_______________ / ________ / T H E L E G E N D O F /.-� / /________________ _______ ___ / / / \ ___ | \ / \ _ \ \ \ / / / | | \ | | | | | \ \ / \ / / / | | \| | | | | | | / /\ \ / / / | |_/| | | | | | | / / \ \ / % / | _ | | | | | | | / /____\ \ / / / | | \| | | | | | | / _______ \ / / / | | /| | | /| | | | | / / \ \ / / / | |___/ | | |_/ | | |_/ // / \ \ / / / /________| /______|/_______//___\ /___\ / /________.-�/ T H E /_______________/ W I N D W A K E R ------------------------------------------------------------------------------- The Legend of Zelda: The Wind Waker for Nintendo Gamecube FAQ/Walkthrough Written by DarthMarth Version 1.0 Started: Sunday, January 11, 2004 Finished: Saturday, June 5, 2004 ------------------------------------------------------------------------------- 1. Table of Contents (press Ctrl+F and type in the code next to the section, in parentheses instead of hyphens, to jump to it. On Mac browsers, use Command+F.) --- 1. Table of Contents (you�re reading it) 2. Introduction -Intrd- 3. FAQ �Frakq- 4. Walkthrough �Wlkth- a. The Beginning -Thbgn- b. Storming the Forsaken Fortress -Frsk1- c. The First Pearl -Dgnic- d. The Second Pearl -Fohfw- e. Old Hyrule -Twotg- f. Return to the Forsaken Fortress -Frsk2- g. Restoring the Master Sword -Erttm- h. Blade of Evil�s Bane -Wndtm- i. Gathering the Triforce -Gttri- j. The Final Showdown -Gnstw- 5. Game Controls �Gmeco- 6. Objects �Objct- 7. Items �Keitm- 8. Pieces of Heart �Piohe- 9. Charts �Chrts- 10. The Nintendo Gallery �Tniga- 11. Enemies �Enmis- 12. Secret Caves �Scrcv- 13. Sea Platforms �Seplt- 14. Submarines �Sumri- 15. Blue Chuchus �Blchu- 16. Big Octos �Bgoct- 17. Fairies �Fairs- 18. Islands �Islnd- 19. Minigames �Mngms- 20. The Tingle Tuner �Tntnq- 21. The Savage Labyrinth �Tsvlr- 22. Beedle�s Shop Ship Guide �Shogi- 23. Fun and Useful Tricks �Fuutr- 24. Legal Information/Contact �Legin- ------------------------------------------------------------------------------- 2. Introduction (Intrd) Welcome to my FAQ for one of my four favorite games of all time, The Legend of Zelda: The Wind Waker. I�ve put virtually everything you could need to know about the game into it. Hopefully, it will help answer any questions about items, Heart Pieces, Charts, where to go next, or just about anything else you have. With the insider tips and in-depth information provided by this FAQ, even a total newb should be able to beat the game with ease. If you find any errors or confusing parts, please don�t hesitate to E-mail me at [email protected]. ------------------------------------------------------------------------------- 3. FAQ (Frakq) FAQ: What�s the letter-number thing you put after islands? A: That�s the coordinate system. The letter (from A to G) tells you how far down on the Sea Chart the island is, from the first to seventh row. The following number shows how far to the right it is. FAQ: I just visited the helmet-wearing Beedle at Rock Spire Island, and he says he closes in X days! How do I get enough Rupees to buy him out before then!? A: Don�t worry, crazy Beedle�s only saying that as a marketing gimmick to attract customers. He does �close,� but instantly reopens after remodeling. FAQ: How many saplings are there in the game? A: 346. I don�t have very many FAQs here, but if I answer a question online too many times, I�ll answer it here. ------------------------------------------------------------------------------- 4. Walkthrough (Wlkth) This is but one of the legends of which the people speak... Long ago, there existed a kingdom where a golden power lay hidden. It was a prosperous land blessed with green forests, tall mountains, and peace. But one day, a man of great evil found the golden power and took it for himself. With its strength at his command, he spread darkness across the kingdom. But then, when all hope had died, and the hour of doom seemed at hand... A young boy clothed in green appeared as if from nowhere. Wielding the blade of evil�s bane, he sealed the dark on away and gave the land light. The boy, who traveled through time to save the land, was known as the Hero of Time. The boy�s tale was passed down through generations until it became legend... But then...a day came when a fell wind began to blow across the kingdom. The great evil that all though had been sealed away by the hero...once again crept forth from the depths of the earth, eager to resume its dark designs. The people believed that the Hero of Time would once again come to save them. ...But the Hero did not appear. Faced by an onslaught of evil, the people could do nothing but appear to the gods. In their last hour, as doom drew nigh, they left their future in the hands of fate. What became of that kingdom? None remain who know. The memory of the kingdom vanished, but its legend survived on the wind�s breath. On a certain island, it became customary to garb boys in green when they came of age. Clothed in the green of fields, they aspired to find heroic blades and cast down evil. The elders wished only for the youths to know courage like the hero of legend... a. The Beginning (Thbgn) OUTSET ISLAND As The Legend of Zelda: The Wind Waker begins, you find a young girl named Aryll searching for her brother, who I�ll call you or Link, who happens to be sleeping on a watch tower. (he must be sore) As Aryll runs down a ramp, looks through her telescope, and climbs up to the tower, you slowly wake up. She tells you that this tower is her private lookout, where she gazes at the sea with her telescope. As she asks you what day it is, she notices you�re still half-asleep. When she says it�s your birthday, you seem surprised. (what were you doing last night, anyway?) Apparently, your grandma has been waiting for you to go back to your house; you�d better hurry! You now assume control of Link; climb down the ladder and run up the dock, to Outset Island. Now, head west, across a long bridge connecting the island�s two halves. On the western half, you should be able to see two houses; enter your house, the right-hand, single-story one. In here, climb the ladder to the loft, where your grandma is waiting for you. As a birthday present, she gives you the Hero�s Clothes! Link doesn�t look too happy about coming of age, though. Grandma tells you about the traditions the Hero�s Clothes symbolize, and how Orca is the only one on the island who still practices with weapons in this peaceful time. After you put the Hero�s Clothes on, Grandma tells you about her plans for your birthday party, then to go get your sister. Leave the house and go back the way you came, to the watch tower. You will want to collect the island�s pigs for Rose and get the Orange Rupee under your Grandma�s house; it will pay off later. Consider visiting Beedle�s Shop Ship offshore to get some Bait. Climb up to the tower and talk to Aryll. She compliments your new clothes, then lets you borrow her most precious belonging: her telescope! Go ahead and try it out by zooming in on your house from the watch tower. Aryll asks you to zoom in on the postbox just outside your house, where a winged postman has delivered your mail and struggles to take off. After Aryll�s comments on the postman, she screams for you to look up in the sky! Zoom out and do so, and a cinematic of you spotting a massive, colorful bird clutching a girl plays! Suddenly, cannon fire whizzes past the bird; a pirate ship is pursuing it! The bird soon gets hit by a cannonball, dropping the girl into a forest high above the island. Aryll says the girl needs help, but it�s too dangerous in the forest without something to defend yourself. If you recall your Grandma�s comment about the island�s only swordmaster, you�ll know where to go. Head back to the west side of the island, but as you leave the bridge enter the bottom floor of the two-story house, where Orca lives. He notices your worried expression when you talk to him, and offers to train you in the way of the sword. After you accept and bow, you�re challenged to do a horizontal slice. This should be easy; don�t touch the control stick or L button and press B. Continue this a few more times to advance to the next lesson. Next is the vertical slice. L-target Orca and hit B to do this one. Next, you must thrust your sword at Orca. L-target Orca and hold the control stick forward, then press B to do one. After you repeat this attack, you have to do a spin attack. Hold B instead of tapping it, then release it to perform one. The next technique, a parry attack, is slightly hard. L-target Orca, but don�t attack. Wait until he prepares to attack, the A button icon in the top right corner changes shape, and you hear a distinctive noise, then press A to parry his attack, dodging and countering it. The last move is the jump attack. With your sword drawn, L-target Orca and press A. After you finish your training, Orca lets you keep the Hero�s Sword! Now, leave Orca�s house and once again cross the bridge. Continue past the dock to the watch tower, up a hill and behind Mesa�s house. When you reach a line of saplings blocking the way, cut them down with your sword. Follow the path to the top of the hill, and go across the long rope bridge to your left at the top. This bridge leads to the forest the giant bird dropped the girl into. FOREST OF FAIRIES As you enter the forest, Link notices the girl hanging from a tree branch high up. Judging by her clothes and the pirate ship, she must be a pirate! Run up a ramp to the right, and drop down into a large area. You�ll have to fight an unarmed Bokoblin here; if you L-target it and use the attacks Orca taught you, you should defeat it easily. Climb up onto a short tree stump, and jump onto a ledge. Keep going and jump off a log ramp to another grassy area. Some Kargarocs drop two unarmed Bokoblin here; try to stay away from one as you engage the other. This fight shouldn�t be too hard. When you beat both of the Bokoblin, the pirate girl wakes up. Seeing that she�s stuck on a branch, she struggles to get free and ends up falling to the ground. She immediately asks what�s with your green getup, then starts to remember how she got here. Suddenly, one of her pirate flunkies from the ship (Gonzo) runs in. When he calls, her, you realize the pirate girl�s name is Tetra, and she seems to be Gonzo�s superior. When Gonzo tells Tetra the bird dropped her on a mountain, she gets mad and for revenge. When you leave, you see that Aryll has followed up you, and is making her way across the bridge. From out of nowhere, the giant bird swoops down and grabs Aryll! Link runs after her, but nearly falls off a cliff without thinking. OUTSET ISLAND You soon find yourself with Tetra and Gonzo back at the beach. Tetra is shocked by Link�s asking to come along on her ship to chase the bird. She first says that being a little kid, he�ll only bring a headache, but then the postman from earlier swoops down. He butts in and reasons that the bird wouldn�t have come at all if the pirates hadn�t led it here. He further explains that being so well-traveled, he�s heard that the same bird has been capturing blonde-haired, pointy-eared girls all over the Great Sea and mistook Aryll for Tetra. He happens to know that the bird�s next is to the north, at the Forsaken Fortress. Tetra reluctantly decides to take you along if you can find something to defend yourself in the dangerous Forsaken Fortress, but where would you find something like that? The shield in the family crest, of course! !!!!!!!!!!!!!!!!!!!!!!!!!!! !TWO-TIME PICTOGRAPH ALERT! !!!!!!!!!!!!!!!!!!!!!!!!!!! If you�re in your second quest, you can easily get a Pictograph of Tetra while she�s standing on the beach. If not, you�ll have to wait until you beat the Helmaroc King to get her Pictograph. Return to your house and climb up to the loft; the shield is gone! When you climb back down to the first floor, your Grandma is holding the shield. She knows what�s happened, and gives you the Hero�s Shield. Now, return to Tetra and say you�re ready to set off. As the pirate ship leaves Outset Island, Link waves goodbye to everyone on shore; his Grandma even comes out to watch him go. Tetra interrupts this touching moment and taunts you about being so sentimental. She then tells you to find another pirate called Niko below deck. PIRATE SHIP Go through the door on the ship�s front end. Yet another pirate, Nudge, guards Tetra�s cabin, so go down the stairs to Niko. Since he�s normally the bottom- feeder on the pirate ship, he�s happy to have someone to boss around. He then decides to give you the standard swabbie test. It involves stepping on a switch, then jumping from platforms and swinging from ropes to reach the other side. After he finishes his instructions (listen carefully), he taunts that it will take you an entire year to complete, then tells you to start. When you hit the right-hand switch on the starting ledge, several platforms rise up from the ground to connect some swinging torches. You have 1 minute to navigate across them to reach the far ledge, where Niko awaits you. It shouldn�t be too hard to get from rope to rope; it�s just a matter of jumping to them. Keep the camera centered behind Link to line up your jumps. Though you can stop with R and line up your swing after you grab onto the torches, it�s far easier and faster to carefully aim your jumps before hand so you can immediately swing across, saving time. When you hear a clock start ticking, you have 20 seconds left. When the ticking quickens, you have 10 seconds. It will probably take a few tries to do, unless this isn�t your first time playing the beginning. If you mess up and fall before the platforms retract, climb the ladder to the starting ledge and hit the switch in front of it to retract the platforms and reset the timer so you can try again. Once you make it to the far platform, Niko is amazed by your skill. He thinks for a moment, and decides it�s okay to give you something. When he steps aside, go to the treasure chest behind hi and open it to get the Spoils Bag, which lets you carry battle spoils from enemies. Right after you get it, Tetra calls you to the deck; you reached the Forsaken Fortress. b. Storming the Forsaken Fortress (Frsk1) Once you�re on deck, Tetra calls you up to the crow�s nest. Tetra doesn�t seem to appreciate Niko�s �training,� but she lets it go to show you the Forsaken Fortress, in all its foreboding evil glory. Several searchlights around the perimeter of the fortress prevent the pirate ship from getting any closer. Link also notices the Helmaroc King nesting high up on the fortress� tower! Tetra points out a high window your sister is probably being kept in, but wonders aloud how to get you in. Suddenly, Link find himself stuck in a barrel mounted on the ship�s catapult! Tetra reassures him that pirates do this all the time (which I doubt), and starts the countdown. Soon after, Link finds himself flying through the air in the barrel, aimed at the Forsaken Fortress! Unfortunately, things don�t quite go as planned. He smashes into the tower and slides into the moat; even worse, his sword flies off onto a high ledge! In one of the unnecessarily most hated parts of the game, you�ll be exploring the Fortress without it. FORSAKEN FORTRESS As you climb onto the shore near where you fall into the water, something in Link�s pocket start vibrating, scaring the heck out of him. Link discovers that Tetra is talking to him through a pendant she slipped into his pocket, the Pirate�s Charm. (and you thought you had finally gotten away from her) She apologizes for her bad aim, then gives you instructions of using the Pirate�s Charm. After Tetra is finished talking to you, it�s time to storm the Forsaken Fortress. Since you�re unarmed, you�ll have to use stealth to get through. If you�re caught in one of the spotlights or by a patrolling Moblin, you immediately get thrown in jail. To escape, climb onto the table in the center of the cell, then jump to the shelf. Break or displace the vase on top of it to reveal a crawlspace; go through this to emerge on the other side of the bars. Luckily, the searchlights are only in the courtyard, which you should have to enter anyway, and the Moblin only patrol the first-floor hallways, which you don�t need to explore at all. Just in case, grab one of the barrels near where you came ashore. If it�s hollow, Link will put it over him as a disguise. As long as he stays still under the barrel, enemies can�t see him. (unfortunately, the ever-annoying Rats can; they can also cheaply break the barrel) After you get the barrel, climb the flight of stairs. Don�t go into the courtyard ahead; all that�s there are some tempting but poisoned Rupees. Instead, climb another flight of stairs next to the first to reach the safer second floor. Be sure to stop before the searchlight passes over you. Once you reach the top, don�t enter the covered hallway; instead, look to the right (southwest) for a ramp. Keep your barrel on and run up it. Once you get to the top of the ramp, look right; there�s a ladder ahead leading up to one of the searchlights. A Bokoblin is operating the controls, and when you get too close he attacks you with a Boko Stick. Either approach L-target him and deflect his attack with your shield (hopefully knocking the stick out of his hands) or run left around the searchlight and look for a pot of Boko Sticks. Pick it up and throw it. Either way, once you manage to get a Boko Stick, pummel and defeat the Bokoblin with it. (it takes 5 hits) The searchlight he was operating stops works and faces up; only two more to go. Next, head back down the ladder and to the covered hallway you saw earlier. Go through the door to the right here, closest to the ramp you�re coming down. In this room, look across the gap in front of you for a treasure chest. Remember what you did with Niko; swing across the lantern in here to the chest, which contains the Dungeon Map of the Forsaken Fortress. Now swing back across and enter the door you didn�t come in through. To the left, through an opening in the hallway, is a balcony with a ladder leading to the second searchlight. Climb it, and don�t move when you get to the top; the Bokoblin is close. Inch around to the right to the Boko Stick pot. Repeat what you did before to disable this searchlight. Next, look for a wide ledge (not the narrow one you climbed up through) and jump back down to the walkway/ramp you climbed before. SIDEQUEST: PIECE OF HEART Go back down to the covered hallway, and enter the door you entered before, on the southwest end of it. Now, jump down to the lower level of this room. Behind some barrels in the northwest corner here is a switch; press it to open a nearby jail cell. Inside is a chest containing a Piece of Heart, likely your first one. Now that you have that, leave through the northeast door. In the hallway, deliberately get caught by a Moblin so that you get thrown into the jail on the second floor. If you forgot how to get out, look a few paragraphs above. After you escape, run down the hallway back to the room you were just in. You can grab the Dungeon Map here if you missed swinging to it before; either way, swing back across and leave through the northeast door. From where you got the Treasure Chart, go straight across the covered hallway from where and enter the room directly below the third searchlight. In front of you, behind some barrels, look for the Compass in a treasure chest. Now either swing across the gap in the room via the lantern of jump across a long shelf near the Compass. Once you reach the other side of the room, exit once again. Look for the doorway to another balcony on your left as you enter the covered hallway. There�s a ramp leading up from this balcony; like before, a ladder to a searchlight is at the top. One last time, disable the searchlight. Look just to the left for a pot of Boko Sticks. Now, climb down and go back down the ramp and the northwest door across from where you entered. As usual, swing across the lantern in this room and exit. Out here, look to the left balcony. You�re right above a ladder to the courtyard, but it�s a short ways off the ground. Push the crate next to the ladder off the ledge, then jump down and push it under the ladder to make a helpful shortcut. Now that the searchlights are all disabled and you can get back up, go ahead and grab the Rupees in the courtyard. When you�re ready, climb back up and continue on through the next door. SIDEQUEST: YELLOW RUPEE Now that you have access to the courtyard, you can easily reach the room where you got the Treasure Chart, connected to the jail. Go through the northwest door here, down a hallway to another room. On the first floor of this room�s west side is a treasure chest with a Yellow Rupee, on a bed. Be careful when jumping down to claim it. A statue above the room�s double doors fires deadly accurate laser beams at you if you get too close. Stay along the side of the wall to hopefully dodge the attack as you claim the Yellow Rupee. You can reach a ledge from which you can swim back to the KoRL, but this involves running to the door the statue guards; save and quit instead, then run back and use the shortcut you opened to resume your quest. The next room is a shipyard patrolled by two Moblins. Be very careful, but don�t bother with the nearby barrel. You�ll only have to sneak past one of the Moblin guards to reach the far door, but you�ll have to watch out for Rats. Sneak past the Moblin when he�s walking away from the door; if you run and roll fast enough while his back is turned, he won�t notice you. Once you get past him, climb the stairs to the left and go through the door. You�ll have to climb three staircases now, and there�s a Moblin above them. Move the camera so you can see where he�s going. Between the second and third staircases and on the third, either stay close to the wall so the Moblin can�t see you, or wait for it to pass by. Once you reach the top, wait for the Moblin to go away and get in the barrel. Use it to sneak past the Moblin, preferably when it�s far away. Once you�re a very safe distance from the Moblin, take the barrel off and keep going. Eventually, you come across a very narrow ledge. Before sidling across it, jump off to the south to get onto a ledge near one of the disfunctional searchlights. Like before, you�ll notice a crate on the ledge. Push it off to create another, even more convenient shortcut from the walkway near the third searchlight. Now climb back up the ladder to where you were before and sidle across the narrow ledge. Run around a bend in the path and repeat this on another ledge, this time picking up two hearts on the way. You might need them. Climb up another ramp. Up ahead is a Shield Bokoblin-and your Sword! As you enter the area, Link notices his Sword, and starts to jump for joy. Suddenly, spikes seal off the exit and the Shield Bokoblin attacks! L-target it and keep your Shield up as you circle around it and dash for your Sword; pick it up with A. Once you have your Sword back, defeat the Shield Bokoblin. (try parrying its attacks, or play it safe by shielding yourself from its attacks, then immediately dropping your guard and slicing it) Once you defeat the Shield Bokoblin, a bar lift from the lock of a large wooden door near you. Enter it to emerge in a tall room, with a jail cell containing your sister and several other kidnapping victims! Link runs to Aryll, but before he can get to her the Helmaroc King returns and grabs him in its beak! It flies to the top of the tower, where a mysterious robed man with greenish skin and a red beard is standing. This man must be the Helmaroc King�s master; with a simple nod of his head, he commands his pet to fling you away, far