you emerge into the pillar room after killing all four rooms' enemies,
you'll find four Darknuts waiting for you. Use the herd -> back off -> parry
technique I keep on mentioning and you should win without a problem. It will
help greatly if you stun the Darknut while its helmet is gone, so you can
remove its torso. Once it all four are dead, the door across from the one you
originally used to get in here will unseal. Go into it to find a Triforce and
wind emblem on the floor. Stand on the wind emblem and play the Wind's Requiem
to make a chest appear. Open it to recieve Triforce Chart #8. Leave this room
and go through the door directly across from you to get out via light beam.


>>>>>>>>>>>>>>>>>>
PAWPRINT ISLE (B5)
>>>>>>>>>>>>>>>>>>

----- SECRET CAVE #1 -----

When you land on the larger part of the island, you'll find it to be covered in
a lot of grass. Cut it down and circle the large rock. You'll find a tunnel
that you can crawl through. Do so to find a secret cave; enter it.

This area consists mainly of grass and Red and Green Chuchus. The main point
for the greatest of the treasures is just killing all of the Chuchus and
finding a chest which contains a Piece of Heart. You can go along the other
paths (blocked by boulders; destroy them via Bomb) to find a Joy Pendant and
a Purple Rupee.

----- SECRET CAVE #2 -----

For this, you'll have go cruise along the smaller of the islands. You'll find
that one of them has a strange tree. Using the Hookshot, you'll actually have
to aim at the leftmost island's tree (see the island chart for left-right
stuff), then shoot to the strange tree. Nearby, you'll find a secret cave. Go
into it.

Here, you'll face a battle that is a decent challenge. When you enter the room,
you'll be fighting one Summoning Wizzrobe. Is that all? NO! You'll then have to
fight two Summoning Wizzrobes and, after those, three Summoning Wizzrobes!
It'll help to be using the Fire Arrows throughout the whole battle and to be
focusing on one Wizzrobe at the time, unless the enemies get annoying. It is
within the realm of possibility that you won't be able to do this. If so, I
don't blame you. You can come back later, when you have more hearts and the
Light Arrows. Once you win, you'll earn a Silver Rupee.


>>>>>>>>>>>>>>>>>>>>>>>>
DRAGON ROOST ISLAND (B6)
>>>>>>>>>>>>>>>>>>>>>>>>

For this, go around to the back of the island where you learned the Wind's
Requiem. You'll be able to spot a large boulder here. Place a Bomb near it or
pick the boulder up to get rid of it, revealing a secret cave. Enter it.

When you go into the room in front of you, you'll find that it is similar to
Overlook Island and/or Stone Watcher Island (if you've been there). When you
go through one of the four doors, you'll fight some enemies. However, you are
brought back to this room to beat the enemies. The enemies are very weak
(mostly Miniblin, Chuchus, and Keese, I think). This reflects your reward. Go
into the final room to find a chest with a mere Purple Rupee in it.


>>>>>>>>>>>>>>>>>>>>
ROCK SPIRE ISLE (C2)
>>>>>>>>>>>>>>>>>>>>

In your boat, go near the island and, with the cannon, shoot down all of the
large boulders. Go along the ledges to the secret cave. Inside the cave, grab a
stick and light the torches. You'll then fight a large amount of Keese - a
LARGE AMOUNT. Use the Boomerang like a madman. When you eventually defeat the
horde, a chest will appear. Open it to recieve your reward: Treasure Chart #37.
It leads to a Silver Rupee at Fire Mountain (C6).


>>>>>>>>>>>>>>>>>>
FIRE MOUNTAIN (C6)
>>>>>>>>>>>>>>>>>>

Firstly, sail around the island while its flaming and use the Boomerang to kill
the Kargaroc - as you climb, it'll become annoying. Next, sail a short distance
away from the island and aim an Ice Arrow towards the spume of lava coming from
the peak of the mountain. Release it and it, when it hits the lava, will freeze
and stop the lava (if not, keep trying). A timer also comes up, with a time of
five minutes on it. Get to the island and start climbing the ledges. It is
pretty straightforward, except for one point where you have to go left or right
for ledges. Go right. When you get to the top of the mountain, go into the
hole.

Despite the exterior being cooled for a bit, the interior is much hotter. When
you enter, kill the nearby Fire Keese with the Boomerang. To the left, you'll
see some floating rock platforms on the lava. Jump across them to a ledge on
the opposite side of the cavern. On this ledge, you'll find two Magtails like
you found in the Dragon Roost Cavern. Use parry attacks to defeat them. Once
both are defeated, a treasure chest will appear. Open to stop the timer and
also obtain the Power Bracelets! The Power Bracelets live up to their name,
allowing you to pick up virtually anything. The stone rock blocking the
entrance to the Earth Temple on Headstone Island is such an example. Now that
the timer has stopped, look to your right and you'll see a head etched in
stone. Before, you couldn't even hope of lifting this - now, you can! Pick it
up and throw it somewhere. This stone was blocking a path back to the beam of
light that lets you exit the volcano.


>>>>>>>>>>>>>>>>>>>>>
NEEDLE ROCK ISLE (E1)
>>>>>>>>>>>>>>>>>>>>>

The secret cave is blocked by a block of ice on the northern parts of the
island. Use a Fire Arrow to melt the ice and enter the hole.

In here, you'll have to light six torches with Fire Arrows to get your
reward. The locations are as follows:

~~ Right in front of you!

~~ Right in front of the previous one, behind the railing. It'll help to
   destroy some pots to get a clear shot.

~~ From the start, look up and to the left. You'll see the torch on a ledge
   on the wrecked ship.

~~ From the start, look up and to the right. You'll see a torch on the bow
   (front) of a ship.

~~ You'll need to look beyond a far railing, then upwards. It is above a net.

~~ This is the highest and farthest of all. If you'll use the Telescope to
   look between the third and five, then up, you should be able to find it.

When you light them all, a chest will appear. Open it to recieve an Orange
Rupee.


>>>>>>>>>>>>>>>>>>>>>>>>>
STONE WATCHER ISLAND (E3)
>>>>>>>>>>>>>>>>>>>>>>>>>

Once you get to the island, climb up some ledges. Kill the Blue Chuchu nearby
if you haven't yet done so, then pick up and throw away the stone head. It was
over a secret cave; enter it.

Here. go through the door in front of you. You'll emerge in a room with six
pillars and six doors. Go through each of the unlocked ones to fight one of
the below (going clockwise, as if your current position is six o'clock):

Armos (x4) - Simply run around and let them group, then get behind them and hit
             the jewel. Repeat as needed.

Moblin (x2) - Stun both of them, focus on killing one, then, once the first is
              dead, stun and kill the other one.

Wizzrobe (x3) - Lock-on to one, hit it with a Fire Arrow, then lock-on to
                another one, hit this one with a Fire Arrow, and so on.

Bokoblin (x5) - You have to be kidding. Just lock-on to one, bash until dead,
                then go to the next one, and repeat.

When you return to the main room after killing all of the enemies in each of
the four rooms, you'll find two Darknuts in there. Defeat them using the group
and parry strategy I keep on mentioning, or your own method. Either way, it
can't be much harder than when you tried to get the Wind Temple Boss Key (you
remember the TRIO of Darknuts). Once these two are dead, a door directly across
from the door you used to originally enter this area unseals. Go through it to
find two tiles, one with the Triforce emblem, and the other with a wind marking
on it. Stand on the wind marked tile and play the Wind's Requiem. A chest will
appear; open it to get Triforce Chart #7. Now, go back into the previous room
and go through the door directly across from you to find the light beam to go
outside.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
PRIVATE OASIS/LINK'S OASIS/[player's name]'S OASIS (E5)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

As preparation, you WILL need 21 Joy Pendants. You will need at least that many
of them. You'll also need to have found the Picto Box after freeing Tingle. For
details on this, see Section IV of the walkthrough.

Once these conditions have been established, head to the schoolhouse on
Windfall. Talk to the teacher there. She is complaining about the group of kids
that you met outside; they are making life a nightmare for her. Exit the
building and talk to the one with the brown cap, Ivan. They've decided that
they will leave Ms. Marie alone, but only if you can beat them in a game of
hide-and-seek. To find them, look in the tree near where Maggie's father was
(in front of the Bomb shop; roll into the tree), behind the Bomb shop, behind
the gravestone near the prison and Tott, and in a bush to the left of the arch
near the school. After you find one, you must catch them by running into them
to truly catch them. Once you've caught all four, they'll give you a Piece of
Heart and let you continue your quest for the Triforce Chart.

Now, go into the school and talk to Ms. Marie. She is so happy that the group
has begun to listen to her that she gives you a Purple Rupee (value of 50
Rupees). After you get the cash, leave and talk to Ivan (the leader of the
group of kids). It seems that Ms. Marie's birthday is coming soon, and the one
thing she loves is Joy Pendants. You've probably collected quite a stash by
now. Around now, I usually have 50-ish. If you need more, just go somewhere
where you can find Bokoblins of any kind and hit them with the Grappling Hook
to steal one. You also may find some in the treasure chests you've skipped in
the dungeons. Once you have 21, visit the school again.