off over the Great Sea... +-----------------------------------------+ |THINGS TO GET AFTER THE FORSAKEN FORTRESS| +-----------------------------------------+ Picto Box: Windfall Island (B4) Piece of Heart: Windfall Island (B4), Squid-Hunt Minigame Piece of Heart: Pawprint Isle (B5) Tingle Tuner: Windfall Island (B4) Tingle�s Chart: Windfall Island (B4) Treasure Chart 7: Windfall Island (B4), Squid-Hunt Minigame Treasure Chart 23: Windfall Island (B4), Squid-Hunt Minigame Treasure Chart 34: Pawprint Isle (B5), Salvage Corp. c. The First Pearl (Dgnic) WINDFALL ISLAND After his unscheduled flight across the Great Sea, Link finds himself floating unconscious in the middle of the ocean as a red boat hull pulls up to him. He wakes up in the boat, as a voice calls his name. As Link wakes up, the bearded figurehead of the boat turns around and speaks to him! It turns out that Link has had the fortune of being found by the world�s only talking boat, the King of Red Lions. (who will be called the KoRL hereafter) The KoRL says he was watching you as you stormed the Forsaken Fortress to rescue your sister, but your attempt was too foolhardy to work. He then tells you the mysterious robed man who commanded the Helmaroc King to throw you is named Ganon. (that�s a typo; since he�s in human form his name is Ganondorf) Ganondorf is the one who tried to obtain the power of the gods and was sealed away by the Hero of Time, as you saw in the intro. The KoRL still doesn�t know how Ganondorf was able to return. (but I do; it�s a plot device) After you confirm that you still want to save your sister, the KoRL agrees to guide you, but warns you that the key to beating Ganondorf is locked away. Once the KoRL has told Link all this, it�s time to leave! There�s one problem: although the KoRL possesses the power of speech, he doesn�t have a Sail. Without one, it will take you days just to cross a single quadrant. You�ll have to search around in this town of merchants and buy one. Don�t listen to the KoRL�s warnings to hurry; take your time. If you�re feeling lost on Windfall, check out the �THINGS TO GET AFTER the Forsaken Fortress� section just above, or the Islands section. Okay, now I�ll assume you�ve done any sidequests you want to do, namely *shudder* visiting Tingle to get his items and the Picto Box, and playing the heck out of the Squid-Hunt game. Once you�re ready, look for an outdoor stall under the Cafe on the northeast side of Windfall. It is owned by Zunari, a strange merchant in a parka and enormous hood. When you talk to him across his counter, he tells you that he sailed here from a cold land far away, but was marooned. Only he and �that� survived the storm. Since he notices you�re a traveler, he offers to sell you �that� for 80 Rupees. When you buy it, you find that �that� is a Sail! If you don�t have enough, smash the pots around Windfall, then enter a building and do it again. Once you have the Sail and are finished with any sidequests, return to the KoRL. After he tells you how to use the Sail and your Sea Chart, it�s time to set sail to the first destination he marked, Dragon Roost Island, two quadrants to the west. Consider stopping on Pawprint Isle in between Windfall and Dragon Roost Islands for an easy Piece of Heart. DRAGON ROOST ISLAND As you approach the towering Dragon Roost Island, the KoRL announces it to you. A great sky spirit named Valoo lives here and has a jewel called Din�s Pearl. You�ll have to ask the native Rito people to see him. As you start to leave, the KoRL almost forgets to give you a baton called the Wind Waker. In ancient times, people used it to borrow the power of the gods. Now it�s your turn to use it. First, the KoRL has you conduct a practice melody, in 3/4 time. Use the C-stick to point the Wind Waker the right way. It has to be the correct direction when the counter above you passes the center. Instead of trying to time it, just hold the C-stick until you play the right note. The KoRL also has you practice in 4/4 and 6/4 time. Use the D-pad or control stick to switch rhythms. After you�ve finished all this, the KoRL gives you the Wind Waker to keep! Although you now have the Wind Waker, you still don�t have any songs for it; it�s time to get one! Look for a nearby tunnel directly through the island; off the shore on the other side is a small island with a shrine. Swim out to this island. There are two blue stone tablets out here, but one is broken. Pull out your Wind Waker in front of the unbroken one. Out of nowhere, a song plays. Imitate it on your Wind Waker to learn the essential Wind�s Requiem, which allows you to change the direction of the wind! It will be perfect for sailing! After Link learns the Wind�s Requiem, a crazy frog riding a cloud swoops down next to Link. He introduces himself as Zephos, the god of winds. He tells you what the Wind�s Requiem does, then about his brother, Cyclos. He�s angry that his monument was broken, and now has fun by summoning giant cyclones around the Great Sea. Zephos requests that you chastise his brother for him if you ever meet Cyclos, then flies off. Now, go back to the other side of Dragon Roost Island. To your left, at the bottom of a ramp, a giant cracked boulder blocks the path. Just to the left of this on the shore of a pond are some Bomb Flowers. Pick one, set it next to the rock, and get the heck away! If you set it close enough (you can also try throwing the Bomb), the rock gets blown to kingdom come and you can pass. Make sure to get rid of the Bomb in time. Like all the large rocks, it leaves a Yellow Rupee behind for your trouble. Continue up the slope, and use the next Bomb Flower to blow up the two nearby cracked rocks. Keep going through the right-hand one, to a third Bomb Flower on the slope. Grab the Bomb while facing towards the cliff face but slightly to the right, then side jump until you can throw the Bomb on top of the ledge, near the last cracked rock. It should get blown up if you were facing the right way. Get the Yellow Rupee, then sidle across the narrow ledge and get the Blue Rupee at the end. Walk towards the ledge facing out to sea so that you fall instead of jump, landing near a Bomb Flower. Throw the Bomb at the rock below two blocks up ahead. When it blows up, the blocks fall into an indentation. Jump down to where they fell and pull the lower one out to create a shortcut. Now climb up them and keep going, through a short tunnel. Someone is waiting for you at the other side of the tunnel; it�s none other than your postman! He�s pleased that you�ve traveled this far, then asks about your sister. He reassures you that she�ll be okay, then decides to fly ahead and tell the rest of the Rito that you�re coming. Follow him by running up the long balcony and into the Rito aerie. As you enter, the Rito Chieftain is asking someone if he�s discovered the cause o the great Valoo�s anger...this can�t be good. He then notices you, and says Quill (the name of your postman) has told him all about you. He says the Rito will help you, but they�re dealing with a problem of their own right now. To grow their wings and begin their life in the sky, young Rito must climb Dragon Roost Island must get a scale from Valoo. Unfortunately, he has become violent and enraged, preventing this from happening. Without any new flying Rito, their whole way of life will eventually be threatened. Before the Rito can help you with your problem, they must deal with theirs. Quill and the Chieftain decide to let you visit the Chieftain�s son, Komali. He is at the age to get his wings, but because of this situation he might just give up. The Chieftain also asks you to give his son something for him, but you�ll have to find a young girl named Medli to get it. Lastly, Quill gives you the Delivery Bag, which lest you hold letters, documents, and Windfall Island decorations. After this conversation is over, ascend the ramp winding around the edge of the aerie and enter the first door you come across. Medli is standing directly in front of you here. Medli seems to recognize you and your Hero�s Clothes, then introduces herself as the attendant of Valoo. Actually, that�s not accurate; she�s still studying to become one. She then remembers the things the Chieftain gave her, and gives you a letter addressed to Komali. She also asks you to do her a favor and meet her outside the entrance to Dragon Roost Cavern later. Now, leave the Chieftain�s room and jump back down to the first floor. Run down a tunnel opposite the main aerie entrance and enter Komali�s room. Komali is sitting on his bed, holding what looks like a big orange ball. Players of Oracle of Ages should recognize the symbol on it; could this be Din�s Pearl? When you give Komali the Chieftain�s letter, he reads it and doesn�t seem to care about his father�s encouragement; he doesn�t have to get a scale from Valoo. He also doesn�t care about you saying you can calm Valoo down. Komali will only listen to you if you can find someone who can reach Valoo on top of Dragon Roost Island. Now leave Komali�s room and go through the other exit to the aerie�s first floor, a tunnel with light at the end. Ash continually blows through the air in this barren area; there are also several wilted Bomb Flowers near you. Turn left and jump down into the lower part of the area, where Medli is waiting. She tells you there used to be a spring here, but Valoo knocked a boulder down, blocking it off. Only a tiny bit of water trickles out from beneath it now. When you tell Medli about Komali, she seems concerned... She tells you she feels guilty about the way Komali is. His grandmother was a great attendant who taught Medli; if Medli was as great an attendant as her, Komali might feel more confident about seeing Valoo. She wants to go to a shrine on top of Dragon Roost Island, but needs some help getting up a high ledge. Agree to help her, but note the crazy wind that switches direction often. Get out the Wind Waker and play the Wind�s Requiem to set the wind to the north, towards the ledge. Now pick Medli and throw her at the ledge from the raised rock. For a laugh, make her crash into the ledge. Once you get her on top of the ledge, Medli says she�s going to meet with Valoo and try to calm him. She also gives you your first Empty Bottle, which can hold all kinds of useful things. Useful things like water, for instance. Use your Empty Bottle to scoop up some water from the spring, then climb to where you entered and water one or more of the withered Bomb Flowers. Pick the Bomb from it, wait a few seconds, then throw it at the boulder from the railing. It may take a few tries to get the timing, but you�ll eventually blow up the boulder and free the spring. With water filling the lower area, you can now swim across to the ledge where Medli was. A short distance behind it is a small lake of lava with two jar-holing statues on either side of it. Pick one of the Bomb Flowers next to the pool and throw it into the right-hand, nearest statue�s jar. It will probably take a few tries to get the distance right. Once you do this, the statue falls, creating a bridge across the lava. Pick another Bomb and jump onto the statue so you can repeat this with the far one. Throw the Bomb in from the middle of the statue. Once both statues have fallen, you can use them to get across the lava and enter the cave up ahead to... DRAGON ROOST CAVERN As the first real dungeon of the game, Dragon Roost Cavern will provide you with plenty of thrills and chills...well, maybe not chills. The entryway is fairly boring, and players of the Wind Waker demo should recognize it. Break the pots around it for Rupees or heart, then look at the 3 statues in the middle part of the room. Grab onto the left one with R, then pull it away from the wall. (how does Link grab onto it?) Then get behind it and pull the middle one to where the left one was to open a doorway to the second part of the room. In here, you�ll have to fight two Bokoblin holding flaming Boko Sticks. Stay moving, keep your shield up when not attacking, and try not to get caught between both of them. If you have trouble in this fight, I sure hope this game is a rental... After they�re both defeated, pick up one of the flaming Boko Sticks and use it to light the two torches in the northwest corner of the room. When both of them light, a chest appears containing a key you can use to unlock the nearby door to the next room. If the stick goes out, relight it at the torch on the northeast side of the room. As you go through the short hallway and enter the next room, you�ll notice the dungeon�s concentration on fire. The Wind Waker follows suit from Ocarina of Time, in that its first three Dungeons focus on the elements of Fire, Earth and Water. They also take place in the same settings: a giant tree, a searing volcano, and-um, if a huge tower can be counted as a leviathan fish-god, they all happen in the same places. Anyway, this room is a massive lava cavern, the central room of Dragon Roost Cavern. Start by going left across the wooden walkway. The door up ahead is locked; keep going on the passage to the right of it. There�s a ledge on the wall between a sizeable gap in the walkway ahead. Jump down and pull a block out from the cave wall. Climb onto this block and jump from it to the other side of the interrupted walkway. Keep going until you reach a short gap. When jumping it, make sure the lava geyser isn�t going off to avoid great pain! Before the long rope bridge, you�ll undoubtedly attract the attention of some Keese. Defeat them with vertical slashes as they get close; try to do it from a platform and not the bridge. On the other side of the bridge, there are a few Bomb Flowers grab a Bomb and throw it at the boulder at the other side of the short bridge to blow it up. Then enter the door behind it. The next room consists of three alcoves with a pool of lava in between them. If you grab one of the large jars near you and run around, you�ll see that it�s filled with water. Throw it about halfway between the ledge you�re on and the one to the southeast to solidify some of the lava into a temporary platform. Jump across this to the next ledge, but make sure it�s positioned right. If it isn�t, wait for it to melt and try again. If you ever run out of pots, exit the room and reenter to make more appear. Anyway, the ledge you�ll reach next contains a chest with the Dragon Roost Cavern Dungeon Map! Repeat the same process to get to the final ledge using the pots on this ledge. Don�t climb the ladder to the next room yet; instead, walk around the bottom and a Red Chuchu will probably jump down. Slay it, then keep going to the next room. There are some wood beams ahead of you here. Keep your shield out as you walk towards them; a Bokoblin holding a sword will smash through them. Defeat it as usual with sword attacks, then grab its sword and use it to smash the room�s other wood beams. In the second part of the room, drop the sword. There are two Red Chuchus on a ledge to the left; either lure them off it or climb up, then defeat the either way. Go back and get the sword and smash the wood beams behind them, then open the treasure chest behind them. It has a Small Key inside, just what you need to open the door in the lava cavern! Now, exit through the northwest to the aforementioned cavern. There�s another cracked boulder sitting on a ledge up ahead, but the only Bomb Flowers nearby are growing on a wall, out of reach. Look east of where you came in from a couple of rocks. Throw one at one of the Bomb Flowers to detonate them and blow up the rock. If you keep missing and run out of rocks, exit and reenter the room. Once you get past the rock, you�ll be back where you first came in. Keep going ahead and through the locked door. In the next room, note the lava-filled side passage to the right. You�ll be returning to it later to get a Treasure Chart. Keep going ahead, defeating the Red Chuchus as you go. Behind some boards to the left, another Bokoblin is prepared to ambush you. Once again, keep your shield in front of you and draw him out. Once you defeat the Bokoblin, take its Boko Stick and light it on one of the torches on either side of the sealed exit. Once it�s lit, use it to burn away the other boards in the room. Behind them, there is a switch; press it to unseal the door. When you go through that door, you emerge outside! Be very careful not to fall as you cross the rope bridge to the right. Defeat the Bokoblin at the end with sword thrusts so you don�t cut any of the ropes. After that, climb the ladder ahead but be careful. Periodically, a jet of lava spurts from the cliff side and through the ladder. Stop climbing just before it, then quickly continue as soon as it stops. Once you get to the top, defeat the Kargaroc with vertical slashes or a jump attack; remember to shield its attacks. There�s a narrow board sticking out of the wall, beyond the top of the ladder. Sidle across it, but look out for the lava jet like before. Walk around a large cracked boulder to the next ledge, which is too narrow to even sidle across. Move up to it so Link grabs on, then move across it while hanging from your hands. Once across, climb two ledges up to a Bomb Flower. Pick a Bomb from it, wait a second or two, then throw it at the cracked boulder. Try to get the Bomb to land on the boulder, or time it so it blows up as it falls past. Once the boulder blows up, it reveals a door behind it. Enter this door to reenter the Cavern. Once you climb up two ledges in the next room, you find 3 stacks of blocks. The side stacks have 3 blocks; the middle has 4. To get past this minor puzzle, pull a block out from the bottom of the center and one of the side stacks. Climb onto the top of the side stack, then the main stack from there. The door to the next room is just in front of the top block. The next room is swarming with Rats. Now that you have your sword back, you can defeat the Rats, but they are constantly moving which makes it hard. If you got some All-Purpose Bait from Beedle, spread it in front of the nearby rat hole on the lowest part of the room. The Rats not only stop attacking you; another Rat will sell you more Bait or Potions! After the Rats are somehow taken care of, pull the block out from the north wall and use it to climb to the top part of the room. In the east side of the room, on a wood-floored alcove is a treasure chest containing the Compass! To reach a chest in the south part of the room, you�ll first have to get rid of the wooden boards in front of it. They aren�t cracked and there are no Bokoblin with swords to be found, so you can�t smash them. Instead, break the pot of Boko Stick next to the locked north exit and light one on the torch near the Compass chest. Then face the boards and throw the flaming Boko Stick at it to burn them up. Once the boards are gone, jump down and climb the ladder up to the chest; inside is a Small Key you can use to open the north door. For the next room, you find yourself outside again. Go up the stairs to the right; some parts have fallen away, so you�ll have to jump them. At the top, a Kargaroc nests on the end of a narrow, projecting rock. Run up to the bird to make it chase you, then lure it back to the main ledge before defeating it so you don�t risk falling. After the Kargaroc is defeated, grab the Small Key it was sitting on and use it to open the next door. The next room is extremely dark. Run southeast to the eastern part of the room, where several Keese attack you. Defeat them with vertical strikes as usual. Be sure to open the chest in an alcove to the east containing a Joy Pendant. Then go back to the entrance, smash a Boko Stick pot, and light one on the nearby torch. Run back to the formerly Keese-filled part of the room, and light the torch in the center of it. Keep running to the south part and light both torches there to unseal the door. If your Boko Stick burns out, relight it on he last torch you lit. Once you go through the unsealed door, you find yourself high up in the main lava cavern. To your right is a Bomb Flower; to your left, a Warping Jar as seen in the dungeon�s first room, with a cracked boulder covering the entrance. Pick a Bomb and throw it next to the jar to blow up the boulder. You can now use the Jar to warp between here and the first room! Convenient, huh? Now is a good time to save your game; after that�s done, run across the rope bridge to the next room. Right off the bat, defeat the Bokoblin in the next room. I shouldn�t have to give you any tips by now. After that, go around the room and smash all the pots; several more Bokoblin to defeat hide in them. To get the one on a shelf east of the entry door, roll into the wall below it. When you beat all the Bokoblin (there are three total), the entry and exit doors unseal. Before you climb the ladder to the exit and leave, get a Boko Stick either from one of the hiding Bokoblin or from a jar on the walkway above. Go to the plinth in the west side of the room, and light the Stick on the lit torch. When you light the unlit one next to it, a treasure chest containing Treasure Chart 11 appears between them! After you get it, exit the room. The small lava cavern you arrive in next can be one of the trickiest rooms in the dungeon if you don�t know what you�re doing. The ledge you enter on has quite a few jars of water. A small, circular platform has a Magtail crawling around on it, and after that a lava geyser periodically spouts up. The platform the Magtail is on is too small for you to defeat it with a parry attack without cheaply falling into the lava. Instead, grab a water jar, L-target the Magtail from the ledge you�re on, and throw the jar at it to stun it. Once it�s stunned, ump over to the Magtail, pick it up, and carry it back to the bigger ledge, where you can set it down and defeat it with your sword easily. Once the Magtail has been dispatched, grab another water jar, jump to the small platform with it, and throw it over the spot where the lava geyser shoots out. (preferably not while it�s doing so) Then jump on and wait for it to lift you and the solidified lava up. From there, you can easily jump onto a wooden walkway and continue to the next room. This room is one of the last in the dungeon; you can even see the giant gold lock of the boss door on the north end of it! Unfortunately, not only do you not have the key to open it, you also can�t cross the expanse of lava in front of you. You�ll be taking care of both of these problems soon, however. For now, look for a Bomb Flower just to the right of where you enter. (make sure you don�t jump straight to it, or you�ll hit the lava) Use the Flower to uncover both a nearby Warping Jar (save afterwards) and the door to the next room, in the south. The next room actually isn�t a room at all, but another outside part! The only way to go is up a staircase, but be fast. The stairs crumble moments after you step on them; keep rolling to stay ahead of the collapse. When you get to the top, look through the doorway to a large clearing just below Valoo. Two Shield Bokoblin are holding Medli prisoner! Enter the clearing, which closes off behind you, and fight them. With your Bokoblin-slaying experience, you should be able to defeat them easily. After that, a Kargaroc airlifts a hulking Moblin into the arena to fight you! Since you don�t have the Boomerang yet, defeating it can be slightly hard. Try to keep shielding its attacks from a short distance away, then jump attack the Moblin right after it attacks. Stay away from it when you knock its spear away; the Moblin can attack you with an insanely powerful punch when unarmed. If you keep attacking it right after It attacks, or try