In the school, set the Joy Pendants to X, Y, or Z and go near Ms. Marie and
"use" them. She is overjoyed to see them, and gives a Red Rupee (value: 20
Rupees) for one. She then mentions that she'd like 20 more. Give her 20 to
get a deed to a private cabana (located in quadrant E5). It is recommended
that you give her another 20 more to recieve the Hero's Charm, a mask that
will let you see the HP of a targeted enemy, if worn. When ready, teleport to
the Forest Haven and sail northwest one square, or go to the Tower of the Gods
and sail south one square, or go to Southern Fairy Island and sail one square
northeast; you'll arrive at the Oasis.

Head onto the island and to the building. The door of the cabana has been
enchanted with the ability to speak, which is demostrated as you try to enter
the building. TRY, is right, as it refuses to allow you to enter. Show it the
Cabana Deed by setting it to and using it with X, Y, or Z. It will then allow
you to enter.

Inside, you play a minigame for some Rupees by finishing a puzzle of sorts
and also break the four (?) vases around the room for quite a few Rupees. When
ready, equip the Grappling Hook and look up. You'll see a Grapple Stick; swing
on it to extinguish the fire in the fireplace, revealing a secret cave. Enter
it.

Here, you'll encounter a maze with quite a few gates. These can only be opened
from the side with the peg that can be hit into the ground with the Skull
Hammer. Head forward and, at the fork, take the path to the right, then go
down the nearby ladder. When go forward after getting off, you'll find three
tunnels you can crawl through. Take the one directly in front of you and, at
the fork, continue forward and go up the ladder you find. In the next room,
smash the peg on the left to go forward; the other goes to the entrance. Go
down the ladder and, in the room you enter, you will see two tunnels. Take
either one; one goes to a chest with an Orange Rupee; the other to another
ladder. When you get to the ladder, go up it. As you enter the new room, you'll
have to bang the peg (for later), then go down the hole. In the hole, you'll
fight a couple of Redead. Once they're dead, go through another tunnel and up
a ladder. Nearby, you'll find a wind marking and a Triforce marking on the
floor. Step onto the wind marking and play the Wind's Requiem. A chest will
appear; open it to recieve the second Triforce Chart! Nearby, you'll find a
peg; smack it to open the gate. Go through and bang the nearby stake in here
if needed, then go along the path to the right to go to the entrance.


>>>>>>>>>>>>>>>>
BOMB ISLAND (E6)
>>>>>>>>>>>>>>>>

There is a large rock on this island. Destroy it by throwing it or using a
Bomb to blow it up, then enter the secret cave. You'll end up in a lava
filled cavern. In the first room, stun a Magtail and place its balled-up form
on the switch. Go to the next room and along the narrow path to the left. Hit
the switch to extinguish two rings of fire on a different path, then along that
path to a medium-sized platform. There will be some more Magtails here; as
before, stun them. Now, go to either pair of torches and throw the balled-up
Magtail towards to the fiery ring, inside which is a switch. Activate both
switches, and a fire ring will be extinguished. Go along its path to a chest.
Open it to get a Piece of Heart.


>>>>>>>>>>>>>>>>>>>>>
BIRD'S PEAK ROCK (E7)
>>>>>>>>>>>>>>>>>>>>>

Before coming, get a Hyoi Pear or two, and I recommend upgrading your Arrows.

When you arrive at the island, set course for not the main island, but the
smaller one to the southeast. Once there, get out on the island and face the
larger island. To begin, it will help to bring down some of those Kargarocs
(you'll see why later). You'll need to be a skilled marksman to get these, but
you (hopefully) have 99 Arrows and the Kargarocs are stationary except for one.
The stationary ones are in the nests. When attacking, DO NOT use Elemental
Arrows. Only one normal Arrow will do the damage required; anything else is a
waste of magic. You can try for the moving one once the other four are dead,
but I rarely even care about it.

When you think that you're ready, equip the Hyoi Pear and use it. A seagull
should come and grab it; if not, try again. When the seagull eats it, you
should take control of it. Move the Control left/right to turn, and up/down
to ascend/descend. Use A to flap and make the change greater, and use R (or
get hit by an enemy) to return to Link. Have the seagull fly into each nest and
touch the crystal switch there (some may already be hit from the arrows). For
now, just go for the five lower ones around the taller pillar. Once those five
have been dealt with, sail back towards Link and begin to rise into the air to
a little above the height of the highest pillar. At that point, take a chance
at going straight for the switch in the nest. Use another Hyoi Pear if you need
to and, once the six switches have been hit, a gate will rise on the island
that Link is on, allowing Link access to a cave. Return control to Link and
enter the cave.

There, move onto the blue platform with the wind marking and play the Wind's
Requiem. A chest will appear; open it to recieve Triforce Chart #3.


>>>>>>>>>>>>>>>>>>>>>>>>>>
DIAMOND STEPPE ISLAND (F1)
>>>>>>>>>>>>>>>>>>>>>>>>>>

When you arrive, you can tell the island fully lives up to its name, by being
shaped like a diamond and made of steppes (look it up on Wikipedia or in a
dictionary if you don't know why I didn't spell it "steps", although it would
work, too.). To get onto the island, you'll need to Hookshot onto a tree on
the lowest part of the island. Continue a similar process until you reach the
top of the island. There, you'll find a secret cave; enter it.

This secret cave is composed of a maze through which you can proceed by going
into one of several warp jars while fighting Floormasters. Remember, it will
greatly help to stun them; this is especially true because these will throw
jars and stuff at you in an attempt to stun and grab you. To start, go through
the nearest warp jar. In the next area, go behind the wooden wall. defeat the
Floormaster, then light a stick from a pot. Bring it near the warp jar to
uncover it; go into it. You'll emerge on a ledge with a chest. Open it to get
a Joy Pendant, then drop off the gap in the railing. You'll be near two
Floormasters; defeat them and then light a stick. Burn the cover off of the
jar that is below the ledge that you dropped off, then go into it. Defeat the
Floormaster, then go into the warp jar DIAGONALLY across from the one you
exited from. Now, as you emerge, you'll be within grabbing distance of another
Floormaster, so be quick with the L-targeting and Boomerang. Defeat it, then
climb a short staircase nearby to find a chest. When you open it, you'll find
the Ghost Ship Chart. Drop down from a nearby gap in the railing, then go into
the light beam to exit.


>>>>>>>>>>>>>>>>>
SHARK ISLAND (F3)
>>>>>>>>>>>>>>>>>

You'll need to have earned all of the items up to the Iron Boots for this cave
(the items needed are the Skull Hammer and Iron Boots for this case). All over
the island, you'll find four switches: a crystal switch, a step-on switch, a
peg, and a springboard. You'll have to activate these in a short period of
time. Before starting, I want you to destroy every tree and scrap of grass.
It is to your advantage to not be hindered. The switch I want you to start
with is the Iron Boots's springboard. Get onto it and aim the Hero's Bow at
the crystal switch if you can. Once you hit it or think you can't, equip and
rapidly unequip the Iron Boots. Run along to the other switches and whack the
crystal switch if you couldn't shoot it earlier. Next, climb up the ledges,
step on the switch and then whack the peg with the Skull Hammer. If you did
all of this correctly (no specfic order; I mean time-wise), a whirlwind will
appear and the fire surrounding the secret cave will extinguish. Enter.

In about two seconds, you'll be saying "Oh yeah!" or "Oh ****..." Why? You
will be fighting a literal army. This army is composed of MANY Miniblin,
Bokoblin, Wizzrobes, Moblins, and Darknuts. Let me give you a perspective on
how large this army is: there will be so many left-behind spoils and treasure
spheres that they'll begin to disappear because the game is unable to support
that many. THAT is how many enemies you'll be fighting. It is possible that you
won't complete this (fun) battle. In such a case, come with more fairies, the
Hurricane Spin, and the Light Arrows. Have fun, and good luck! When you win,
you'll find a chest with a Silver Rupee. It may not be worth it, but think of
how many Joy Pendants, Skull Necklaces, and Knight's Crests you can steal!!!


>>>>>>>>>>>>>>>>>>
ICE RING ISLE (F5)
>>>>>>>>>>>>>>>>>>

----- SECRET CAVE #1 -----

You probably haven't passed near here like you did with Fire Mountain. This is
the opposite of that place - so cold that being too close will freeze you!
There isn't an enemy nearby this time, so shoot a Fire Arrow into the place
where the fog seems the thickest, so somewhere near the center of the island.
Again, a timer will appear (five minutes) and you are able to get onto the
island's icy ledges. Exit the boat and begin.

Now, climb some ledges. Go to the right and slide down the ice. Repeat this on
the next ledge in front of you. As you slip, crawl to maintain control. Once
you get at the end of this slide, look around. You should see some floating
blocks of ice in the water. Get a running start and jump to the nearest one.
The second one moves; get a running start when it gets close (I think you can
also just use the Deku Leaf). As the second moves, run and jump to the third
ice block. Jump to the rocky ledge and climb the ledges and go into the hole.

Inside the island, slide down the narrow ice slide in front of you. Climb the
ledges in front of you, and use the Boomerang to defeat the Keese that probably
will attack you. Get onto the slide to your left, but you should crawl because
it curves. If you fall, go towards the entrance and use the Grappling Hook
while on the ice ledge. Hold R and climb up the rope, then, when on top of the
stick, hook onto the other and repeat, then continue as normal. After the
slide, get onto the ledge and enter the mini-dragon's mouth to find a chest.
Open the chest to stop the timer and recieve the Iron Boots.