parrying its attacks, you should be able to beat the Moblin. If you�re having trouble, the pots around the edge of the area contain hearts. Once you defeat the Moblin, the door to Medli�s cage opens. When you talk to Medli, she tells you she�s found the cause of Valoo�s anger. Something in the cavern below him is hurting his tail. Medli decides to go back down and tell everyone what�s happening. To help you out, she gives you the device she used to get this far. It was also used by Ritos before they evolved wings. Without further ado, please welcome out special guest...the Grappling Hook! Medli then tells you to climb to a ledge to the left, and flies up to help you learn to use the Grappling Hook. To Grapple across an overhanging branch in front of the ledge, first press the Grappling Hook button to aim it in first-person mode. (you can also use it in third-person mode while L- targeted) Move the red targeting dot (it�s got laser sighting!) over the middle part of the Grapple post until you gear an audio cue and a yellow sparkle appears, then press the Grappling Hook button again to let it fly and Grapple onto the target. Once you get swinging, the controls are exactly the same as for swinging from lanterns like in the Pirate Ship and Forsaken Fortress. Once you swing across, run ahead and repeat the step, then smash through some boards with your sword. Jump down, and you�ll be directly in front of the door you came out of. Don�t go through it, though. Look to the east for some more ledges with Grappling posts in between. Use the Grappling Hook to travel down the ledges and enter the door at the end. Remember to stay on the outside of every ledge when Grappling, so you don�t fly off the ledge. Run across the rope bridge, defeating the Bokoblin on the end with sword thrusts. Keep your shield out as you approach the pots beyond him, as a Shield Bokoblin will attempt to ambush you from one of them. When you defeat it, a chest appears in the room, directly below you. Run back to the bridge and cut all the ropes on it with horizontal slashes. Normally this would be a bad idea, but when the bridge here collapses, Link jumps down to a walkway below. Open the chest you made to get a Joy Pendant, then leave through the west door to reenter the main lava cavern. Turn right and jump onto a large, circular platform hanging from a large birdcage-like structure. Periodically, a massive lava geyser buffets this platform. You have to cut all the ropes to free the platform, but if you only cut one or two it dumps you into the lava. Charge up a spin attack facing away from the ropes, then edge in between them and unleash it to slice all 3 at once. Once the platform reaches the surface of the lava, jump off it to a ledge to the northeast. Jump across two hanging platforms and climb a ladder to reach a sealed door in the shape of a monster head. Then, look to the south for an elaborate Grapple post. Grapple onto it to unseal the door, then swing back onto the ledge (you�ll probably have to battle some Keese first). There�s a Grapple post just ahead of you over some lava, but it only takes you to a dead end. !!!!!!!!!!!!!!!!!!!!! !TINGLE STATUE ALERT! !!!!!!!!!!!!!!!!!!!!! This end isn�t dead if you have the Tingle Tuner, which can be used to find a Tingle Statue. You can uncover a hidden chest containing a it using a Tingle Bomb on the right spot. Anyway, rather than swinging directly across, hold R to stop and turn 90 degrees to face east. Then release R and start swinging until you can release yourself and get to the ledge in front of you. Jump across 3 hanging platforms, and from there use the Grappling Hook on a post high up to reach the exit. The next room contains an elaborate blue chest with the dungeon�s Boss Key, but it�s surrounded by flames. A continuous pressure switch next to the flames extinguishes them, but you obviously can�t be in two places at once. Instead, L-target the Magtail that will crawl from the lava and lure it so that it�s between you and the flames/switch. When the Magtail rears up to attack, keep your distance and stun it with the Grappling Hook. Quickly pick the curled-up Magtail up and set it on the switch to drop the flames, then grab the Big Key. Now that you have it, you could backtrack all the way to the room with the boss door, but there�s an easier way: just save and quit to reappear in the beginning of the dungeon, where you can use the Warping Jars to easily reach the final room. SIDEQUEST: TREASURE CHART 39 Before you enter the first jar, however, use your Compass to locate an unopened treasure chest in a nearby room. Go to the lava cavern, then turn left to the room. You should remember the lava-filled passage to your right as you enter the room, and now that you have the Grappling Hook, you can reach it using the Grapple post on the ceiling. Once again, smash the wooden boards on the other side, then open the treasure chest to get Treasure Chart 39. Now, go back to the first room and take the Warping Jars to the boss door room. Back in the Boss Door room, you know the drill; cross the previously impassable lava moat in here by Grappling the post above it. On the other side, defeat the Magtail with a parry attack and open the treasure chests. The west one contains a Yellow Rupee; the east one has a Knight�s Crest. If you didn�t buy a Blue Potion from the Rat earlier, smash open the pots at the top of the stairs to get FAIRIES!!! Be sure not to accidentally have them heal you as you catch one. After you have a Fairy, save and go through the boss door. It�s quiet in the boss room...too quiet. It seems to consist of a ring of land around a pool of lava, with wooden platforms high up on the walls. Hanging from the ceiling is Valoo�s tail; the creature torturing it must be here, meaning it�s the boss! As you walk forward, the lava begins to heat up, and a massive lava scorpion emerges from it, spewing fire and knocking Link backward with its claws! (nice entrance) Get ready to fight... +-----+ |GOHMA| +-----+ Difficulty: * This giant scorpion is a very easy boss if you know the right way to beat it. Without one, Gohma is nearly impossible. Basically a huge Magtail, it�s been spewing lava around its cavern and tormenting Valoo, even solidifying some rock around his tail. If you want to calm Valoo and get Din�s Pearl, you�ll have to defeat Gohma. -Defensive Strategy- First, its attacks. Gohma has four attacks. Its main attack is to slam one of its claws at you. Don�t L-target Gohma; instead, run around and roll when you hear Gohma grunt and prepare to attack. Its second attack is identical to the first, but it gets its claw stuck in the ground for some time, which is very helpful later. I don�t know exactly what determines when its claw gets stuck; if you do, E-mail me about it. Its third attack is a cheap, quick claw attack that�s nearly impossible to dodge unless you roll as soon as you hear the distinctive sound. It also sometimes attacks with its two claws, embedding them on either side of you, then belches forth fire breath to toast you. This attack isn�t too tough to dodge, and is actually quite desirable. When it uses the preliminary claw attack, roll through the openings under either of Gohma�s claws before it attacks with its fire breath. (you have plenty of time) With practice, you�ll be able to anticipate Gohma�s attacks merely by the sounds associated with them. Also, one other thing of note; don�t worry about falling into the lava Gohma swims in; you won�t have to restart the battle if you do. (you�ll still take damage) -Offensive Strategy- As with all Dungeon Bosses, you�ll use the item you got in the Dungeon to make Gohma vulnerable, then unload a beating on it with your Hero�s Sword. The strategies I provided for dodging Gohma�s attacks are all well and good, but with a method partially of my own invention, you won�t need any of them. As the battle starts, quickly whip out your Grappling Hook and look above Gohma. You�ll see Valoo�s tail, twitching and whipping around in pain. Quickly move the cursor to the general area where the spiked end of Valoo�s tail is until you get the symbol indicating a Grappling target. Toss the hook so it grabs onto Valoo�s tail. Swing over Gohma on the rope, then let go as you reach the other side. Your weight makes the rock Valoo�s tail is embedded in fall, right onto Gohma�s ugly mug. This cracks its hard exoskeleton, and makes it fall back into the lava. As it builds up strength and rears up to replace the rock, get your Grappling Hook back out and move the cursor to approximately where Valoo�s tail will be when Gohma rears back up. As soon as the rock is back in place, throw the Grappling Hook again and repeat the cycle. The only way Gohma can complicate things is by interrupting Grapple mode by hitting you with one of the flying fireballs as it drops back into the lava, though this doesn�t happen all the time and can be prevented by standing next to the wall. If this happens, you�ll probably notice that Gohma�s normal claw strike hits you too fast and often for you to Grapple Valoo�s tail again. Instead, run to the wall on the outer rim of the arena. Gohma�s claw attacks can�t hit you here, and if it tries to use its fire breath, you can simply roll out of it and Grapple Valoo�s tail. You don�t even have to wait, however. Inch away from the wall until you�re just barely far enough to Grapple Valoo�s tail yet not be in reach of Gohma�s claws. (to do this, alternate between slowly walking away and trying to aim at Valoo�s tail) If you perfect this method, Grappling Valoo�s tail is easy no matter what. Drop the rock on Gohma a total of three times to break its armor completely off. After that, lock onto the beast and use your Grappling Hook on its eye to yank it over to you and stun it, then attack it with your sword. Repeat this attack three times to defeat it. One other thing of note: there are wooden platforms placed all over the cave. If you manage to Grapple onto one, good for you. Gohma has a much harder time attacking you up there (though I think it can eventually burn them off) so you�ll have more time to Grapple onto Valoo�s tail. There are also pots with Hearts on these platforms. When you beat Gohma, it solidifies and turns into black rock, which then superheats and explodes. Link does the happy dance as a Heart Container appears in front of him! Finally, the lava in the middle of the arena solidifies and a windy vortex appears in the middle. Grab the Heart Container to increase your total hearts by one, then enter the vortex to warp out of the dungeon. After you enter the warp, you see Valoo roaring outside as Medli talks to the chieftain and other Rito. Suddenly, the clouds surrounding the mountain clear up and the ash stops flying through the air! DRAGON ROOST ISLAND Link next finds himself back on the beach of Dragon Roost Island. Medli and Komali appear behind him. Komali apologizes for mistrusting you, and adds that he wants to be like you someday. Then he decides to give you the thing he values most, Din�s Pearl, to give him the courage to stand up to bad things. After you get the sacred pearl, Medli tells you that Valoo is also grateful. Medli translates the ancient Hylian he speaks in; he�s telling you to �use the wind god�s wind.� If you followed the walkthrough and got the Wind�s Requiem earlier, you�ll already have done this. He also names you a true hero, and Medli agrees. Komali, filled with new courage, decides to leave for Valoo at once to get his wings. After thanking you, Medli also leaves. Once you�re ready to leave Dragon Roost Island, swim up to the KoRL. He guesses that Ganondorf must have sent the monster to this place. This means you should hurry to the south, before the reach the second pearl! Although you can use the Wind Waker in the KoRL, he won�t let you get on unless you�ve changed the wind to the south. As you start sailing to the south, a voice stops you. A Merman jumps out of the water and surfaces next to you. He comments that your sea chart is downright pathetic; it looks like it has nothing but oceans drawn on it. The Merman pulls a paintbrush out from the water, and draws Dragon Roost Island on your chart. He also tells you of a cave high up on the back side of the Island. He says he�ll send word to all his brethren about you; to get a chart of your current area from them, just spread some All-Purpose Bait on the water while near them. As the Merman suggests, you should definitely make a habit of mapping every area you come across. Before he dives back below the Sea, he says something about repaying a debt to the KoRL...what could he mean? Once you get out to sea, remember to stop at Bomb Island to get the Empty Bottle, and map every quadrant you pass through. Just beyond it in quadrant F6 is your next destination: Forest Haven. +---------------------------------------+ |THINGS TO GET AFTER DRAGON ROOST CAVERN| +---------------------------------------+ Empty Bottle: Bomb Island (E6), Submarine Piece of Heart: Any mailbox Piece of Heart: Dragon Roost Island (B6), Mail Sorting Minigame Piece of Heart: Dragon Roost Island (B6), 20 Golden Feathers required d. The Second Pearl (Fohfw) FOREST HAVEN As you approach Forest Haven on the KoRL, he introduces it and pulls up to its shore. You must find the spirit of the earth, the Great Deku Tree, and get Farore�s Pearl from him. This may not be easy; it�s likely Ganondorf�s minions have already reached this place. Run up some ledges from the shoreline; at the top you�ll probably find a Boko Baba soon. To defeat these plantlike enemies, L-target them and mash B to unleash a sword thrust combo. The first three hits stun the Boko Baba and make its stem vulnerable, while the fourth hit kills it. Make sure not to hesitate too long near the Baba, or it will try and eat you! Climb up a grassy hill, defeating 4 Boko Babas as you go. When you reach a ledge overlooking a waterfall, get out your Grappling Hook and use the post overhead to swing across. You�ll probably have to adjust your direction while hanging. Once you swing to an island on the waterfall, a River Octorok to the right will probably start shooting rocks at you. Draw your sword, and then shield yourself from the projectile to deflect it back at the Octorok, killing it. Then jump across to another grassy platform where you must defeat another Boko Baba. Be very careful when jumping over the river; if you fall in it will pull you over the waterfall and force you to start over. Once it�s dispatched, jump to another island in the middle of the river, climb a ledge, then jump to a circular platform at the top of a second waterfall. Before Grappling onto the post far above, get out your shield and kill another River Octorok by deflecting its rock. Once you reach the shallow, placid water it was floating in, enter Forest Haven through the large doorway. Once you are in the overgrown Forest Haven, run along the shallow river and climb up a waterfall ahead. (as if Link wasn�t already wet enough) Keep going up another waterfall farther on, then climb onto the land beyond that. The massive trunk occupying the center of the dry land here is the Great Deku Tree! As you walk around to its face, you see it has a downright gruesome case of Chuchu acne! Roll into the Great Deku Tree to dislodge the Chuchus, then keep moving as you defeat them. Besides the weak Red Chuchus, you must also fight off some Green Chuchus. They take two sword hits to defeat instead of one, and are only vulnerable just before they attack. Once you beat all the Chuchus, the Great Deku Tree says something to you in Hylian. He quickly starts speaking English (or whatever they speak on the Great Sea) and says that seeing your Hero�s Clothes (or pajamas, in the second quest) caused the ancient Hylian language to emerge. He thanks you for ridding him of the Chuchus, and correctly guesses that the KoRL took you here. He then deduces that you need Farore�s Pearl, and that Ganondorf has returned and sent his minions to claim it. After that, he calls out the so-called children of the woods, the Koroks, from their hiding places to meet you. The Koroks are strange, wooden people who fly around on helicopter-like leaves. They used to assume human forms (players of OoT should know who), but become Koroks when they took up living on the Great Sea. It seems that you�ve arrived in Forest Haven just in time for an important yearly ceremony of the Koroks; the Great Deku Tree will give you Farore�s Pearl after it is complete. Unfortunately, there is a problem. One of the Koroks, Makar, is missing in action. He has fallen into the Forbidden Woods, a massive, thorn-covered tree you may have noticed on your way to Forest Haven. The Great Deku Tree is immediately concerned, and asks you to go to the Forbidden Woods and rescue him. Linder, the Korok who brought the bad news, reminds the Great Deku Tree that you can�t fly to the Forbidden Woods like Koroks can. He bestows on you the Deku Leaf, a special item that will let you fly (or at least glide) through the sky. Conveniently enough, he summons it on his highest branch. To reach the Deku Leaf, look for some Baba Buds around the Great Deku Tree�s base. They look like hiding Boko Babas, but are purple instead of red. Jump into the one at ground level, then use the control stick to aim yourself. You want the next bud (you�re traveling around the Deku Tree clockwise) to be directly in the center of your screen. When it is, hold the control stick up to launch yourself into it. If you aren�t aligned, don�t touch the control stick to fall back into the bud. Launch yourself from bud to bud to make your way around the Great Deku Tree. About halfway, you land on a leafy branch. Use the Grappling Hook to swing from an overhanging branch to the next bud; make sure to align yourself so the rope is right over the bud. You definitely don�t want to fall as you get higher, or you�ll lose some health. After you reach the highest branch, grab the Deku Leaf. It�s uses are twofold: you can use it on the ground to fire blasts of air at enemies or blow away leaves. In the air, you can deploy it to glide through the air for long distances. You are also given a Magic Meter, which is used to power the Deku Leaf�s gliding ability. Now that you have it, look around you for a ledge far below with a grass patch in the shape of an arrow. Glide to this ledge and drop onto it. (use the C- stick to move the camera directly above you) Once you reach the ledge, chop down some grass to refill your Magic Meter and go through the door to Forest Haven�s exterior. You emerge on a ledge high above the sea. Directly ahead of you are the imposing Forbidden Woods, but you aren�t high up enough to reach them by gliding. Instead, you�ll have to stop at an island to the southwest first. Remember to set the wind in this direction; when gliding outside, you�re at its mercy. Once you�re ready, glide to the island, using the C-stick to align yourself for dropping onto it. Now slice down some plants to refill your Magic Meter once again, and set the wind to the northwest. To get the altitude you need to reach the entrance to the Forbidden Woods, you must glide through a whirlwind that circles the island. It�s a little ways out, so when facing the Forbidden Woods jump and start gliding as soon as it enters your field of vision to hopefully go through it. (make sure to L-target so you aren�t looking down over the ledge instead) Luckily, when you�re first entering the Forbidden Woods, a failed attempt at gliding returns you to the island, minus a quarter heart. Once you hit the whirlwind and start gliding, there�s one more obstacle. Some helicopter-like enemies called Peahats are floating near the entrance. I�ve found that the best way to dodge them is to swerve right, then left so you can drop onto the ledge. Once you have reached it, go through the doorway to the Forbidden Woods. FORBIDDEN WOODS As soon as you enter the Forbidden Woods (and hopefully before that), you�ll see that it�s the earth-themed dungeon. The entry room is filled with tall grass and Green Chuchus. Defeat them all as you did at the base of the Great Deku Tree; parrying their attacks works well in beating them. Also, keep in mind that the Deku Leaf can stun them briefly. There are quite a few in the area around the dungeon entrance, a couple more near the room�s Warping Jars, several in the northwest corner of the room in front of a giant nut, and also several in the northeast corner, guarding a treasure chest containing the Dungeon Map. Once you cleared them all out and received the Dungeon Map, look at the door to the next room. A strange blue flower blocks the door with sprawling vines, and closes up in defense whenever you get close. To kill it, pick the Deku Nut from the northwest corner of the room, and throw it at the flower from a distance, when it isn�t closed up. Be accurate though; it begins to rot as soon as you pick it and eventually shatters. (luckily, you can simply pick it again) Once you�ve hit the open flower with the Deku Nut, it blows up and you can continue to the next room. This room is very tall, spanning from the basement to the third floor of the Forbidden Woods. SIDEQUEST: KNIGHT�S CREST If you want to get a Knight�s Crest, jump down to the basement to get a rare Knight�s Crest. To avoid damage from any long falls, intermittently get your Deku Leaf out and put it away to break your fall. (and most likely your arms) Once at the basement floor, you�ll see that the chest in the north side of the room is protected by another viney flower. To get rid of it, defeat the 2 Boko Babas around the room, and preferably the 4 Green Chuchus. Then, take the Boko Stick left behind by one of the Babas and light it on a torch near the treasure chest. Throw the flaming stick at the flower from a distance to burn it away so you can get the Knight�s Crest. To get back up, jump into one of the Boko Buds around the basement. The nearby Boko Buds are too far away to launch yourself into; to reach them, glide over with the Deku Leaf after you�re launched out. Don�t worry about running out of magic, either; it�s partially replenished when you enter a Boko Bud. Use this method to reach a ledge on the northern part of the room, on the second floor. Unfortunately, the exit is blocked off my-you guessed it-another flower. This time, you�ll have to blow it off using the nearby Bomb Flower. It�s guarded by some Green Chuchus, however; defeat them with style by luring them near the Flower, then slashing it with your sword to blow them all to kingdom come. (make sure to run away quickly!) After the Green Chuchus are defeated, throw a Bomb at the flower to blow it up and go through the door. The next room is relatively small. A primitive cable car hangs on the far side of the room. Besides that, the only landmarks of the room are two switches that look like those spinning cups meteorologists use to measure wind speed. They�re used the same way here; blow some wind at the one to the left with the Deku Leaf to start it spinning, moving the cable car next to your ledge. Jump onto it, then blow wind either south towards the entrance or the far wind switch, over to the northeast. Either way, the cable car should move to the opposite ledge, letting you go through. The next room is another dead end; you�ll have to travel up to advance. You�ll find some Boko Babas and some Peahats in here. To defeat the Peahats, L-target and blow a Deku Leaf wind blast at them to destroy their helicopter attachments and make them fall to the ground stunned. Once you done this, it only takes a single sword hit to defeat them. Defeating Boko Babas also becomes easier with the Deku Leaf; you