----- SECRET CAVE #2 -----

(Begin from the Iron Boots's chest). Look towards the entrance. You'll find a
narrow ledge with a powerful gust of wind blowing from an alcove somewhere. I
recommend using the Iron Boots while going across the ledge, then go into the
alcove. You'll find a cave, in which you have to un-freeze some enemies by
hitting them with Fire Arrows, then defeat them to make a chest containing an
Orange Rupee (value of 100 Rupees) appear.


>>>>>>>>>>>>>>>>>>>>>>>>
CLIFF PLATEAU ISLES (F7)
>>>>>>>>>>>>>>>>>>>>>>>>

You'll begin by climbing the island and jumping gaps. It's pretty simple. You
will soon come upon the secret cave; enter it.

The first part consists of floating wooden platforms over a pool of water. It
is easy to jump from one to another. You need to do this. Use the Deku Leaf if
you need to.

The next part is where you follow a much simpler thorny vine maze than in the
Forbidden Forest. When you jump off the last platform onto solid land, go to
the right and run around, using where the vines appear as a guide. One of the
Boko Baba Plants you fight will turn into a Boko Baba Bud when defeated; I
believe it is at the end of the "maze." Use it to jump onto one of the nearby
platforms. You'll be able to spot a boarded-up tunnel on the left end of the
cave. Use a Fire Arrow to burn it down. Glide to the spot with the Deku Leaf
and exit via light beam. Outside, you'll find a chest with Treasure Chart #25.


>>>>>>>>>>>>>>>>>>>>>
HORSESHOE ISLAND (G1)
>>>>>>>>>>>>>>>>>>>>>

Here, you'll have to play some golf of sorts. On the island, you'll find some
Deku Nuts. In front of you a short distance, you'll see a hole. Some vines
will prevent you from simply picking it up and taking it there. Instead, use
the Deku Leaf the blow the Deku Nuts into the hole. Repeat this a few times.
You'll then be able to enter a secret cave. Enter it and you'll have to beat a
Winged Mothula and two Wingless Mothulas inside. When you  do, a chest will
appear. Open it to recieve Treasure Chart #8.


>>>>>>>>>>>>>>>>>>
OUTSET ISLAND (G2)
>>>>>>>>>>>>>>>>>>

Go towards your Grandma's house. Go around back, along the path behind the
house. Go as far as you can so that you will able to Hookshot to a tree on a
higher ledge. Once you do, lift the large stone head and throw it somewhere.
Enter the newly-revealed secret cave - the entrance to the Savage Labyrinth!

In this dungeon, quite easily described as the hardest in the whole game, you
will fight thirty floors of enemies to get to the Triforce Chart. If you want
a Piece of Heart, you can go down twenty more for it. On the floor you have
emerged on, the first, you'll find a pot with some fairies and a light beam
going to the surface. This will be the LAST chance you have before entering
the dungeon to refill your surplies until you reach floor #11, so get ready.
When you are ready, drop into the hole.

Also, I need to mention this much! Enemies will NOT drop spoils here. However,
you probably have been using the Grappling Hook to steal items from enemies.
You can do that here, too! Not just items, but hearts and Rupees as well! Good
luck; you'll need it!

O---------------------------O
| Floor #1 - Enemies: None. |
O---------------------------O

You were just here! It had a light back to the surface and some pots with
fairies, then the hole to the second floor.

O-----------------------------------O
| Floor #2 - Enemies: Lots of Keese |
O-----------------------------------O

Simply keep attacking!

O---------------------------------O
| Floor #3 - Enemies: Miniblin x6 |
O---------------------------------O

The Hurricane Spin always works well.

O---------------------------------O
| Floor #4 - Enemies: Bokoblin x4 |
O---------------------------------O

Just attack them a few times.

O-----------------------------------O
| Floor #5 - Enemies: Red Chuchu x6 |
O-----------------------------------O

Isn't hard; just attack each once.

O--------------------------------O
| Floor #6 - Enemies: Magtail x4 |
O--------------------------------O

Remember, you can attack while their jaws are open, then kill the ball, or
just parry.

O-------------------------------------------O
| Floor #7 - Enemies: Keese x4, Miniblin x4 |
O-------------------------------------------O

Use the Hurricane Spin, then use the Boomerang to kill any straggling Keese.

O-----------------------------------------------O
| Floor #8 - Enemies: Fire Keese x4, Magtail x2 |
O-----------------------------------------------O

Take care of the Fire Keese with the Boomerang, then parry the Magtails'
attacks.