can stun them safely from a distance with the Deku Leaf instead of a sword combo. Anyway, fight your way to the northeastern-most Boko Baba and defeat it; its bud turns into a Boko Bud. Get into it and use it and a second bud to reach the upper floor of the room, and a tricky puzzle. Once again, the door is blocked by a flower, but the only Deku Nut grows on the other side of the room, reachable only by a cable car. SIDEQUEST: RED RUPEE Before you get the Nut, there�s a treasure chest below you with a Red Rupee in it. If you�re short on funds, get to the chest by edging off the south ledge near the door, so you grab onto it. Press A to drop, then immediately hold forward on the control stick to grab onto the ledge below, where the Red Rupee chest is. You can also use the Deku Leaf to reach it from the cable car on the south end of the room. Anyway, when you�re ready, get onto the cable car, and use the Deku Leaf either in the opposite of the direction you want to go or the farther wind switch to reach the ledge with the Deku Nut. Shatter the boards blocking it with your sword, pick the Nut, and set it down on the cable car. Get to the ledge with the flower once again the same way you did before. (make sure the Deku Nut isn�t in the way, or you�ll blow it off the cable car and have to start over) For some reason, you can�t reach the ledge while holding the nut, so throw it over first, then jump. Once again, use it to destroy the flower from a short distance, then go through the door. The next room is a simple, slightly psychedelic tunnel of wood. The door is once again blocked by a flower, but this time the Deku Nut is in plain sight. Unfortunately, reaching it is tougher than it looks, as a ring of massive, thorny vines pops out of the ground when you get close. Use the Deku Leaf to blow the next out of the ring, then side around the side of the room and pick it up. You should know what to do now; pick the Nut up and use it to get through the door. Just as Dragon Roost Cavern had the massive lava cavern, the Forbidden Woods has its own main room, and you�re entering it. The room spans from the basement to the top floor, though this isn�t evident right away. It�s dominated by a massive flower that hangs from the high ceiling on 5 blue vines. To start with, look to the right and use your Grappling Hook to swing up to a ledge. Next, you�ll see two huge vines with flat platforms at their ends. They move back and forth in a predictable pattern. Jump onto the nearest one when it moves close, then to the farthest one, then to a ledge with a Deku Nut and locked door. Since you don�t have a key, grab the Deku Nut jump onto the ledge surrounding the hanging flower and run 90 degrees around it to one last ledge. Use the Deku Nut to kill the flower as usual. (after killing the flower, you can claim some Rupees inside the flower if you want) After it�s gone, don�t enter the next room yet look left, to the south, for some vertically moving platforms. Jump to the first one when it lowers, then to the second in the middle, then from it to a ledge high up. Use the Deku Leaf to blow away a pile of leaves here and reveal a Warping Jar! Now go back down the vertically moving platforms and enter the next room/ This room is basically a long hallway. Inside a crevasse in the middle of it, there is a chest containing a Yellow Rupee. The only other thing of note are the Morths that jump out of the pinecones and await you in the crevasse. Although they�re covered in spikes, Morths can only slow you down, not hurt you. Remove them with a spin attack. Anyway, you can enter the next room whenever you want. This large, circular room is extremely annoying. Many, many thorny vines form a dangerous maze that can easily surprise and damage you if you move too fast in it. Walk at all times to avoid taking a cheap hit. First, walk through the maze to the left, making your way to the south side. Once you make it, use the Bomb Flower to blow up the wooden boards blocking off an alcove containing a treasure chest with the Compass! Before leaving this area, grab another Bomb and throw it towards the room�s southwest side, hopefully near more boards. Once you blow these boards up, slowly make your way back to the door and then keep going; it shouldn�t be hard to find the way over to the boards your blew up. Behind them, you can find a Small Key. Next, use the Baba Bud to glide over to the pillars in the middle of the room. You can get the contents of the pots around here if you want, but they aren�t very important. Glide back to the door from a Baba Bud when you�re ready, then return to the giant flower room. Back here, you can now go through the locked door the Deku Nut grew in front of. This is another cable car room, but this time you must defend yourself against some Peahats. Quickly get across the room with the cable car, and only defeat Peahats if you have to. The next door is already unlocked. In the first floor of this tall room, you must defeat 2 Boko Babas and a Wingless Mothula. These new enemies are fast and slow you down with Morths, but are fairly weak to your sword. Defeat it before it does too much damage to you. Once that�s ready, use the Baba Bud from one of the Boko Babas to get to a ledge of branches and leaves. You�ll have to fight off more Peahats up here before using another bud to ascend to the fourth floor. Up here, defeat even more Peahats if you must, but hurry to go through the north door. As Link enters this dead-end room, the door locks behind him. The room seems empty, but a massive Mothula is waiting right above him! Get ready for a miniboss battle! Because it flies above you, you obviously can�t just attack it. L-target the monstrous insect and hit it with a Deku Leaf wind blast to stun the Mothula and make it drift down to the ground, where you can cut it apart with your sword. (try to use a jump attack) Each sword hit also removes one of its wings. Once you have taken off all four of its wings, it becomes a normal Mothula, except with much more health. As a winged Mothula, its main attack is a rocket-powered charge that leaves Morths behind. Try to ignore the Morths, and jump out of the way. Spin attack the Morths off if they slow you down too much. When its wings are removed, try to shield yourself from the Mothula�s rapid charges and hit it with your sword. Once you slay it, a gate opens up in the northwest corner of the room. Behind it is a treasure chest containing the most useful item in the game: the Boomerang. The Boomerang has many uses. If you L-target an enemy, the Boomerang seeks it out and stuns it. It can even destroy weak enemies instantly, including Boko Babas. Two hits from it can also defeat a Peahat from a distance. When not L- targeted, you can hold the Boomerang�s assigned button and move the red targeting cursor over up to 5 objects. When you let it fly, it seeks out all 5 objects and hits them. It even carries items back to you! As with the Grappling Hook, you�ll immediately have to use the Boomerang to escape the room. Look above the door with it, and target both crystal switches. When you release the Boomerang, it hits both and opens the door. Back in the tall room, Peahats seem much easier now that two throws of your new superweapon defeats them. SIDEQUEST: JOY PENDANT You can now take the time to get a chest containing a Joy Pendant if you wish. Look above the northwest part of the top branch level for a Grapple branch. Get swinging, then climb the rope onto the branch. Swing from another branch, onto a grassy ledge. From here, time your jumps to cross two vertically moving platforms and onto a ledge with the treasure chest. From here, either take the boring or fun (climbing down or jumping) way down to the top level of branches. The south door here is blocked off by two flowers. Target and destroy both of them with the Boomerang and go through. This room is above the last cable car room you went through. You need to reach the far ledge by gliding, but a few dozen hanging pinecones bock the way. Destroy them five at a time with the Boomerang to clear the way and then use the Deku Leaf to cross the gap. Open the chest to the left containing a Joy Pendant before going through the door. You emerge high up in the giant flower room, in view of the 5 blue vines. To advance, you�ll have to go to the basement, which is blocked off by a net of vines. To smash through it, use the Boomerang to cut the five vines the flower hangs from, causing it to drop down to the basement. Jump off the ledge after it. Although you fall four floors, you take no damage from landing on the flower or in the water it�s floating in. If you want to get out of the basement, stand on the western ledge with the exit and hit the wind switch to the northeast with the Deku Leaf. This causes a huge updraft to rise from the flower. Jump into the Boko Bud next to you and glide into the updraft with the Deku Leaf to quickly ascend to the first floor. You shouldn�t do this yet, however. Instead, go through the western door. As soon as you enter this room, L-target the Peahat that floats nearby and defeat it with the Boomerang. Then manually use it to destroy the Morths sitting on the three platforms in front of you, so you can jump across them and to the right-hand ledge. There are several Chuchus and creepy Grabbing Hands here; don�t waste time fighting them and instead roll to the door as fast as you can. A small, withered flower hangs from four vines in front of you here. If you want more Rupees, jump across it and open the treasure chest for a Yellow Rupee. SIDEQUEST: TREASURE CHART 1 Use the Boomerang to sever the vines on this flower as before, and jump down onto it. Defeat the River Octorok that will attack with your shield or the Boomerang, and then jump to the southern ledge. Pick the Bomb here, jump with it back to the flower, and from there throw it at the wooden boards on the north side of the room to blow them up, opening up the room with Treasure Chart 1. You�ll probably have to defeat some Peahats with the Boomerang as you enter this room. Make sure to sidestep so you don�t get hit. !!!!!!!!!!!!!!!!!!!!! !TINGLE STATUE ALERT! !!!!!!!!!!!!!!!!!!!!! If you have the Tingle Tuner, jump down to the low platform in the southeast corner of the room. Slice down the saplings here, then use the Tingle Tuner to find a hidden item. As before, Tingle Bomb it to reveal a chest with a Tingle Statue. Anyway, jump back to the entry ledge and onto a small platform with leaves. Defeat a Boko Baba on the next platform with the Boomerang, then jump to the center platform. Run around the back and keeping jumping to the north end of the room. Make sure to defeat the Morths and Boko Baba on the platforms. When you defeat the Baba, it turns into a Baba Bud. Use it and the Deku Leaf to reach a high ledge on the north side of the room. There�s another cable car set up here, and you should know what to do. Use it to reach the south ledge, and pick a Bomb from the flower there. Throw the Bomb from the cable car, into the large, funnel-like tree stump in the middle of the center platform. It may take several tires to get it right; when you throw the Bomb into the funnel successfully, a cinematic is shown with the Bomb blowing a flower off a chest there. Go back to the main platform and crawl into the stump through a crawlway on the north side. Open the chest to get Treasure Chart 1, then leave and go to the previous room. Back in this room, move forward and look left for a ladder you should climb. You�ll be back where you first entered the room; slice the vines supporting the flower once again and jump onto it. Defeat the River Octorok, then move the flower around on the water by shooting a wind blast in the opposite of where you want to go. As you get to the northwest corner of the tunnel, you�ll probably have to defeat two Octoroks; use the Hero�s Shield here, as you likely get hit while aiming the Boomerang. Once you defeat them, pull the flower up to the ledge and jump onto it. Roll past more Grabbing Hands and Green Chuchus to enter the next room. A wooden gate with a familiar, ornate blue chest behind it is directly in front of you in this circular room. Look to the left of it for a ramp, and run up it to the top of the large stump. Get out your Boomerang and target all 5 crystal switches surrounding you, then hit them in quick succession to open the gate. Jump down and go through it to get the Boss Key! As you exit the alcove with the chest, Kargarocs airlift two Moblins in to fight you! Don�t be intimidated, though; this fight is much easier now that you have the Boomerang. L-target a Moblin and whack it with the superweapon to stun it long enough to unload a sword combo. It�s recommended you stun both before attacking, so the second one doesn�t hit you. Keep stunning and attacking the Moblins to defeat them. (it becomes easier after the first one is destroyed) When you beat both, the door you entered through doesn�t unlock, but a door high up to the east does. Get back on top of the stump, and swing to the door with the Grappling Hook. You�re back in the forked room here. Defeat the Peahat and Morths on the platforms as you did before, and reenter the bottom floor of the main room. As I said before, to get up, first hit the wind switch to the left with a wind blast to start a massive updraft from the flower. Get into the Baba Bud to the right and fly into it with the Deku Leaf to ascend to the second floor. Use the Boomerang to destroy the two flowers blocking the door to the east and go through it. You�ll have to fight two Wingless Mothulas in this long room. Use the Boomerang on them to make the fight easier. (stun both at once like you did before) After beating them, open the chest with a Joy Pendant that appears and enter the next room. This dimly lit room is filled with pine cones containing refills and Morths. The Boss Door is on the east side of the room, and there�s also a Warping Jar. To open it, break the jar of Boko Sticks on the right side of the Boss Door, light one on a nearby torch, and burn the Jar�s cover off. You can enter the Boss Door if you want, but I�d recommend backtracking to get Treasure Chart 15 before leaving the Forbidden Woods, unless you want to go through the trouble of reentering it later. SIDEQUEST: TREASURE CHART 15 Anyway, use the Warping Jar (or just save and quit) to return to the first room of the dungeon, and advance to the second. Back in the second room, use the Baba Buds and the Deku Leaf to get to a high ledge on the northeast side of the room, on the third floor. From here, glide across the room to the southwest side, landing on the left side of the ledge to avoid a Boko Baba. Defeat it and use the Boomerang to destroy a flower covering a chest in an alcove. Open the chest to get Treasure Chart 15. Then, reach the final room again by saving, quitting, and using the Warping Jars. Once you�re back, go through the boss door. Inside the Boss room, the lost Korok Makar is jumping up and down in the middle of a gigantic blue flower, with a boss nowhere to be seen. Link is happy, until an off-color Boko Baba extends from the middle of the flower and eats Makar! As the flower closes up, a forest of vines attaches to the ceiling and raises the monstrosity into the air. This is the Boss of the Forbidden Woods, Kalle Demos! +-----------+ |KALLE DEMOS| +-----------+ Difficulty: ** Kalle Demos is a mutated Boko Baba shrouded within a massive, tentacled Baba Bud. It�s the master of the Forbidden Woods, and also ate the hapless Korok Makar. As usual, it�s up to you to utilize the Dungeon item to defeat it, restore peace to the nearby Forest Haven, and get Farore�s Pearl. -Defensive Strategy- Kalle Demos� attacks both involve the waving tentacles surrounding the main flower. It either whips across the battlefield with one tentacle or attacks with several from underground. A tentacle flashes yellow when it�s about to attack. Both attacks can be avoided by running around Kalle Demos. Don�t stay still too long, or you�ll get whipped. If you�re running low on health and Potions/Fairies, cut the bushes around the edge of the arena to find Heart refills. -Offensive Strategy- As long as Kalle Demos is suspended from the ground, it�s invulnerable to attack. Its weak spot are the vines attaching it to the ceiling. As the battle starts, whip out your Boomerang (don�t target Kalle Demos; go into first-person mode) and quickly pass the cursor over at least five vines to target them. Release the Boomerang, and quickly sidestep and jump around Kalle Demos as it weaves through and cuts some of the vines suspending it. Once your Boomerang returns, you should be at a new position, quickly get it back out and repeat the process on more vines before it attacks you. Continue cutting its vines with the Boomerang until they�ve all been severed. At this point, the massive flower crashes to the ground and opens up to reveal the vulnerable Boko Baba inside. Draw your sword as you run up to it, and unload everything you have on the Baba. (make sure to Z-target it) Kalle Demos only stays open like this for a few seconds before it closes and reattaches to the ceiling, so be quick about attacking it. If you�re standing on it when it closes, it engulfs you and you take damage, but this is an acceptable trade-off to get some extra damage done. Repeat this process until it dies; it will likely take you 2-3 rounds of severing all the vines and attacking it with your sword before Kalle Demos dies, depending on how fast you are. Also, remember to cut its vines quickly; they eventually reattach themselves. When you beat Kalle Demos, the Boko Baba in the middle of it is severed and flies up into the air, then thrashes around on the ground and blows up, leaving behind a Heart Container and Makar. The giant blue flower wilts and turns grey, flattening and creating a swirling warp in the middle of it. Makar thanks you for rescuing him, then remembers the forest ceremony is today and says he has to leave immediately. As with Gohma, get the Heart Container and enter the warp, this time with Makar. FOREST HAVEN You reappear holding Makar in front of the Great Deku Tree. Makar jumps down and apologizes for getting lost. The Great Deku Tree forgives him, then congratulates you. In thanks, he hands over Farore�s Pearl. Hey, the ceremony hasn�t been completed yet! Well, it�s about to start. Makar starts playing his violin and the forest ceremony begins! All the other Koroks start singing (rather badly) and seeds appear in the Great Deku Tree�s branches. 8 of the Koroks fly up and get the seeds, and after a few parting words they leave to plant new Deku Trees all over the Great Sea. Now, leave Forest Haven and return to the KoRL. (on your way, note that you have some mail. The Rito Chieftain has belatedly sent you a Piece of Heart for helping him and Komali!) When you talk to him, he worries that Ganondorf may be regaining his power. You have to hurry and get the last pearl, to the northwest! Although this KoRL hurries you along as usual, you can ignore him, also as usual. Now that you have the Boomerang, he lets you go anywhere in the Great Sea; feel free to take care of any sidequests you want. Anyway, your eventual destination is Greatfish Isle, in quadrant D2. As usual, it�s marked conspicuously on your sea chart. You may have to fight off some enemies on your way, but you can dispatch them with the Boomerang. Be quick when fighting Seahats, as they can easily knock you out of your boat! GREATFISH ISLE As you approach Greatfish Isle, it definitely doesn�t look like the resting place of the third Pearl. A dark cloud hangs over it, and it looks jagged and torn apart. As you approach the Isle, the sky darkens and heavy rain starts to fall. You are too late; a great water spirit named Jabun lived here once, but it�s obvious that he�s gone now. Quill then swoops down to you, and tells you that the destruction of Greatfish Isle is the work of Ganondorf�s forces. Luckily, he was able to flee the Isle before they attacked, and now resides at your home island, Outset! Unfortunately, the cave in which he lives is sealed by a great stone slab. Quill says that not even the pirates could get through it; apparently, he revealed Jabun�s location to them while asking about your whereabouts. They were last spotted by Quill on Windfall Island, but he doesn�t know what they were doing. You�ll have to visit them to see Jabun. He then comments on the dark skies and rain of Greatfish Isle, in contrast to the rest of the Great Sea. Valoo was right in calling this Isle cursed, and Quill recommends against staying here long. You should still probably get the Piece of Heart on the cliffside using the Deku Leaf, but when you�re ready you should set sail back to Windfall Island. (you�ll need to use the Boomerang to defeat a Gyorg near Tingle Island on the way) WINDFALL ISLAND As you approach Windfall, you�ll probably notice the pirate ship docked by it. The KoRL reasons that if they�re trying to get the pearl, they won�t tell you anything if you ask them. He says you should try to find out what they�re up to, without them noticing you. But where did the pirates go, anyway? Exactly where you�d go if you wanted to break through a giant rock: the bomb shop. Head over to the shop, on the southwestern corner of the island, but don�t go through the front door; one of the pirates just tells you they are closed. Instead, look to the left of the shop. Either sidle or jump across the gap here to get around to the back of the shop. Climb some vines on the back wall, then crawl through a small opening on the roof. As Link crawls onto a high shelf in the Bomb Shop, he sees the pirates finish tying Cannon up below. It�s no wonder they�re stealing the Bombs, considering how much Cannon charged for them. After that, Mako compliments Gonzo on getting information on you from Quill. (those dishonest crooks!) Mako comments that if Gonzo and Tetra had a kid, he could be the best pirate ever, which gets Gonzo mad. Tetra scolds both of them for wasting times with their jokes, and tells them to get the Bombs back to the ship so they can immediately set sail. Gonzo is taken aback and begs her to let them stay at Windfall for the night. Tetra gets mad at them, and says that the same destruction that happened to Greatfish Isle could happen at Outset if they don�t hurry. Mako comments that Tetra seems more concerned about Outset Island than the treasure, putting her at a loss for words. Suddenly, Tetra notices Link and winks at him mysteriously (she seems to like doing this). After this, she immediately changes her mind and �reluctantly� lets the pirates stay for the night. As the pirates leave to enjoy Windfall Island, Mako asks Gonzo what today�s password is. Remember or write down the password, because you�ll need it later! If you forget, asks the KoRL, who listened to the conversation as well. After the Bomb Shop scene is over, you can jump down to Cannon. You can�t untie him, but after the prices he sold Bombs for, why would you? Feel free to take the Rupees in his back room, and leave when you want. Then head across the field to the ledge where Tott dances, where you can jump over to the pirate ship. Feel free to explore it as much as you want, but when you�re done try to enter the door at the bow. Niko asks for the password from the other side; be sure to enter it exactly as you heard it. PIRATE SHIP Once you�re in, you can go down to the hold, but first, you�ll probably want to explore Tetra�s room, now unguarded by Nudge. Among other things, you�ll probably notice two of the paintings from the intro scene above her bed and desk! What interest