O------------------------------------------------O
| Floor #9 - Enemies: Fire Keese x2, Bokoblin x4 |
O------------------------------------------------O

Take care of the Keese with the Boomerang, then unleash a barrage on the
Bokoblin.

O--------------------------------O
| Floor #10 - Enemies: Moblin x2 |
O--------------------------------O

It will help if you stun the Moblins with the Boomerang before attacking. It
will also help to fight one at a time.

O----------------------------O
| Floor #11 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a hole to the next floor.

O--------------------------------O
| Floor #12 - Enemies: Peahat x6 |
O--------------------------------O

Just repeatedly strike them with the Boomerang!

O--------------------------------------O
| Floor #13 - Enemies: Green Chuchu x4 |
O--------------------------------------O

Remember, they can hug the ground and be invulnerable to attack. Stun them
with the Boomerang to make them vulnerable for a few seconds.

O-----------------------------------------O
| Floor #14 - Enemies: Boko Baba Plant x5 |
O-----------------------------------------O

A simple one hit with the Boomerang instantly kills these monsters.

O-----------------------------------------O
| Floor #15 - Enemies: Shield Bokoblin x4 |
O-----------------------------------------O

No different than the others you've fought, except with swords.

O------------------------------------------O
| Floor #16 - Enemies: Wingless Mothula x5 |
O------------------------------------------O

They pose no threat that I can tell. Just strike them and get rid of any Morths
that slow you down by using a Spin Attack.

O----------------------------------------------------O
| Floor #17 - Enemies: Peahat x3, Boko Baba Plant x3 |
O----------------------------------------------------O

It's all in the Boomerang...

O-------------------------------------------------------------O
| Floor #18 - Enemies: Bokoblin (in pots) x4, Green Chuchu x4 |
O-------------------------------------------------------------O

Haven't you already fought these, but separately?

O-------------------------------------------------------O
| Floor #19 - Enemies: Wingless Mothula x3, Bokoblin x2 |
o-------------------------------------------------------O

Just an endless barrage with the sword.

O----------------------------------------O
| Floor #20 - Enemies: Winged Mothula x2 |
O----------------------------------------O

Just repeatedly strike with the Boomerang to cut off the wings of both of them,
then just hit them with the sword.

O----------------------------O
| Floor #21 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a hole to the next floor.

O----------------------------------O
| Floor #22 - Enemies: Wizzrobe x3 |
O----------------------------------O

Try focusing on one at a time.

O-------------------------------O
| Floor #23 - Enemies: Armos x4 |
O-------------------------------O

Instead of wasting arrows, just run around behind them and strike that jewel.

O--------------------------------------O
| Floor #24 - Enemies: Armos Knight x2 |
O--------------------------------------O

When the enemy opens its mouth, use one of the Bombs on the floor, rather than
use one of your own.

O-------------------------------------------------O
| Floor #25 - Enemies: Yellow Chuchu x6 (in pots) |
O-------------------------------------------------O

Get near one or two pots at a time, stun with the Boomerang, strike with the
sword, and repeat.

O------------------------------------O
| Floor #26 - Enemies: Red Bubble x4 |
O------------------------------------O

Just strike them with the sword.

O----------------------------------------------O
| Floor #27 - Enemies: Darknut x1, Bokoblin x2 |
O----------------------------------------------O

It'll help to kill the Bokoblin first, then focus on parrying the Dakrnut's
attacks. Try drawing away the Bokoblin, though!

O--------------------------------------------O
| Floor #28 - Enemies: Wizzrobe x1, Armos x3 |
O--------------------------------------------O

Again, focus on the Wizzrobe first, then walk around the Armos and strike their
jewels.

O-----------------------------------------------------O
| Floor #29 - Enemies: Armos Knight x2, Red Bubble x2 |
O-----------------------------------------------------O

Use the Bombs provided for the Armos Knights, but focus on them AFTER getting
rid of the Red Bubbles.

O---------------------------------O
| Floor #30 - Enemies: Darknut x2 |
O---------------------------------O

Try to walk around them and make them stay close together, then stay away and
parry the attacks of the closer one.

O----------------------------O
| Floor #31 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a chest with Triforce Chart #6. You can escape now, or reflect
some light onto one of the nearby statues to reveal a hole and continue.

O--------------------------------O
| Floor #32 - Enemies: Redead x6 |
O--------------------------------O

Shine light on a Redead, rapidly strike and kill, and repeat.

O-------------------------------------O
| Floor #33 - Enemies: Blue Bubble x5 |
O-------------------------------------O

Use the Hookshot to get rid of the cloud AND bring the enemy to you, so that
you can kill it, and repeat.

O-------------------------------------O
| Floor #34 - Enemies: Dark Chuchu x6 |
O-------------------------------------O

I think you can take them into the light via Hookshot; if not, just shine and
crush them.