could Tetra have in old Hyrule? Also, a painting of a mysterious woman hangs above her couch; this must be her mother! When you�re ready (you may even want to Pictograph some of the things, since you won�t be entering Tetra�s room again anytime soon), go down to the hold. Niko is overjoyed that you�re alive after the Forsaken Fortress, and that he has someone to boss around again. He decides to set you to work on your next test, which is harder than the last. This time, there are not raised platforms to land on, so you�ll have to swing from rope to rope. Carefully line up your swings, especially on the tricky two moving ropes on the left side of the room. Only let go when another rope lines itself up with yours. This time, the timer is for how long a metal door is open on the far side of the room; luckily, it gives you much more time than before, so take your time lining up swings. Niko once again jumps to the far side (without taking the test, apparently) and shuts the door to start the test. (why don�t you just threaten to leave him stuck in there if he doesn�t give you your reward?) Anyway, use the tips above to pass Niko�s next test. Niko is amazed that you�ve passed the test, and lets you have the Bombs the pirates stole! Open the chest to get the explosive weapons. On land, you can press the button they�re assigned to to use them just like a Bomb Flower, but at sea you get a cannon to fire Bombs that you can aim with the control stick. Cool, huh? After you get the Bombs, Tetra contacts you through the Pirate�s Charm. Tetra comments on your courage trying to steal pirate�s treasure, and like Niko seems to be surprised you made it out of the Forsaken Fortress alive. She tells you that you only get the Bombs because they left an idiot like Niko in charge. (I hope he isn�t listening) After telling you more about the pearl�s whereabouts, she once again say that they�ll be leaving at first light tomorrow, so you�ll have to get the pearl tonight. After Tetra is finished, leave the hold (be sure to shut the gate and trap Niko) and jump off the stern to the KoRL. Get aboard and set sail to Outset Island; you have no time to spare! Or do you? As you sail southwest through the storm, it never seems to get any brighter. Eternal night must be part of the curse Valoo spoke of; how mucky for you. What isn�t lucky, however, is the fact that there are quite a few monsters on the beaten path to Outset. They can all be dispatched with the Boomerang and Bombs, but except with Gyorgs it�s best to avoid them. You�ll probably pass through quadrant D3, Cyclops Reef, which is swarming with Seahats. Pass it a good distance to the left to avoid them. Other than that, it shouldn�t be too hard to get back to Outset Island. OUTSET ISLAND As you arrive at Outset, KoRL finally notices that day still hasn�t broken since you left Greatfish Isle. Since the pirates aren�t going anywhere, feel free to embark on a sidequest on Outset. To do it, first head to the Forest of Fairies, where you rescued Tetra. You�ll have to fight or run from some Red and Green Chuchus and Miniblin on the way. Since the bridge seems to be broken now, get up to the highest rock on the eastern hill and set the wind to the west. Use the Deku Leaf to reach the other side of the broken bridge, and enter the Forest of Fairies. FOREST OF FAIRIES Rather than an unarmed Bokoblin, you�ll now have to fight a Wingless Mothula for starters here. Use the Boomerang to stun it, then slay it with the Hero�s Sword. When you jump up to approach the next area, look to the right for the giant cracked rock. Now that you have Bombs, you can blow it up and reveal a hole underneath. Drop into it to enter the namesake of the Forest: a Fairy Fountain! As you approach the pool of water, a Great Fairy appears. By casting a spell, she upgrades your Wallet; you can now carry 1000 Rupees! After she disappears, be sure to bottle one of the Fairies that appears, then leave the Forest. (you can take the way you came or the other way, to fight either the Wingless Mothula or two Moblins) OUTSET ISLAND Now that you have a Fairy, enter your Grandma�s house. She is sick and delirious, dreaming about you and Aryll leaving her. Stand next to her and use the Fairy; it heals both of you! Grandma immediately improves, and is happy to see you back safe. She isn�t happy with herself letting Aryll be kidnapped and you going out alone to save her; as you Grandma she should protect both of you. She wants to be strong like both of you, and helps you by refilling your Empty Bottle with Elixir Soup! This powerful healing item restores your health and magic, doubles your sword�s power until you take damage, and can be used twice! After you�re finished speaking with your Grandma, get back to the KoRL and sail around to the back of Outset Island. (be sure to save!) As you get around to the back of the island, you�ll probably notice the giant swirling whirlpool of death. Sail into it; it�s the only way to get a clear shot at the giant stone slab on the cliff wall. Once you�re in the whirlpool, get out your cannon, but only fire on the slab when the whirlpool takes you next to it to avoid missing. You should also remember to aim at the highest section of the slab; the top, middle, then bottom of it. If you don�t hit the right section, you won�t do anything. The sections only take one or two Bomb hits to destroy if you hit them, though. You also have to be quick; the whirlpool will eventually suck you in. If you run out of Bombs, restart or let the whirlpool get you and then try again. Once you blow the slab up, The KoRL automatically sails in. The eerie cave you arrive in seems to be empty, but a mountain of water rises up from the middle and reveals itself to be Jabun! He only speaks ancient Hylian, but the KoRL seems to understand every word. He greets Jabun, and confirms that Ganondorf has returned. Jabun seems to ask if you are the Hero of Time, but the KoRL says you aren�t. Nevertheless, he senses great promise in your courage. After they talk a little more, Jabun gives you Nayru�s Pearl! Jabun tells the KoRL that the curse was indeed brought by Ganondorf, then dives underwater shortly afterwards. After the conversation is over, leave the cave when you�re ready. Before continuing to the next part, consider doing some sidequests; now that you can explore the entire Great Sea, quite a few are opened to you. +--------------------------------+ |THINGS TO GET AFTER FOREST HAVEN| +--------------------------------+ Deluxe Picto Box: Windfall Island (B4), Forest Firefly required Magic Upgrade: Two-Eye Reef (G4), Big Octo Piece of Heart: Seven-Star Isles (A6), Big Octo Piece of Heart: Flight Control Platform (B7), Bird-Man Contest Piece of Heart: Tingle Island (C3), Big Octo Piece of Heart: Greatfish Isle (D2) Piece of Heart: Stone Watcher Island (E3), Sea Platform Piece of Heart: Crescent Moon Island (A5), Treasure Chart 11 required Piece of Heart: Spectacle Isle (B3), Cannon Minigame Piece of Heart: Six-Eye Reef (D4), Submarine Piece of Heart: Needle Rock Isle (E1), Hyoi Pear required, Hero�s Bow recommended Piece of Heart: Diamond Steppe Island (F1), Treasure Chart 23 required Piece of Heart: Headstone Island (G3), Hyoi Pear required Piece of Heart: Angular Isles (G5) Piece of Heart: Angular Isles (G5), Treasure Chart 15 required Piece of Heart: Five-Star Isles (G7), Submarine Piece of Heart: Outset Island (G2), Combat Training Platform Chart: Flight Control Platform (B7), Submarine, Hero�s Bow highly recommended Submarine Chart: Boating Course (G6), Secret Cave Treasure Chart 3: Forest Haven (F6) Treasure Chart 8: Horseshoe Island (G1), Secret Cave Treasure Chart 9: Crescent Moon Island (A5), Submarine Treasure Chart 10: Crescent Moon Island (A5) Treasure Chart 14: Headstone Island (G3), Submarine, Boomerang recommended Treasure Chart 17: Spectacle Isle (B3), Cannon Minigame Treasure Chart 22: Northern Fairy Island (A3), Submarine, Boomerang recommended Treasure Chart 24: Windfall Island (B4) Treasure Chart 28: Horseshoe Island (G1) Treasure Chart 29: Windfall Island (B4) e. Old Hyrule (Twotg) OUTSET ISLAND Because you have broken Ganondorf�s curse with Nayru�s Pearl, the storm ends and morning will break soon. Now that you have all the Pearls, you must place them on three islands that the KoRL has marked on you Sea Chart to make your proving grounds appear. First, set out for the closest one, Southern Triangle Isle at E4. SOUTHERN TRIANGLE ISLE Be careful when approaching the Isle; like Cyclops Reef it�s swarming with Seahats. Try to avoid them and land on the Isle, then defeat any that followed you from there. Once that�s done, climb some ledges to the highest part of the tiny isle, to a strange statue. It seems to speak to you when you approach it, asking you to place the Pearl here. Link automatically puts Nayru�s Pearl into the statue�s hands; only two more Pearls to go. Next, sail two spaces north to Northern Triangle Isle, at C4. NORTHERN TRIANGLE ISLE Watch out for Cyclos here; stay well away from his cyclone as you approach Northern Triangle Isle. Place Din�s Pearl in the statue�s hands, then set off again, this time for D6, Eastern Triangle Isle. EASTERN TRIANGLE ISLE Luckily, the only obstacle here is a few whirlwinds circling the Isle. Simply sail up to Eastern Triangle Isle and place Farore�s Pearl in the statue�s hands. Now that you have placed all three Pearls, it�s time for the proving grounds to appear. Suddenly, the statue starts shining brightly! Lordy, lordy, it�s gonna blow! Link quickly gets away, but the shining stops and Link comes back. NOW the statue blows up! For the third time in his quest, Link gets sent flying. As the dust from the explosion clears, you�ll see that the statue has been replaced by a smaller one of either Din, Farore, or Nayru (Farore if you�ve followed by walkthrough) holding the pearl up. A beam shoots out of the Pearl and hits the next statue, which also blows up to reveal the goddess statue underneath. (I sound like a skin care lotion commercial...) Once again, a beam shoots out from it and repeats the process with the third statue, which fires a beam at the first. From way, way out, you see that the beams form a massive triangle across the Great Sea. Part of the water lights up to turn it into a massive Triforce! Right in the center of the emblem, a blinding light shines out and a huge tower rises from underwater! As the tower assumes its full height floating on the waves, Link, still flying from the explosion, smacks into its side. (that must be even more painful than in the Forsaken Fortress) As he fills into the water, the KoRL cruises up to him. He tells Link that this tower was created in ancient times as a test of courage. You must pass the trials inside to be acknowledged as a hero and wield the power that can destroy Ganondorf. After the KoRL finishes talking sail through the outer wall Link crashed into, and enter the huge doorway at the foot of the tower. TOWER OF THE GODS Although the Tower of the gods� water-filled lobby is directly connected to the Great Sea, a water-spitting mouth raises or lowers the water level in it every 20 or so seconds. You�ll have to cruise around in the KoRL to get anywhere. For starters, turn right and cruise towards a covered enclosure which can only be entered when the water is lowered. Once you get onto the platform, go through the door. This room is fairly small, and has several blocks sitting in a lowered space of the floor. You�ll also see a new enemy directly ahead of you: a Yellow Chuchu. These enemies have as much HP as a Red Chuchu, but are electrified and shock you if you try to attack them. L-target the Chuchu and hit it with the Boomerang to stun it and deactivate the bioelectric field, making them vulnerable to your sword. Defeat it quickly, before the water raises. Once it does, look to the south side of the room. There are two alcoves in here, and one is covered by a cracked grey wall. Lay a Bomb on one side of the wall, then stand on the other to avoid getting blown up. When it shatters the wall, climb up to the alcove, wait for the water to lower, and open the chest to get the Dungeon Map. After you do, four Yellow Chuchus drop down. You don�t have to waste time beating them; jump down and exit back through where you came. Back in the lobby, get on the KoRL and cruise to the north, to a ledge you can climb onto when the water is raised. You�ll notice a glowing spot on the floor next to a sealed door. Pick up the nearby Armos statue and set it on the glowing spot to unseal the door. In this room, a large pit in the middle of the room periodically fills with water. When the water is down, jump into it and put one of the small crates on the glowing spot at the north side of the pit. This makes a shining, ethereal bridge appear across the chasm. Wait for the water to rise or climb the ladder to get back to the first ledge. When the water lowers, the box sinks back onto the glowing spot, allowing you to run across the shining bridge and pick up a strange, glowing statue under another roof here. (how does Link lift a stone statue bigger than him?) Quickly run back across the bridge, before the water raises and it disappears. If you drop the statue into the water, it reappears where it started. Once you get across the bridge with it, go back through the door. Back in the lobby, look to the southwest for a checkerboard-patterned floor. Set the statue in the middle of it, to make light shine all around it. This causes a giant gate barring a corridor to the southeast to open. Get back into the KoRL and sail down it. Climb onto the ledge at the end when the water is raised. Here, you have to put two Armos statues on two shining spots to unseal the door. In this room, you must align some floating crates in a pit so that you can jump across them to a ledge on the other side without falling into the water. Unless the crates� locations are randomly generated (E-mail me if you know), you only need to reposition one crate; align it with the others and space them out, then let the water rise and climb onto the ledge. Once you�ve tested the path out, break one of the Boko Stick jars near the door and light one on a torch. When the water raises, jump across the blocks and light the two torches on the south platform. This makes a chest containing a Small Key appear. Open it, then return to the door and exit to the lobby. Now, head back down the corridor and to the west side of the lobby. Get out your cannon and use it to blast the three cracked walls blocking it off. When the water is high, climb over the barrier and jump down. First, climb the stairs to the northeastern side of the room. You�ll have to slay one or two Yellow Chuchus on the way. Enter the door near the top of the stairs. In this room, a new enemy guards a treasure chest containing the Compass. This is a Red Bubble, a floating skull shrouded in flames. Defeat them with vertical sword attacks, but be aware that they constantly charge at you faster when they see you. Don�t let them get close, or they�ll set you on fire. Defeat the Red Bubble with two sword hits, get the Compass, and leave the room. In the lobby, go down the stairs to the right and head through the locked door when the water recedes. SIDEQUEST: JOY PENDANT When you reenter the lobby, look to the left for a jar containing some Boko Sticks. Once you�ve defeating both Yellow Chuchus in this area, pick one up, then when the tide lowers quickly run down the stairs to the southwestern side of the room. Light the two torches on either side of the locked door before the water rises and extinguishes them to trigger the appearance of a chest above containing a Joy Pendant. After you get it, run back down to the locked door and go through it. Another statue like the one you used to open the gate earlier is in this room, but it�s too high up to reach even at high tide. The key is the 4 Yellow Chuchus that will attack you. If you�re quick, you�ll be able to take them all out before the tide rises. If you take too long, swim away from the floating Chuchus until the water lowers and finish them off. When they are all defeated, a rainbow staircase appears leading up to the statue. Grab it, then leave the room with it when the water recedes. In the lobby, run back up the stairs to the left and place the statues in the middle of the checkered floor near the northwestern door. This causes the water-spitting mouth to close, revealing a tunnel and doorway beneath it, and two other mouths to resume the water-vomiting. When the water is high, get onto the KoRL and cruise to the tunnel entrance, then run up it and enter the door at the end. This tall room has two Rats running around its walls, and a new enemy in the center, a Beamos. This stationary enemy is topped by a rotating �eye� that swivels around and fires a laser beam if you cross its line of sight. First, use the Boomerang to take out both Rats when they get close enough. Then grab one of the Armos statues near the entry door and run past the Beamos just behind its eye. (you can also destroy it by throwing a Bomb at its eye, but this takes good timing and aim) Rotate the camera to you can see where the eye is, and remember that it rotates clockwise. When you cross the room, place the statue on one of the shining spots, then go back and repeat the process with the other one. Stand on the third shining spot to make some platforms ahead move up and down. Get onto the nearest one, then jump from platform to platform when they are level with each other to reach the high ledge with the door. !!!!!!!!!!!!!!!!!!!!! !TINGLE STATUE ALERT! !!!!!!!!!!!!!!!!!!!!! Instead of going through the exit door, keep riding the last moving platform. South of its highest position, you�ll see a stationary platform, where the Tingle Tuner can locate a hidden treasure. Face north, then lay a Tingle Bomb at your present location and jump to the ledge with the door. Ride the platform back up and open the chest that has appeared to get a Tingle Statue. The next room is a �hub� room of sorts, much like the lobby. A massive pedestal dominates the center of the room; you can find refills in the pots near each of the four doors. Besides the entry, only one other door is unsealed, the eastern one. In the eastern wing of the second floor, defeat the Yellow Chuchu that pops up ahead of you and jump on the moving platform behind it. (try to do it as the platform is starting to move away from your side of the room so you don�t overshoot!) Ride it to the other side. Defeat the two Yellow Chuchus that will appear on either side of yo if you want, then go on to the next room. In this room, a low, winding path gives you access to the other side. An easier way, however, is to get onto the giant, shining platform above it and jump over to the eastern end of the room. A statue similar to one you saw in the hub room is on a tall, circular platform here. As you approach it, the KoRL contacts you on the Pirate�s Charm! But how can he use it instead of Tetra...? If you read the tablet in front of the platform, you�ll find that you can use R to call the statue. (�Come on!�) This makes the pillar lower, and the statue follow you. (it�s so cute!) The shining platform is too low for you to carry the statue back across. Instead, carefully walk across the winding path, guiding the statue so it doesn�t fall off the edge. When you get out from under the platform, pick the statue up and jump across a short chasm to the door. Back in this room, simply carry the statue back across the moving platform and to the hub room. As soon as you enter the room, Link automatically sets the little statue down and it slowly hops its way to another circular platform, which rises. A blinding pillar of light fills the room�s central pedestal, and leaves behind a tablet. Imprinted on it are Wind Waker directions! Pull the instrument out and play the song on the tablet to learn the Command Melody! The statue then tells you to use this song to return his kin to the �place of truth� probably right here. When the statue finishes, the tablet immediately disappears and the western door unseals. The next room is almost entirely a bottomless pit. Two Red Bubbles also float around it. Lure the nearest one to you and beat it with your sword, then get out your Grappling Hook and look up. (stu writes that you can also try hitting the Bubbles with air blasts from the Deku Leaf to make them fall to their doom) Swing from the nearest Grapple post to the opposite side of the room. Be quick, before the second Red Bubble knocks you into the abyss! Defeat it after you swing to the other side and exit through the western door. In the next room, once again swing from the Grapple post above to the next statue. Call it as you did before. This time, there�s a problem: there�s no way to take that statue across the pit. To solve this, stand on the glowing spot to the south to make a shining bridge materialize and play the Command Melody. Using his mastery of ancient Zen magic, Link mind controls the statue! Have it hop across the bridge, then press R or Start to switch back to Link. Grapple back across and carry the statue out the door. You�re presented with the same problem in the next room. For now, set the statue down on the shining spot to unseal the room�s south door. Grapple onto the overhead post again, then turn to the right and swing to the door. In the next room, Link finds himself facing down a Darknut, a heavily armored knight of Ganondorf. This tough enemy is one of the strongest ones you�ll ever face; consider yourself lucky there is only one this time. After the battle starts, don�t even waste your time trying to penetrate the warrior�s armor; it can�t even be stunned. Instead, keep your sword out and shield down as you circle around it. As the Darknut prepares to strike, hit A to parry its attack. Link will either knock off the monster�s armor or helmet. If he knocks the helmet off, stun it with the Boomerang, then circle around to the back and cut its red armor straps. If he knocks its armor off, shield yourself from the beast�s attacks and retaliate with the Hero�s Sword, or keep trying until you parry its helmet off and can stun it. After plenty of Hero�s Sword punishment, the Darknut will fall and an ornate chest appears in the middle of the room. Open it to receive the Hero�s Bow! This new weapon gives Link some much-needed ranged firepower. While L- targeting, hit the button the Hero�s Bow is assigned to in order to pull it out. Hold the button again to ready an arrow, then release it to fire! In first-person mode, aim it much like the Grappling Hook or Boomerang, but be careful not to miss and waste your limited arrows. If you hold the button the Hero�s Bow is assigned to, you can pull it out and immediately ready an arrow at the same time. Among other things, the Hero�s Bow can defeat those pesky Red Bubbles from a distance, with a single shot. Before you leave, be sure to break open the treasure sphere the Darknut leaves behind and get the Knight�s Crest from it if you want to get the Hurricane Spin as early as possible. Back in the giant pit room, the Red Bubbles have returned. Carefully aim and take them out with your new weapon, then shoot the strange eye emblem on the far wall. This makes two floating platforms come out of the wall below and move between the east and west ledges. Use the Grappling Hook to swing back to the waiting statue, then carry it across the platforms and to the east door. SIDEQUEST: TREASURE CHART 6 If you want Treasure Chart 6, return to the room where you got the Compass with the Hero�s Bow. Defeat the Red Bubble however you like, then shoot the eye switch high on the west wall to make two panels below open up. Open the chest behind them to get Treasure Chart 6. SIDEQUEST: JOY PENDANT A second sidequest also opens when you get The Hero�s Bow. Return to the room just east of the hub room. Besides the Yellow Chuchus, kill the Wizzrobe in this room in this room with two arrows. If it shoots out fire balls, get out of the hallway it floats in and take cover behind a wall. Unless you want to practice your marksmanship, L-target the Wizzrobe for greater accuracy. After that�s done, get onto the moving platform. Get out your Hero�s Bow on it and hit the eye switch down the south corridor to make another moving platform come out of the wall. Carefully jump onto this one as it moves away from you, then ride it up to a door that you should go through. In this new room, you�ll face two Armos Knights. Move towards one to make it wake up, then L-target it and back and jump away from it as it charges. When it stands still and opens its mouth, get a Bomb out and throw it in to kill the Armos Knight. Be careful to sidestep its death charge. Repeat this process with the other one, then open the chest that appears to get the Joy Pendant. When returning to the hub room, quickly go through the door to it, as the statues on either side of it come alive and attack you! In the hub room, Link once again lets the statue return to its pedestal, unsealing the north door. Head through it to get the final statue. The next room is dominated by a giant scale over a pool of water in the center of the room. Defeat some Keese for starters with your Boomerang. SIDEQUEST: TREASURE CHART 30 Jump onto the western platform. To the west is a cracked wall. Pull out a Bomb, and hold it for several seconds until it starts flashing rapidly. Throw it with the right timing to shatter the wall. (it may take several tries) Jump off the platform and enter the door behind the wall. This next room is much like the room where you got the Joy Pendant. Once again, it contains two Armos Knights. This time they are dormant and don�t attack...not until you stand on the blue Wind Crest near the center of the room and play the Wind�s Requiem! This time, you�re forced to fight two at once. Use mostly the same strategies to beat them. Try to keep them in a line, so only one is close to you. After both are dead, open the chest that appears to get Treasure Chart 30. Back to the walkthrough. Next, jump to the eastern platform, down to a ledge, and into the next room. This tall room has almost no floor; you�ll have to get around using the swarm of floating platforms. First, snipe both Red Bubbles with the Hero�s Bow. Next, jump to the moving platform ahead of you as it reaches the top of its route. When you can, jump to the next moving platform. If you need refills, use your Boomerang on the jars in the southeast and southwest corners, then again to retrieve the items they hold. Anyway, aim the Hero�s Bow to the left, at an eye switch on a stationary platform the one you�re on passes by. This causes it to start moving up and down; jump onto it. Once the eye switch platform reaches the top of its route, jump onto a ledge to the north from it. Open the chest here to get a Small Key. SIDEQUEST: JOY PENDANT From the Small Key ledge, jump to a vertically moving platform in the northwest corner of the room, and then to a horizontally moving platform higher up. On here, shoot an eye switch on a platform in the middle of the room to make the platform it�s on start moving, and jump onto it. Then fire an arrow at the eye switch just above the entry door. This makes a treasure chest appear on a high ledge in the south side of the room. Jump from your current platform to it and get the Joy Pendant in the chest. From wherever you are, you can return to the door by either using the moving platforms, jumping into the abyss, or gliding to it with the Deku Leaf. Go through it to the scale room. Now that you�re back, attend to the scale. You can�t just jump across, as the platform you get on sinks. Luckily, the four Armos statues near the entrance happen to weight exactly as much as you. Still, only one doesn�t work and only makes the platform sink less; throw two onto one platform to keep the other one up. Jump across the raised platform to the north side of the room and go through the locked door. The final statue is just beyond a laser barrier here, out of reach. Or is it? Climb onto the block in the middle of the room and use the Deku Leaf to glide to the statue. Control it with the Command Melody, and have it hop through the laser and onto a shining spot on the other side to deactivate them. Run to the statue, pick it up, and go back to the previous room. Immediately put the statue down as you enter the previous room; a Wizzrobe appears to attack you. L-target the Wizzrobe (or don�t if your aim is good enough) and shoot it with an arrow. Do this again to beat it. If you take too long and it attacks, try to get between two of the three fireballs it shoots. After the Wizzrobe is dead, jump into the water and climb the ladder back to the south part of the room. To account for the statue�s weight, throw three Armos statues onto a platform. Jump across the other one, get the statue, and return to the hub room with it. When Link returns the final statue, all three glow blue, then green and fire a yellow beam at the center of the room, causing a pink sparking beam to appear! Step into the beam to be transported high up into the tower�s top. You emerge in a roughly octagonal room with Beamos on the east and west sides. Stay on the orange border around the raised part in the center of the room to avoid their beams. While doing this, take the two Armos statues from the north side of the room and put them on the glowing switches at the south side. Stand on the third switch yourself to deactivate a laser barrier and get the Boss Key from the blue chest beyond it! As soon as you do, however, the statues come alive! Try to stay in the Boss Key area as you fight them, to avoid the Beamos. To damage a statue, you must hit the red crystal on its posterior. If you�re quick, you can sidestep their hopping charge and hit it as they pass you. If you can�t do this, stun them by hitting their green �eye� with an arrow. Once you beat both Armos, go around to the north side of the room and go through the door. You emerge on a staircase hundreds of feet above the Great Sea; what a view! As you climb the first staircase, use the Boomerang, Hero�s Sword, or Hero�s Bow to beat the circling Kargaroc. Just to the left on the edge of the stairs, you meet a new type of Beamos. This Beamos only fires in a linear area across the stairs, and always fires exactly where you�ll try to cross. While it�s firing, L-target its eye and shoot it with an arrow. Continue on to the next Beamos and defeat it in the same way, then to the third, which has a revolving eye. As with before, find out which way the eye is rotating and run past it staying just behind the eye to avoid damage. Next, defeat two of the blue-eyed Beamos in a row. Take out the Kargaroc ahead with your Boomerang. To avoid the two Beamos ahead sending you on a nasty fall, walk along the yellow edge of the staircase. Face east and dash past them, up some last staircases and to the boss door. Use the jars outside it to get refills and Fairies, then go through. At first, this giant room appears to be empty. Run towards its center, and a voice speaks to you congratulating you, and asking you to accept a final challenge. The head on the far wall is talking to you! After it finishes, two floating hands and the head detach from the wall, and light up. This is the final test of your courage, Gohdan! +------+ |GOHDAN| +------+ Difficulty: ** Unlike the other Bosses, Gohdan isn�t a minion of Ganondorf but an ancient guardian created by the gods to test the strength of the new hero. In essence a massive, floating head and pair of hands, Gohdan is one of the stranger Bosses you�ll fight. -Defensive Strategy- As you begin the battle, Gohdan�s hands will attack you. They slam you or try to push you off the arena, into the electrified pit around the edge. Keep moving and L-targeted constantly to try and avoid them. Try to anticipate which way the hands will sweep and run! You shouldn�t have to dodge the hand�s attacks, as you can take them out very quickly. After you�ve taken the hands out of commission, (more on that later) Gohdan�s head will attack. Be careful and get away when it opens its mouth and shakes off your L-targeting! Gohdan is preparing to fire a barrage of fireballs in a line. If you start running and rolling away when it opens its mouth, you should be able to avoid the attack. (unless it has you trapped against the door; be careful to stay out of the electrified pit) -Offensive Strategy- You�ll not only be using the Hero�s Bow for this battle; you�ll also need Bombs. As the battle starts, L-target one of Gohdan�s hands and start firing arrows at the gem on its palm as you dodge the hand�s attacks. Fire arrows pretty rapidly; two will temporarily deactivate a hand. After that, quickly stun the other hand. Be careful not to mistakenly fire when a hand is attacking or you�ll most likely miss. After that, its head enters the fray. L-target each eye and take them out in the same way. Make sure to fire from a good distance away and not too fast, so that your shots are sure to hit. Like with its hands, Gohdan�s eyes close when it uses its fireball attack so you can�t target or hit it. After you�ve deactivated the head, it floats down to the ground and its mouth opens. L-target the mouth and throw a Bomb in, as you did against Armos Knights. (from a distance, not from directly next to the head) After the Bomb explodes, Gohdan will (finally) be damaged. Repeat this process twice more to defeat Gohdan and prove yourself to the gods. Also, because Gohdan is only testing your courage, he�s glad to sneeze up (literally) extra Bombs or Arrows if you run out of either. Just be careful when claiming them. After you defeat Gohdan, his head falls to the ground and a blinding light shines from behind it. He tells you that the path can now be opened, and to be cautious of what lies ahead. A thin beam of light shines into the center of the room as Gohdan returns to his home on the wall, and shoots out a Heart Container for you. As usual, claim it, then step into the light beam. You don�t emerge at the foot of the tower as usual; instead, you find yourself in a courtyard on top of the tower! Climb the ladder ahead of you, to a pedestal with a bell above it. Grapple onto the bell to ring it. The reverberating sound is heard all the way at the flooded courtyard at the foot of the tower, where a yellow ring of light shines out of the ocean. Link mysteriously returns to the KoRL and sails into the ring from the entrance of the tower. After a flash of light, Link finds himself drifting beneath the waves, slowly descending to the seabed. He nearly passes out, then discovers he can still breathe! As the KoRL sinks lower and lower, the sea around them turns from blue to grey and white. They eventually sink into a small courtyard next to a black- and-white castle sitting on an island in a huge countryside. Oh no, you�ve entered 30s Movie Land! Watch out for Frankenstein�s monster, played by Boris Karloff! Wait, listen to the choral background music; you must be entering...Hyrule! HYRULE After you land in a peaceful pool, The KoRL knows that you must be wondering where you are. There is no time to explain things now; everything will be clear once you get the weapon from inside the castle. Chop down some of the black- and-white grass around the edge of the courtyard, then climb some stairs and go down a covered walkway to the castle. When you enter this massive castle, you see that the world has not only been 30s movie-fied, but also frozen in time! It�s apparent that a raiding party of Moblins and Darknuts was in the process of ransacking the castle when it happened; they must be the forces of Ganon from the intro! Besides the frozen minibosses, note the statue of the Hero of Time ahead of you and the two paintings high up on either side of the door. Once is of an old man with a beard and crown; he must be the last King of Hyrule. The other one shows a young girl, probably Princess Zelda, standing next to 6 people, 3 tall and 3 short. If you look closely, you�ll notice they uncannily resemble Tetra�s pirate crew... What do you think this could mean? After you�ve finished looking around, climb down some stairs past the Hero of Time statue. In a lowered area at his feet, there are three triangular blocks. In the middle of the area is an image of the Triforce. After a confusing hint from the KoRL, start pulling the blocks to fit them onto the Triforce symbol. You can only rotate them by one corner; pull on either side of the block to determine how they move. After you�ve gotten the hang of moving the blocks, move the blocks onto the Triforce to make them sink down into the ground (good news if you trapped yourself between them) and the Hero of Time statue slide back to reveal a secret staircase underneath. Climb down this staircase to the secret basement. There is a large pedestal in the middle of this room, surrounded by 6 massive suits of armor holding giant swords. On the walls surrounding it are stained- glass windows depicting Ganon, the Triforce, and the 6 Sages from Ocarina of Time. Descend some stairs or jump down, and approach the pedestal. As you approach the center of it, the KoRL contacts you on the Pirate�s Charm again. He congratulates you on solving the puzzle, and says that ahead of you lies the Master Sword, blade of evil�s bane, the only weapon with the power to defeat Ganondorf. Link struggles at first to draw the Hero of Time�s legendary weapon, but it slides out easily. The statues above Link lower their swords into a ring, and the light shining through it brightens. In the castle above, 30s movie land becomes 90s movie land as color flows back into the castle. After the castle is fully colored, the enemies spring to life and resume patrolling the castle. Back in the basement, Link practices with the Master Sword, then holds it up. The �You got the Master Sword!� screen displays, then you�re free to leave the basement. When you reenter the castle, the Hero of Time statue slides shut behind you, leaving you surrounded by minions of Ganon. Get ready for the fight of your life! Don�t be frightened by them; you only have to fight one or two at a time and the Master Sword is twice as powerful as the old Hero�s Sword, with better reach. After you take out the nearby Darknut and Moblin (use your Boomerang a lot), start moving around the castle and defeating more of the enemies. When fighting groups of enemies, try to lure one away from the rest and defeat it to avoid being overwhelmed. Also, make sure to get all the Knight�s Crests from the 7 Darknuts you defeat. If you got all 3 from the last 3 dungeons, you�ll have enough to learn the Hurricane Spin from Orca. After you defeat all the Darknuts, energy barriers blocking the two entrances of the castle disappear. Before returning to the KoRL, feel free to go out the lower one. When you do, you emerge on a bridge with a sweeping view of Old Hyrule. Unfortunately, you can�t reach any of it yet. A short distance out of the bridge, a shimmering barrier blocks off the rest of the ancient land, completely sealing the castle away. One thing you should look for just to your right on the horizon is a strange black tower; what could this be? When you�re finished sightseeing, go back through Hyrule Castle and return to the KoRL. Get back into him and cruise into the ring of golden light to return to the surface world. The portal zaps shut behind you as soon as you exit as if it never existed. +-----------------------------------------+ |THINGS TO GET AFTER THE TOWER OF THE GODS| +-----------------------------------------+ Beedle�s Chart: Any postbox after talking to Beedle Big Octo Chart: Northern Triangle Island (C4), Treasure Chart 26 required Bomb Bag Upgrade: Eastern Fairy Island (C5) Bomb Bag Upgrade: Southern Fairy Island (F4) Empty Bottle: Rock Spire Isle (C2), Beedle�s Shop Ship Great Fairy Chart: Four-Eye Reef (B1), Treasure Chart 41 required Hurricane Spin Attack: Outset Island (G2), 10 Knight�s Crests required Island Hearts Chart: Flight Control Platform (B7), Treasure Chart 19 required Light Ring Chart: Cyclops Reef (D3), Treasure Chart 21 required Piece of Heart: Star Island (A2) Piece of Heart: Rock Spire Isle (C2), Beedle�s Shop Ship Piece of Heart: Rock Spire Isle (C2), Cannon Boat Piece of Heart: Bomb Island (E6) Piece of Heart: Southern Fairy Island (F4), Treasure Chart 4 required Rupee Wallet Upgrade: Northern Fairy Island (A3) Rupee Wallet Upgrade: Outset Island (G2) Sea Hearts Chart: Boating Course (G6), Treasure Chart 32 required Secret Cave Chart: Overlook Island (A7), Treasure Chart 13 required Treasure Chart 4: Rock Spire Isle (C2), Beedle�s Shop Ship Treasure Chart 13: Two-Eye Reef (G4) Treasure Chart 16: Seven-Star Isles (A6), Sea Platform Treasure Chart 19: Four-Eye Reef (B1) Treasure Chart 21: Cyclops Reef (D3) Treasure Chart 26: Six-Eye Reef (D4) Treasure Chart 32: Three-Eye Reef (D1) Treasure Chart 37: Rock Spire Isle (C2) Treasure Chart 40: Southern Fairy Island (F4), Sea Platform Treasure Chart 41: Five-Eye Reef (F2) f. Return to the Forsaken Fortress (Frsk2) TOWER OF THE GODS Now that you have the Master Sword, it�s time to save your sister! But first, you may want to attend to some sidequests to get more Pieces of Heart and the Hurricane Spin. Also, now that you have the Hero�s Bow it�s time to fulfill your promise to Zephos. You�ve probably encountered his bother Cyclos� waterspouts somewhere around the Great Sea; Mother & Child Isles (B2), Northern Triangle Isle (C4), and Shark Island (F3) are all good places to find him. When you find one of the huge tornadoes, sail towards it. Cyclos will appear at the top of the cyclone and summon a giant whirlpool. If you take too long in stopping him, he sends you flying to one of 8 places around the Great Sea: Mother & Child Isles, Windfall Island, Dragon Roost Island, Tingle Island, Greatfish Isle, Southern Fairy Isle, Forest Haven, or Outset Island. ONE-TIME PICTOGRAPH ALERT! If you�re trying to complete the Nintendo Gallery, make sure to get Cyclos� figurine before defeating him! I�m pretty sure you only need the bottom of his cloud; make sure to zoom in right. After you have Cyclos� figurine, defeat him by shooting him three times with arrows before he sucks you in. He�s a fairly large target, but the winds he controls throw your aim off. If all else fails, hit him with a rapid barrage of arrows. When you accomplish this, Cyclos makes the tornado disappear and compliments you on your skill. He then gives you a new challenge as the Wind Waker and traces a pattern in the air by floating around. Remember the way he moves, then play it on your Wind Waker. (down, right, left, up) When you do, you learn the Ballad of Gales, which lets you harness the power of Cyclos� children to instantly travel across the Great Sea to any of the 8 aforementioned locations! Now that you have this warping song, the world seems much smaller. Now that that�s finished, head to the Forsaken Fortress. You may think it�s best to warp to Mother & Child Isles, but this makes you appear inside the walls of Mother Isle. In there, Link hears a mysterious voice that has been waiting for his arrival, but now isn�t the time for them to meet. Link must first find another person besides his sister he must protect. After he meets that person, he can meet the Fairy Queen, the owner of the voice. After this cutscene, warp to the next nearest island, *shudder* Tingle Island. Sail northwest to the Forsaken Fortress; you�ll have to defeat a Gyorg first. FORSAKEN FORTRESS Since you aren�t traveling with the pirates anymore, you can�t get into the Fortress the same way as before, which is probably a good thing. Sail right up to either side of the door on the Fortress� south side, and quickly shoot the wall-mounted cannons around it with Bombs. Remember to focus on any cannons that are firing at you first. Once all the cannons are destroyed, blast the4 door and sail into the Fortress. Look to the left and right above the door for two more cannons to blast, then get onto the ledge you started on before. Climb the stairs, and walk out into the courtyard. As you get to the center of it, sinister laughter echoes around you. A shadowy, sword-wielding phantom appears behind you from out off nowhere, and attacks! TWO-TIME PICTOGRAPH ALERT! If the warning below isn�t enough, be sure to get Phantom Ganon�s Pictograph either here or in Ganon�s Tower before beating him for good with the Light Arrows! +-------------+ |PHANTOM GANON| +-------------+ Difficulty: * This shadowy spirit is a mysterious figure created by Ganondorf in his image to guard the Forsaken Fortress. You�ll have to get past him to claim the Skull Hammer and save your sister. Also, remember to take his Pictograph here or in Ganon�s Tower. -Defensive Strategy- Phantom Ganon, like most bosses, (although he�s technically a miniboss) has two attacks. In his first and rarest, he materializes next to you and shortly attacks with his shadowy sword. As soon as he appears, run, jump, or flip away; the sword attack is devastatingly powerful! His most common attack, however, is to charge up a ball of energy and throw it at you. Veterans of Ocarina of Time should know what to do here; either dodge the attack or deflect it with your sword or an Empty Bottle. -Offensive Strategy- Your defensive strategy for Phantom Ganon�s energy ball if also your main offensive strategy for the fight. When he lobs the ball, don�t run away; draw your sword, L-target him, and press B to attack just before the ball hits you. If your timing was right, you�ll strike the energy ball, sending it flying back at Phantom Ganon. Strangely enough, you can also use an Empty Bottle for this, (I did my second time through) although the timing is harder to get. Don�t expect it to end after you deflect it once, though. Phantom Ganon will hit it back, and you�ll have to return it again. Every time the ball is returned, it moves slightly faster, so start hitting B, Z, Y, or Z earlier and earlier to hit it back. Continue this bizarre and deadly tennis match while approaching Phantom Ganon until one of you (hopefully Phantom Ganon) misses, getting hit by the energy ball. If it was you, you�ll take damage; if it was Phantom Ganon, he�ll be stunned by the attack and float down to the ground. Now is the time to slash him with your sword; try hitting him with a jump attack as you approach him. After you beat Phantom Ganon, he laughs again and floats into the air, then vanishes as suddenly as he appeared. Also, an ornate treasure chest appears in the middle of the courtyard. Open it to get the Skull Hammer! This powerful item can be used to smash enemies, but its slow speed makes the Master Sword better. It main use is to push down large switches or break things. It is also invaluable against Chuchus; hitting the ground with it stuns every nearby Chuchu, and it is required for finishing off petrified Dark Chuchus. Once you have the Skull Hammer, it�s once again time to deal with the searchlights. Now that you�re armed and dangerous, you don�t have to worry about being captured, but the searchlights can target you for Miniblin swarm attacks, or cannonfire on the second floor. Worse, there are no barrels this time, so be very, very careful. Stay out of the searchlights and take the same route to the first searchlight