O-----------------------------O
| Floor #35 - Enemies: Poe x5 |
O-----------------------------O

Just lock-on to one then strike it. If you get confused, head into the light
to heal yourself.

O----------------------------------------O
| Floor #36 - Enemies: Winged Mothula x3 |
O----------------------------------------O

A bit weird, but... Just slice each enemy's wings off with the Boomerang one at
a time, or use Arrows.

O-------------------------------------------O
| Floor #37 - Enemies: Redead x3, Moblin x2 |
O-------------------------------------------O

Try to take care of the Redead first with the light, then focus on the Moblins.
Remember to stun the Moblins with the Boomerang first and try fighting one at
a time.

O--------------------------------------------------------O
| Floor #38 - Enemies: Dark Chuchu x5, Winged Mothula x1 |
O--------------------------------------------------------O

Take care of the Mothula first by chopping off its wings, then killing its
wingless form. After that, stone and smash the Dark Chuchus.

O-----------------------------------------O
| Floor #39 - Enemies: Poes x5, Moblin x2 |
O-----------------------------------------O

Take care of the Moblins first, but make sure to stun them first. After that,
shine light on the Poes and strike them twice to kill them. Remember, to get
rid of the confusion, you can go into the light.

O-------------------------------------------------O
| Floor #40 - Enemies: Blue Bubble x4, Stalfos x2 |
O-------------------------------------------------O

Obviously, take care of the Blue Bubbles first; it is preferred that you use
the Hookshot method. After that, you should try taking care of one Stalfos at
a time. If you can't, use a couple of Bombs. Remember to stun the heads after
destroying the skeleton to make it easier.

O----------------------------O
| Floor #41 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees and refills, a light beam to the
surface, and a hole to the next floor.

O----------------------------------------------------------O
| Floor #42 - Enemies: An insanely high number of Miniblin |
O----------------------------------------------------------O

Lots and lots of the Hurricane Spin.

O--------------------------------------------------------------------------O
| Floor #43 - Enemies: Red Chuchu x10, Green Chuchu x10, Yellow Chuchu x10 |
O--------------------------------------------------------------------------O

Kinda hard to say. You'll be hit if you use the Hurricane Spin. Hmmm... It
may be best to use Arrows or somehow draw out the Yellow Chuchus. Either way,
use Arrows or the Boomerang-Sword hit technique to kill the Yellow Chuchus.
If there are a lot of the others left, use the Hurricane Spin; if not, a couple
of sword hits will suffice.

O----------------------------------O
| Floor #44 - Enemies: Wizzrobe x5 |
O----------------------------------O

Focus on one at a time. It is largely beneficial to use Elemental Arrows, as
they are stronger than regular arrows and can get there faster than sword hits,
rather than simple sword hits or regular arrows.

O-----------------------------------O
| Floor #45 - Enemies: Bokoblin x16 |
O-----------------------------------O

I thought you'd never have to use it against something other than Miniblin and
Chuchus, but use the Hurricane Spin.

O--------------------------------------------O
| Floor #46 - Enemies: Redead x4, Stalfos x2 |
O--------------------------------------------O

I don't remember if there is a light in here. If so, use it! If not, too bad.
Just stay far away when approaching Redead. It is also best to focus on the
Redead first, then kill the Stalfos. Again, be sure to use Bombs if you can
and stun their heads when they bounce around.

O--------------------------------------------O
| Floor #47 - Enemies: Moblin x3, Darknut x2 |
O--------------------------------------------O

The Moblins will be very annoying if you don't take them out first. After that,
just group the Darknuts together and then focus on the closer one.

O-----------------------------------------------O
| Floor #48 - Enemies: Wizzrobe x3, Darknuts x2 |
O-----------------------------------------------O

Again, Wizzrobes, then the Darknuts. It is very beneficial to use Elemental
Arrows against the Wizzrobes, as usual. Also use the grouping technique on the
Darknurs after killing the Wizzrobes.

O---------------------------------O
| Floor #49 - Enemies: Stalfos x3 |
O---------------------------------O

I'm pretty sure you've gotten close to doing this back in the Earth Temple.
You beat two at once quite a few times now, you can do three! It will make it
easier to use a well-placed Bomb, then stun the head of on, strike and kill it,
and repeat.

O----------------------------------------------------------------------O
| Floor #50 - Enemies: Darknut x4, undefeatable fire-breathing statues |
O----------------------------------------------------------------------O

The fire-breathing statues don't actually count as enemies, because they cannot
be killed, but they will hit you with flames if you get close. They are all
around the room. This makes the grouping technique tougher. Remember, if a
Darknut's helmet is removed, you can strike and stun it with the Boomerang,
then go behind it and remove the torso armor with a sword hit. Other than that,
fight as you ever have against these, and good luck!