as before. (there are some spiked pegs blocking the stairs; keep your distance from then and pound one down with the Skull Hammer) You can explore the first-floor hallways this time, but it�s still easier to stay on the second floor. When you reach the searchlight, climb up to it. Defeating its Bokoblin operator should be much easier with the Boomerang and Master Sword. When you jump down, you can take a shortcut to the second searchlight right ahead of you. When you run up to the wall below it, you can now climb onto the wall to the right. Jump from it to the balcony below, then climb the ladder to the second searchlight. After it�s disabled, go to the third searchlight as before. To conserve magic power, run along a shelf to reach the far ledge after beating a Shield Bokoblin in the room under it. Once you disable the third and final searchlight, go back down and through the western room. You�ll have to use the Deku Leaf to cross the gap here. You once again emerge on the walkway leading to the shipyard. A laser-eyed Moblin statue now guards the door. To evade it, walk along the stone railing to the left and jump from it to the door. Or just roll and keep ahead of the beam. In the shipyard, defeat any Moblins you need to and go through the door at the north end. As you climb the stairs leading to the tower, your worst nightmare comes true: more Miniblin attack! Fend off any that you have to, but mostly focus on running the heck away. Get out your Skull Hammer as you go; just before the first ledge to sidle across, you�ll encounter another spiked peg barrier. Quickly escape from the Miniblin by sidling across the ledge, and the following one. From there, keep running up to the area where you reclaimed your sword. Smash the non-spiked peg here to unbar the giant door and go through to the tower room. As Link enters the tower, he looks around cautiously, then notices his sister! Link runs up to the cell, as two other girls from Windfall Island notice him as well. Aryll is overjoyed to see you again, but when he tries to open the jail cell, the door is obviously locked. Suddenly, Tetra, Gonzo, and Senza appear behind Link! Tetra tells him the door is locked, and once again chastises him for acting without thinking. She says that while Link was rescuing his sister, they had to keep the Helmaroc King busy. Tetra suddenly notices the Master Sword�s hilt on Link�s back. Strangely enough, she is shocked and asks herself a series of half-questions. How does she recognize the sword? She quickly dismisses the thought, and has Gonzo and Senza carry the two girls from Windfall Island away. Link and Aryll, resume where they left off with their touching reunion, but Tetra interrupts and reminds Link he still has something to take care of. Tetra half-heartedly calms Aryll down, and has Gonzo take her away. As Tetra leaves, she turns around and winks at Link again, swearing she�ll be back. The door then locks, and water starts filling the room through a grate in the floor. The Helmaroc King flies down in front of you; get ready for some payback! ONE-TIME PICTOGRAPH ALERT! Make sure to get a good Pictograph of the Helmaroc King as you battle, as this is your only chance! It�s easiest when he�s swooping around the arena. +-------------+ |HELMAROC KING| +-------------+ Difficulty: *** The Helmaroc King is a massive, colorful, and masked bird who serves as Ganondorf�s most loyal servant. He kidnapped your sister at the beginning of the game, and after you beat the Forsaken Fortress it�s time for revenge! Remember to take the Helmaroc King�s Pictograph when you fight him, preferably while he�s circling the arena! -Defensive Strategy- Before you can even fight the Helmaroc King, you�ll have to escape it and the room you found your sister in, After everyone else leaves, a drain opens up and it starts filling with water. After you regain control of Link, quickly start running and rolling along the walkway around the edge of the tall, cylindrical room. You�ll have to keep ahead of the Helmaroc King�s incessant pecking and the rising water to survive. If you keep up the pace and don�t make any mistakes, you should be able to do it. If you fall behind and the King pecks away a wooden walkway ahead of you, wait for the water to rise enough to swim to the other side. After a while, the water stops rising. If you slow down and he pecks away a platform ahead of you now, quickly get out your Grappling Hook and swing across the gap before he pecks you again. You�ll also encounter Bokoblin cleverly hiding in pots along the walkway and jumping at you when you get close, but ignore them and roll past; you can�t waste any time. As you reach the top of the tower, the King blocks the entire pathway off from you. Get out your Skull Hammer and give his mask a good whack to knock him into the water. Continue on and climb up to a large, spike-lined platform above the tower. Triple doors start to close around where you came out, but the Helmaroc King zooms out at the last moment to fight you. Now that the battle has begun, the Helmaroc King has three attacks. He begins by (and spends most of his time) swooping around the arena, periodically raking his claw across it. Run and roll to one side as he approaches, and you�ll easily dodge the attack. After he eventually gets tired of this, he lands and engages you more closely. Keep close to the King; if you�re far away he starts beating his wings to push you into the spikes around the arena. If he does, run and roll towards him to avoid getting skewered. When you�re closer, keep moving; he�ll try to peck you. When he rears his head back to prepare for this, start side-hopping and the attack should miss. -Offensive Strategy- To defeat the Helmaroc King, you�ll need your Skull Hammer. (what else?) Dodge his attacks until he starts trying to peck you again. (I think you can induce this by running around close to his feet) When he misses, his beak gets stuck in the floor. Get out the Skull Hammer and give his mask a good whack to crack it. Wait for him to peck again and keep doing this three more times until his mask breaks off. (he�s pretty ugly under there; no wonder he wore a mask!) Keep having him miss pecking you and get stuck, but this time attack his head with your sword. 10 good sword hits defeat the big bird. When you strike the final blow on the Helmaroc King�s ugly mug, he rears up and sways from side to side. He then tiredly flaps into the air and, as almost all of the Fortress� searchlights shine on him, blows up in a burst of feathers, dropping a Heart Container as usual. Not as usual, a warp doesn�t appear; instead, some spikes blocking a pathway leading still farther up lower. You have no other choice; go up it to reach the wooden balcony where you saw Ganondorf standing. The door behind it is surrounded by skulls and other voodoo symbols; this can�t be good, but go through it anyway. As Link enters the next room, he sees Ganondorf, facing away from him. He congratulates you on making it this far, then introduces himself as the master of Forsaken Fortress. Ganondorf then asks Link to recall how color returned to Hyrule and the raiding monsters came to life when he drew the Master Sword. He explains that besides being the sword of evil�s bane, the Master Sword is also a key that locks away Ganondorf�s magic. When Link drew it, the seal was broken. Infuriated by this, Link charges at Ganondorf. You don�t get to see what happens next, but the attack didn�t work. Ganondorf backhands Link, sending him flying across the room, and draws a samurai sword. He says that he cannot be defeated with the Master Sword in its current state; it has lost the power to repel evil. As Ganondorf prepares to finish Link off, Tetra leaps into the room and distracts Ganondorf, then tells Link to get up. Before she can say anything else, Ganondorf lifts her up by the neck. Suddenly, he is surprised to see the Triforce of Power glowing on his right hand. Laughing maniacally, Ganondorf says he�s finally found Princess Zelda! (this would explain the paintings in Tetra�s room and her recognition of the Master Sword, but how is it possible?) She doesn�t seem to know what he�s talking about, but Ganondorf isn�t fooled. As he�s asking her why she possesses a fragment of the Triforce, Komali and Quill swoop through a window and carry Link and Tetra off. Valoo, who has followed them, flies up and incinerates the entire tower with a blast of fire. Don�t think you�ve seen the last of Ganondorf, though... Soon, Link is in the courtyard of the Tower of the Gods, with Tetra lying in the KoRL with him. Quill says she�s just unconscious, and Komali reassures you that your sister is okay. The KoRL thanks Valoo, and says he wants to separate you two from Ganondorf. It�s time to return to old Hyrule! The shining portal once again opens, and you reenter the land under the sea... HYRULE Back in the Hyrule Castle courtyard, Tetra wakes up and asks where you are, and what happened to Ganondorf. The King of Red Lions contacts Link again through the Pirate�s Charm, which seems unnecessary when he�s only a few feet away. Or is he...? Tetra gets mad and asks who is using the Charm. The KoRL simply tells them to meet with him at once; either he�s insane, or he doesn�t mean the talking boat you�ve come to know and love. Tetra demands to know who is using her stone as the long cutscene ends. Now, with Tetra following you reenter Hyrule Castle. TWO-TIME PICTOGRAPH ALERT! Unless you�re playing the second quest, now is your only chance to get a Pictograph of Tetra! In the Castle, try to run and roll across the giant room, then Pictograph Tetra as she catches up. After you have a satisfactory Pictograph of Tetra, notice that the statue of the Hero of Time has once again been moved back. Enter the basement under it. When you reenter the basement, there is a tall, red-robed figure standing with his back to you where you drew the Master Sword. Tetra demands to know if he�s the one who has been using the Pirate�s Charm. The man doesn�t answer; instead he says it an enhanced version of the Gossip Stones from the legends of the Hylian Royal Family, and that he is the one who made it. Ocarina of Time players should remember the Gossip Stones. (�Boing, boing! The time is now 18:34!�) Tetra has no idea what he�s talking about. The man then asks if you have heard of the kingdom described in the legends, where the power of the gods lies hidden. This is Hyrule, that kingdom. (not that you didn�t already know) He then turns around and introduces himself as Hyrule�s king: Daphnes Nohansen Hyrule. He then asks Link if he can recognize his voice. Besides �King of Hyrule,� �Daphnes Nohansen Hyrule,� and �Sugarburt,� the King is also called the King of Red Lions! He has been speaking to you all this time through a �talking� boat; as long as the Master Sword had the power to repel evil, there was no need for him to reveal himself. The King then launches into a history lesson, recapping what you saw in the intro. Long ago, Ganon turned Hyrule into a land of shadows while trying to obtain the power of the gods. Not even the king could stop Ganon, so their only choice was to pray to the gods for help. The gods responded by not only sealing Ganon away, but all of Hyrule as well. They sent down a torrential rainfall to bury Hyrule beneath the ocean, forgotten. But the gods spared some people of Hyrule; to seal them away would be just what Ganon wanted. A chosen few were told to go to the tallest mountaintop, which became islands after the rain. These people became ancestors of those living on the Great Sea today, hundreds of years later. As long as Ganondorf stayed sealed away, Hyrule would never awaken and stay frozen forever. The King next calls Tetra to him. He says that a necklace she wears is part of a sacred treasure of the Hylian Royal Family, the Triforce of Wisdom. This treasure is the power of the gods that Ganon has been trying to obtain for all these years! Tetra�s ancestors were told by the gods to protect the Triforce from Ganon�s clutches at all costs, and Tetra must also. Taking the necklace in one hand and the second half of the Triforce in the other, he says it�s time to reveal the fate into which Tetra was born. The two pieces of the Triforce come together in front of Tetra�s eyes. Link is blinded by a flash of light; when he looks back, Tetra has been transformed into Princess Zelda! The King apologizes to Link for getting him caught up in these events, but now that it is known that Tetra is actually Princess Zelda, Ganondorf will be searching even more frantically for her. If he finds Zelda, Hyrule will once again become a land of shadows and despair, as will the land above the Great Sea. Luckily, the King has an idea of why the Master Sword lost its power. You�ll need to come back to the surface with him to restore the power to repel evil to it. The King then tells Zelda that she must wait here while Ganondorf is searching for her, because this room isn�t known to him. He then tells Link it�s time to go, and teleports across the room! Obviously, the King of Hyrule is nothing more than a spirit now. As Link follows him, Zelda apologizes about everything that�s happened to Link and Aryll. She tells him to be careful, then lets him go. As soon as Link leaves the basement, the Hero of Time statue once again seals it shut. (I hope that basement isn�t airtight...) Now, leave the castle and return to your boat. Before you get into him, the KoRL resumes speaking to you where the King left off. He reveals his idea: the Master Sword has lost its power to repel evil because something has happened to the sages who gave it this power. The sages should be in the Wind Temple to the north and Earth Temple to the south, and Link must visit these temples to find out what has happened. The problem is, as you may have seen after you got the Master Sword, a giant barrier separates Hyrule Castle with the rest of the kingdom. Luckily, each Temple also has an entrance conveniently placed on a mountaintop, where you can reach them from the surface. As usual, he marks the alternate entrances on Link�s Sea Chart. Now, you have to leave Hyrule, before Ganon is drawn to Princess Zelda by you. Quickly get back into the boat and sail into the ring of light to go to the surface once again. TOWER OF THE GODS The KoRL still doesn�t seem to be finished; he resumes talking to you at the surface, asking you if you know the legend of the Hero of Time. He defeated Ganon long ago and brought piece of Hyrule. Like with Zelda, a piece of the Triforce, the Triforce of Courage, was given to him. When he left Hyrule to embark on another journey, he was separated from his Triforce, which was split into 8 pieces and scattered across Hyrule. You must search for the Triforce of Courage if you ever want to reenter Hyrule. +-----------------------------------------+ |THINGS TO GET AFTER THE FORSAKEN FORTRESS| +-----------------------------------------+ Arrow Upgrade: Western Fairy Island (C1) Arrow Upgrade: Thorned Fairy Island (D7) Empty Bottle: Windfall Island (B4) Hero�s Charm: Windfall Island (B4), 41 Joy Pendants required Magic Armor: Windfall Island (B4), Zunari�s Trading Quest Piece of Heart: Varies, Forest Water required Piece of Heart: Windfall Island (B4), Nighttime Auction Piece of Heart x4: Windfall Island (B4) Piece of Heart x2: Windfall Island (B4), Lighthouse Piece of Heart: Greatfish Isle (D2), Shop Guru Statue required Piece of Heart: Pawprint Isle (B5), Treasure Chart 30 required Piece of Heart: Rock Spire Isle (C2), Treasure Chart 2 required Piece of Heart: Three-Eye Reef (D1), Treasure Chart 38 required Piece of Heart: Forest Haven (F6), Treasure Chart 31 required Piece of Heart: Five-Star Isles (G7), Treasure Chart 33 required Treasure Chart 2: Windfall Island (B4), 20 Skull Necklaces required Treasure Chart 18: Windfall Island (B4), Nighttime Auction Treasure Chart 24: Windfall Island (B4) Treasure Chart 25: Cliff Plateau Isles (F7), Secret Cave Treasure Chart 31: Windfall Island (B4), Deluxe Picto Box required Treasure Chart 33: Windfall Island (B4), Deluxe Picto Box required Treasure Chart 38: Windfall Island (B4), Nighttime Auction g. Restoring the Master Sword (Erttm) Before you can restore the Master Sword�s power to repel evil or recover the Triforce, there are several other things to attend to. First, remember the voice you heard at Mother & Child Isles. It told you to return when you found the other person you must protect. You now know that this person is Princess Zelda, so return to Mother Isle with the Ballad of Gales. MOTHER & CHILD ISLES After Link arrives inside the cliff walls of Mother Isle, a stream of purple- pink sparkles shoots out of the Fairy spring in the center of the pool. The stream focuses itself into a narrow jet, and a person resembling a small, grey, floating little girl holding a Great Fairy doll appears in it. She giggles and muses about your ability to control the wind at such a young age. She then introduces herself as the queen of Fairies! She seems to have taken a liking to Link, so she gives new power to his Hero�s Bow. She then sends two Fairies trailing red and blue sparkles painfully enter Link, bestowing the power of fire and ice to his arrows! The Fire Arrows can melt the coldest ice and light torches when no Boko Sticks are available, while Ice Arrows can freeze the hottest flame and also freeze enemies solid for several seconds. Both deal twice the damage of normal arrows, but use a small amount of Magic Power to fire. To switch between your arsenal, press R when aiming an arrow, L-targeted or otherwise. The Fairy Queen tells you this and says her Fairies will ease your weariness as usual. Before vanishing, she turns the magical moment awkward by telling Link he�s just her type...0_o indeed. Although you now possess the Fire and Ice Arrows, you still can�t enter the Temples. A ridiculously strong wind prevents you from getting anywhere near the entrance of Gale Isle at A4, while a giant rock (probably borrowed from the Olmec Indians) seals the entrance of the Earth Temple at G3 off. Luckily, you can use your new fire (and ice) power to get items that will allow you to gain entry to these Temples. You only need to get them one at a time, but I�ll cover them both at once, as I always do when playing. First, warp to Dragon Roost Island and sail south, to C6. FIRE MOUNTAIN As you sail to this island, it�s obvious how it got its name. An active volcano, Fire Mountain constantly spews lava out of its peak and boils the water around it. You can�t even climb onto it without getting burned. Luckily, you can cool things down with a well-placed Ice Arrow. Before you do, kill the Kargaroc circling overhead with the Boomerang. Then fire an Ice Arrow at the plume of erupting lava on top of the mountain. It instantly freezes solid, then shatters. You have cooled the island enough to walk on for 5 minutes, but if you know what you�re doing, it�s more than enough. First, get onto the shore of the mountain and start climbing the ledges. Pretty early on the climb, you�ll have a choice of two ledges. Choose the right-hand one if you want to continue. Keep climbing Fire Mountain until you get to the top, and drop into the Secret Cave. Though you cooled down the exterior or Fire Mountain, its sweltering exterior is still filled with lava. To start with, slay the Fire Keese around where you enter with the Boomerang, then set out to jump across the hardened lava platforms. Be quick; they melt a few seconds after you step on them. Only stop briefly to kill more Fire Keese if you need to. After you get across the platforms, defeat the two Magtails with parry attacks to make a treasure chest appear. Open it and get the Power Bracelets! These items are equipped automatically and increase Link�s strength to let him lift giant rocks, like the one on Headstone Island! Luckily, getting the Power Bracelets also stops the timer. To leave, lift the giant stone head near the chest and throw it aside. Then go through the tunnel behind it to the starting area and leave Fire Mountain. Now warp to Forest Haven and sail west, to F5. ICE RING ISLE This freezing island is the opposite of Fire Mountain. Subzero winds shoot from a dragon head in the middle of the isle, creating a shield of cold air that keeps you from getting onto the island. This time, you obviously have to shoot the plume of frigid air with a Fire Arrow to warm things up for five minutes. First, it�s a good idea to sink the Cannon Boat circling the isle. Next, shoot the arrow from the northwest side of the isle to warm the island up enough to step onto it. Then get out of the KoRL and climb some ledges on the west side of the isle. Now that you�re on top of the ice ring, slide down some ice to the right. Repeat this to get to a narrow ledge just above the shoreline. To avoid slipping as you go around the ice, crawl across it. You move slowly, but you have total traction. Once you get to a wider ledge at the end of the ice, look left for some floating ice blocks. Get a running start and jump onto the nearest one; be careful not to into the water. If you do, slim back to some floating blocks near the beginning of the narrow ledge where you can climb and jump back up. Anyway, once you�re on the first block, wait for the next one, a moving block, to come near you and jump to it with a running start. Repeat this with the third block, then jump to the dragon head. Climb some stone steps and fall into the cave on top. Now that you�re in the isle, climb to the thin ice slide on the ledge and slide down it. Defeat the Keese that will likely attack you, then climb up to the ledge. Get onto the next ice slide on the left, but be very, very careful; it curves. Hold back on the control stick to slow down and gently steer yourself. If you fall (and you most likely will) look for a low ledge along the water below near where you entered the cave. Use your Grappling Hook on two posts to climb the cliff and start over. Once you make it across the slide, get onto the ledge and open the chest in the miniature dragon�s mouth to get the Iron Boots and stop the timer. When equipped, the Iron Boots make Link walk slowly, but he becomes much heavier and can walk into winds like the one on Gale Isle. To escape the isle, use a narrow ledge leading from the chest to the light beam. A strong wind blows out from a cave in it, so use the Iron Boots to keep your footing. Consider entering the Secret Cave the wind is blowing out of for Rupees. Once you exit, be sure to melt the block of ice on the isle�s shoreline and open the defrosted chest to get Treasure Chart 36. Now that you can enter the Temples, it�s finally time to begin. Unlike Fire Mountain and Ice Ring Isle, you can�t do them in any order. The Earth Temple must come first, so warp to Outset Island and sail east to Headstone Island, at G3. Make sure you have the Hurricane Spin before entering the temple; you�ll need it for its boss! HEADSTONE ISLAND Use the Power Bracelets to remove the stone head blocking the way, and enter the cave behind it. In this cave, a giant slab sits on the far side of the room. Below a Triforce emblem and painting of a harp, symbols for a Wind Waker song are painted! Copy them in 6/4 time to learn the Earth God�s Lyric! Suddenly, the Triforce emblem glows and a ghostly Zora appears! She introduces herself as Laruto, a Zora sage. Apparently, she has been praying in the depths of the Earth Temple to keep the power to repel evil within the Master Sword. Obviously, she failed. When Ganondorf returned long ago, his minions attacked the Earth Temple and stole Laruto�s soul to disable the Master Sword�s power. To