O----------------------------O
| Floor #51 - Enemies: None. |
O----------------------------O

On this floor, you'll find pots with Rupees, a chest with the Piece of Heart
inside, and a light beam to the surface. Get the Piece of Heart and exit; this
is the last floor of the Savage Labyrinth. Congratulations!


>>>>>>>>>>>>>>>>>>
ANGULAR ISLES (G5)
>>>>>>>>>>>>>>>>>>

If you looked at the smaller of the two isles, you'll have found a secret cave.
You glide to it (use northeast wind and Deku Leaf) or Hookshot onto the tree on
the isle. Enter the secret cave.

You'll see a lot of blocks in here. This is one of the secret caves in which
you solve a puzzle. In this case, you are to push and pull blocks to create a
tower so that you can get to the light beams and reflect light at a chest which
has your reward. Here are the steps to follow:

~~ Move the single block at the left of the set to the right of the set.

~~ Get on top of this block and pull the next one halfway (one tug).

~~ Climb to the first block and pull it halfway (one tug).

~~ Climb up to the half-pulled block and pull it out entirely, causing the
   blocks above it to fall.

~~ Climb on top of the second block and pull another block out halfway (one
   tug).

~~ Climb up it to the top of the "staircase" and you'll be faced with a stack
   of two blocks. Pull the bottom one halfway and (somehow) climb onto the top
   one. Reflect light at the chest; it is in one of the "mouths". I believe it
   is the center mouth.

When the chest becomes solid, use the Deku Leaf to glide to it, open it, and
claim your Silver Rupee.


>>>>>>>>>>>>>>>>>>>
BOATING COURSE (G6)
>>>>>>>>>>>>>>>>>>>

Get on the accessible island here and set the wind to blow north. Next, get as
high as you can and jump off, using the Deku Leaf to go to the other island.
There is a secret cave there. Go into it.

Inside, you'll have to trigger three crystal switches to make the chart's chest
appear. Easy? HARDLY! You'll be under attack from swarms of Miniblin the whole
time. You'll have to guess quickly while aiming the Boomerang. You may be lucky
enough to aim at a switch and release the Boomerang before being poked.
Good luck! When you win, you'll get the Submarine Chart.

7. Glitches*********************************WW7******************************

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                 Section I- Major Submission Notice  **WW71**
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

You may know that this is the final version of this FAQ, but do not be afraid
to submit a glitch for the FAQ! Seriously, if there is a glitch for this game
that you want in this FAQ for all to see, just send me an e-mail to
[email protected]. Make sure to put the name you wish to credited by, very
easy-to-understand steps for the glitch, and put "Legend of Zelda: Wind Waker
FAQ" or something similar in the title. I will give you credit if the glitch
works.

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
               Section II- The Bottle Contents Glitch  **WW72**
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

For this, you will need one Empty Bottle and some other item.

First, fill an Empty Bottle with something. It can be a potion, fairy, Elixir
Soup, whatever. Now, set it to X, Y, or Z. Press the Bottle's button and the
Start/Pause button at the same time. There, replace the Bottle with another
item. When you do and exit the menu, you should see Link use the item that was
in the Bottle. When you check in the menu, the item will still be in the
Bottle.

There is an interesting side effect to this glitch, occuring if you use this
with the Elixir Soup. Repeat the process above and, when you are switching out
the Bottle with Elixir Soup for something else, switch to an Empty Bottle. Link
will drink the soup and reap the effects as usual. The original Bottle will
still have both servings of soup and the second bottle will have a 1/2 serving
of the soup. You can repeat this to the point where you have 2 1/2 servings in
all four bottles (although this is inefficient).

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
            Section III- The "Any Item, Anywhere" Glitch  **WW73**
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

For this, you will require the item you want to use in the area you cannot use
it and the Tingle Tuner.

First, equip the Tingle Tuner. Press the button you have set it to and the
Start/Pause button at the same time, same as the previous glitch. In the pause
menu, switch the Tingle Tuner out for the item that cannot be used, such as
Bombs or the Deku Leaf. I think the Tingle Tuner message saying that it a GBA
is unconnected will appear and then you'll return to Link, with the item in the
slot the Tingle Tuner was in being colored in, meaning that it can be used.

This essentially means that you can use any item, anywhere. This can make some
of those indoor challenges (such the second trip to the Pirate Ship) much
easier.







++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++                                                                        +++
+++                    This is the end of KeyBlade999's                    +++
+++          The Legend of Zelda: The Wind Waker FAQ/Walkthrough.          +++
+++                                                                        +++
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


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                                \/_/      \/_/      \/_/         KeyBlade999