restore the Master Sword�s power, you must find Laruto�s descendant and have this person take her place as the Earth Sage. This person will be carrying the exact same instrument as Laruto, a harp. The Earth God�s Lyric you just learned will open the eyes of the future Earth Sage to their destiny. The way ahead will only open when the Sage plays the sacred song. After having said this, Laruto vanishes. Since you have nothing more to do here, it�s time to find the Earth Sage. But who could it be? Think back, who do you remember having a harp? Here�s a hint: go to Dragon Roost Island to hear someone playing a harp outside. DRAGON ROOST ISLAND The music isn�t coming from the shore of the island, so go through the aerie to the flight platform. Medli is practicing her harp, high up on a ledge; she must be the new Earth Sage! To reach her from the flight dock, use the Grappling Hook to cross a small gap and then climb some ledges and a ladder. When you approach Medli, she is glad that you�re still OK. Prince Komali has been asking her all about your adventures, and she comments on the fine young man-er, Rito he�s turning into now that he has his wings. She almost feels like a mother watching him grow up. She then continues to practice her harp; playing music seems to be an important part of being an attendant. ONE-TIME PICTOGRAPH ALERT! Before you play the Earth God�s Lyric, MAKE SURE you have Kogoli�s figurine!! For some reason, he disappears completely after you do! Okay, if you have Kogoli�s figurine, go ahead and get out your Wind Waker. Medli is impressed to see it, and asks you to conduct her. Play the Earth God�s Lyric to her. The song sounds familiar to her, like something trying to be remembered. Suddenly, Medli falls unconscious and faints into Link�s arms. She imagines herself in a black void with Laruto. Laruto plays an ornamented version of the Earth God�s Lyric (showoff!) and Medli imitates her. They both start playing the song together, and a glowing Triforce appears next to them, followed by the Master Sword. Medli then wakes up, and describes her dream. She thanks Link for awakening her to her fate as the Earth Sage. She tells Link to take her to the Earth Temple, to restore the Master Sword�s power to repel evil. As they prepare to leave, Komali flies above them. Medli says you should go quietly. She doesn�t want Komali to see her leave, and always remember he as a simple attendant of Valoo. After this cutscene ends, you find yourself back in the KoRL, with Medli sitting on the side. Warp back to Outset Island, and sail east to Headstone Island. HEADSTONE ISLAND Once you reach the isle, the KoRL addresses both of you on shore. To prepare you for the perils ahead and the monster that killed Laruto, he gives Medli instructions on staying alive, and tells both of you to protect each other >CONTROLLING MEDLI -If you�re near Medli, you can press R to call her just like you did with the statues. -You can use A to pick Medli up just like any other object, like when you were helping her enter Dragon Roost Cavern. -While carrying Medli, you can have her carry you as you jump off cliffs, giving you even more gliding ability than with the Deku Leaf. -While in the same room as Medli, use the Command Melody to control her. -While playing as Medli, press A to take flight, and again to gain altitude. You can only fly until the blue meter runs out. It recharges whenever you land. -Hold L and use the control stick to rotate Medli around. This will come in handy, as you�ll see later. After the KoRL finishes, enter the cave with Medli. While she�s standing in front of the stone slab, play the Earth God�s Lyric. She also plays it, causing the slab to crack and a blinding light to shine from the center. The stone then crumbles away to nothingness, letting you go through. You and Medli automatically walk to a raised stone pedestal with a hole in the center. Medli fearlessly jumps in, and Link follows. EARTH TEMPLE The first room of the Earth Temple is simple; a light beam can take you back to the surface while a sizeable gap separates the ledge with the door from the rest of the room. The answer to this puzzle is simple; pick up Medli and have her fly you across. If you have to cross it without her, use the Deku Leaf. The next room is fairly large and is patrolled by three Moblins. Set Medli down by the entrance and get to work slaying them. One is on the stairs to the left, another is patrolling the pillars in the center of the room, while the last is near the sealed exit. Once they�re all defeated, pick up Medli and run up the stairs a Moblin was patrolling. At the top, look right for a tall platform with a switch on top. While carrying Medli, jump to this pillar. Put her down and stand on the switch, then play the Command Melody. As Medli, fly to another identical pillar on the other side of the exit and step on that switch to unseal the door. Fly down to the door, switch back to Link, and carry Medli through it. In the next small room, you�re attacked by a lot of Chuchus. The Red and Green ones should be easy by now, but you�ll also encounter some new Dark Chuchus. They reform themselves whenever you hit them, and seem to be invincible. Their only weakness is light, like from the beam conveniently shining into the south side of the room. You can try to lure them into it, but there�s an easier way. Set Medli down in the beam and you�ll see that her shiny harp reflects light! Stay close to Medli and walk around her; she�ll always turn to face you, moving the light beam. �Aim� it in this way at all three Dark Chuchus to turn them to stone, then get out the Skull Hammer and smash them. Once they�re all defeated and the exit unseals, play the Command Melody. Hold L to rotate Medli to face a translucent chest on the north side of the room. The A button should be sparkling; press it and use the control stick to aim your harp at the chest. When you shine light on it for several seconds, it becomes solid. Also consider shining light on some statues in the south edge of the room to reveal refills behind them. Then switch back to Link and open the chest to get the Dungeon Map. Last, use a Bomb to blow the cover off the Warping Jar and go to the east with Medli. The next room is fairly large. A giant, devilishly grinning face dominates the east side of the room, while a lowered pit below it is filled with swirling blue fog. This fog temporarily disables the use of items or your sword, so stay out of it! Unfortunately, a stake in the fog to the right of the face must be whacked using the Skull Hammer. Impossible? Not a chance. Put Medli down in the south beam of light shining into this room, and have her reflect light into the fog to dissipate it. Keep the beam trained on the stake to produce a path through the fog, then switch back to Link. Run through the cleared path to the stake and whack it to unseal the southern door. Grab Medli and go through it. Put Medli down as you enter this room and approach the two stone coffins in front of you to make Red Bubbles come out of them. Defeat them with vertical sword slashes, then move into the south part of the room. Climb the ladder to the left and pull the block on the ledge. Once you move it as far north as it will go, a beam of light shines from a hole it was covering. Play the Command Melody and take control of Medli, then move her into the light beam. Reflect light on the translucent chest on the south side of the room, then get onto the plinth it sits on to prepare for later. When you switch back to Link and open the chest for a Small Key, two new enemies appear in the room. These bizarre hole-like enemies are Floormasters, extremely annoying enemies that can drag you or Medli back to an earlier room of the dungeon. The one nearest you only grabs Medli, but the one near the exit will attack either of you. Approach it, then QUICKLY L-target it and hit it with the Boomerang! When it�s stunned, hit it with the Master Sword, then repeat the process. It�s very important to keep the Floormaster stunned, or it will return you to the beginning of the room before the one you�re in! You can also kill it with 6 arrows or 3 Fire Arrows from a distance, or stun it, freeze it with an Ice Arrow, then shatter it with the Skull Hammer. If it grabs Medli, it will return her to the room you were just in. To free her, simply play the Command Melody and fly out of the cage she�s placed in. Anyway, try to avoid the other Floormaster as you reenter the previous room. Now that you have a Small Key, enter the locked north door. As soon as you enter this room, set Medli down and shoot the curtain high in the northwest corner of the room with a Fire Arrow. This burns it away, letting light shine through. You�ll also be attacked by Chuchus in this room. As with before, defeat all the Red or Green Chuchus, and petrify the Dark Chuchus by �aiming� Medli�s light beam at them. Don�t defeat them this time, though; instead, pick the stone Chuchus up and set the on the two switches on either side of the Light Beam. This causes some stone panels to the east to lower, creating a stairway. Quickly pick up Medli and go up these stairs before the Chuchus return to normal and get off the switches. Before you leave this room, push the large block on the ledge off to create a shortcut. Put Medli down, and defeat the Floormaster in the lowered section of this room. Push the nearby block along a short track to a scorpion-patterned space by the north wall. When you push it all the way, a skylight opens overhead and lets more light in. Control Medli and move her into the light. Now, shine the light onto the statue sitting on top of the other block in this room. When you shine light into it for long enough, it disintegrates and lets you move the block it was on top of. Don�t release control of Medli yet; instead, notice the yellow emblems to the north and south of Medli. Reflect light onto them all to disintegrate them like the statue. Another block is behind the north ones, while another Warping Jar is behind the south ones. Switch control back to Link and move the two new blocks into their respective scorpion squares, at the end of the tracks. The one that had the statue on top of it makes a chest materialize on a high ledge to the east; the one then was behind a wall unseals the southeast door and lets you climb up to the ledge. Throw Medli up to the top of the ledge, then climb the block up yourself and open the chest to get the Compass. You can use it to find not only treasure chests in the dungeon, but also Medli�s location. If you�re in need of Fairies, break open the pot by the door to get a few. When you�re done, pick up Medli and run through the door. Set Medli down, and run up the stairs to fight Moblins and three new enemies: Poes. These ghostly enemies can�t be damaged, and they can attack you with their lanterns. Hit them 3-4 times with the Boomerang to destroy their lantern and make them harmless. Their only attack now is to possess you, which temporarily reverses your controls. Try to defeat the two Moblins first before going for the Poes. Once you beat all the enemies, some wide panels forming the southern wall lower to create stairs to another part of the room. SIDEQUEST: JOY PENDANT Once all the enemies are gone, take control of Medli and have her fly to the light beam in a high alcove to the west side of the room. Reflect light onto the 3 statues across the room, then switch to Link and open the chest behind them for a Joy Pendant. You don�t need to carry Medli up the stairs to the south side of the room. The door in front of you is locked, so go through the left one. Five coffins line the walls of a semicircular pit in this room. Walk up next to the coffins to open them, but be careful not to get under the falling lids. Moving clockwise from the north coffin, they contain a Redead (a new enemy I�ll explain in a moment), a Yellow Rupee, another Redead, a third Redead, and a Small Key. The Redead are extremely spooky enemies that can freeze you with a piercing shriek when you get too close. You best bet is to quickly back away from a Redead when it appears, then inch towards it until it screams. If you were far away enough, the paralyzing effect will wear off before they inch far enough to bite you, and you can kill them (again) with a sword combo. You can also kill them from a distance with three Bombs. Anyway, you�ll definitely want to fight one Redead at a time. Once they are all defeated, a ladder drops and you can leave. Make sure to get the Small Key and Yellow Rupee first! Now that you have a key, unlock and go through the room�s south door. As you approach the center of the next room, yet another new enemy makes its entrance from underground: a Stalfos! These powerful skeletons are arguably the strongest normal enemies in the game. They can send you flying with a swing of their huge maces if you don�t shield yourself. You have to hit a Stalfos� head to damage it, not an easy feat since they�re at least twice as tall as you. You need to break them apart to get at the head. Unless you�re feeling confident, do this the easy way by blow them apart with a Bomb. Stalfos are extremely slow when not using their devastating spin attack, which detonates the Bomb anyway, so throw it slightly in front of them. You can also L-target them and briefly stun them with the Boomerang, then attack them with your sword until they separate. Be sure to stun them frequently when doing this so they don�t cheaply pull off their spin attack. When they have been forcibly dismantled either way, L-target the head and stun it with the Boomerang, then get up close and smash it flat with the Skull Hammer (or mash B to kill it with your sword). If you�re quick, you can defeat the Stalfos before it reforms. If not, repeat the process. After you defeat the Stalfos, two stone coffins open to the southeast and west, and two more Stalfos come out! Since Stalfos are so slow, you probably won�t have to fight them at once. Simply do what you did before twice to beat them both. When all three Stalfos are re-killed, some panels lower once again to form a staircase. Open the ornate treasure chest at the top to get the Mirror Shield! This polished shield can reflect light just like Medli�s harp. To use it, draw your sword and hold R to shield. Then use the control stick to aim the light. Once you have broken the Stalfos� treasure spheres, reenter the previous room. SIDEQUEST: JOY PENDANT Return with Medli to the room with the two Floormasters. Like before, defeat the one by the door, then have Medli fly over the other to a switch next to a door in the southwest part of the room. Have her step on it to unseal the door, then have Link go through. The next room is small and simple. Use the Mirror Shield to dissolve the parts of the west wall with the yellow emblems on them, then open the chest behind the panels to get the Joy Pendant. Back in the room with the Poes, run down the stairs to the north and defeat all the enemies once again. Use the Command Melody to get Medli back into the western light beam, and have her shine it down to the center of the room. While she�s doing this, switch back to Link. Use the Mirror Shield to reflect the light onto a yellow emblem just below Medli. When it dissolves, a secret passage is opened. Take control of Medli again and have her run into it. Just before the door at the end of the passage is a light beam shining from the wall. Have her reflect the beam onto a nearby statue to dissolve it and reveal a Blue Rupee you can later grab as Link. Before switching back, have her reflect the light to the east, at the wall. Switch back to Link and have him reflect this beam at a yellow emblem near the beginning of the passage. When you dissolve it, you can get the 80-Rupee stash behind it. Once you�re nice and filthy rich, pick up Medli and go through the door. You emerge on a ledge high above the room with the sinister face. Have Medli fly you back over the fog, to the part of the room with the two light beams. Now that you can both reflect light, you can solve the puzzle in this room. Have Medli stand in either light beam and reflect light onto the eye of the face closest to her. Eventually, that half of the face turns into a smiling sun. Have Medli keep doing this, then switch back to Link and repeat the process with the other side of the face. When you reflect light into both of the statue�s eyes, it illuminates the room, banishing the fog and creating some stairs under it. Go down the stairs with Medli and enter the basement. After you set Medli down and go down the stairs, you�ll face yet another new enemy: the Blue Bubble. These new variations of Red Bubbles have the same effect as the blue fog if they hit you; shield yourself from their charges! Even worse, they can�t be hit by your sword. When battling one, lure it to attack you, then L-target it and hit it with the Deku Leaf. This stuns the Bubble, turning it into a regular skull that can be shattered by your sword. Make sure they fall onto the bridge or ledge, not into the fog below. If you fall, avoid the Floormasters as you make your way back to a ladder leading back up on the north side of the room. Once both Blue Bubbles are defeated, carry Medli across the bridge. !!!!!!!!!!!!!!!!!!!!! !TINGLE STATUE ALERT! !!!!!!!!!!!!!!!!!!!!! If you consult your map, you�ll see a passage leading off from the main part of this room, to the east. While facing the south to the next door, turn left and look for a side passage and platform hanging from chains. Use the Deku Leaf to reach this platform, then keep going in the same direction to the next. Turn left and glide to the ledge at the end of the passage, where the Tingle Tuner detects a Tingle Statue. As usual, Tingle Bomb it from a safe distance to reveal a chest with the Statue. Another stone slab blocks the ways here; play the Earth God�s Lyric with Medli again to dissolve it. Go through the door behind the slab to the next room. Set Medli down on the raised entrance area, as usual. There two Redead to the sides in this room, but unlike last time, you can exploit their weakness: light. Roll to the beam of light in the middle of the room, where they won�t attack you. Draw your sword, L-target a Redead, then hold your Mirror Shield up to temporarily stun them. Quickly move it and slice the Redead apart before it returns to normal, then get back into the light beam and repeat with the other fiend. Then reflect light onto the statue sitting on the small block just north of the light beam to dissolve it. Lastly, reflect some light onto the mirrors in the northwest and northeast corners of the room to dissolve statues blocking the east and west doors. Now, feel free to leave Medli as you go through the west door. This room is filled with fog and Floormasters. You�ll have to navigate a maze of pillars as you avoid 6 of the annoying monsters to reach a Small Key on the other side. Move very slowly so you can tell if a Floormaster inhabits the gap between pillars you�re about to cross; you can�t see them until you�re just outside their range. Carefully make your way through the pillar and Floormaster maze to the Small Key chest on the other side. This also dissolves the fog, letting you see the Floormasters clearly. Unless you want to do the sidequest below, go back the way you came. SIDEQUEST: TREASURE CHART 12 After what those pesky Floormasters put you through, don�t you feel like some good vengeance? Thought so. Carefully defeat all 6 Floormasters in the room to make a chest containing Treasure Chart 12 appear near the south end. Remember, L-target and stun them as soon as they extend, then alternate between stunning and slashing until they�re defeated. You should have some experience dealing with Floormasters by now. Back in this room, go through the east door. There are two Floormasters in a fog-filled corridor in this room. You can�t defeat them with your Sword this time, so L-target the nearest one and hit it with a barrage of 6 arrows or 3 Fire Arrows. Then jump into the fog and keep to the left or right side of the corridor to run and roll past the other Floormaster and onto the ledge. When the fog wears off, defeat this Floormaster the same way. Next, push the giant, scorpion-shaped mirror through the lowered groove to the matching tile. Lastly look west for a grate blocking you off from another room. Use the Skull Hammer to pound a stake next to the grate down and make light from a skylight shine through the grate, then return to the other side of the room and leave. Push the block on the south side of the room next to the ledge, under the door. Throw Medli to the top of this ledge, then use the block to climb up yourself. Pick Medli up and go through. You�ll have to fight three Poes and three Red Bubbles in here. Simply L-target the Red Bubbles and vertically slash them to slay them quickly. Now that you have access to light, you can defeat the Poes the easy way. Shine light onto a Poe (with L-targeting or manual aiming) for a few seconds or lure it into the light shining from the next room to make it corporeal. You can now stun it with the Boomerang and defeat it with two sword slashes like any other enemy. Once you beat all the enemies, you can shine light onto the statues on the south side to reveal a Yellow Rupee and magic vial. Unfortunately, if you try to reflect light onto the west statue, it doesn�t work, since you have to be facing away from the light. Instead, play the Command Melody and have Medli reflect light roughly southeast. Have Link stand in this beam and use it to dissolve the statue blocking off the exit. Pick Medli up and go through. This room is lined with coffins that open as you pass. Defeat all the nearby Keese with the Boomerang. SIDEQUEST: RED RUPEE Quickly run and roll straight ahead to hopefully avoid the falling coffins. If this is too hard, inch forward and open one coffin at a time. Remember to stick to the middle of the corridor. You�ll have to slay two Redead after opening all the coffins; remember to keep your distance when the scream. Open the chest at the end of this corridor to get a Red Rupee. After you�ve suitably taken care of that sidequest, make your way down the other hallway in the same manner. Besides more refills, the only other thing of note here is a Stalfos. Defeat it like you did before, then go back and get Medli. Carry her to the stone slab at the end of this hallway and get rid of it with the Earth God�s Lyric. Carry Medli through to the next room. Climb down some winding stairs to arrive in a huge, circular room. The Boss Door is visible across a huge chasm, but you still don�t have the Boss Key. You�ll have to descend some stairs that wind around the edge of the room to get it. First, climb some short stairs to the right and use a Bomb to uncover the dungeon�s final Warping Jar. Then carry Medli back down the other stairs. The stairs soon stop as you get to a vine-covered section of the wall. Rather then climb down, simply jump with Medli to the lower part of the stairs. Keep going to the door at the bottom of the stairs. If you fall into the central pit, be very careful! A layer of fog floats above the floor, so you can�t immediately use items on the Floormasters around the room. Try to avoid them and make your way to the vines that cover the south side of the room to get back up. The next room is the biggest in the dungeon, both in size and puzzle-ness. You�ll have to solve one of the longest puzzles in the game to open the way to the Boss Key room. To start with, take control of Medli and have her fly to the room�s central pillar. Press the switch on it to open a skylight and let in a light beam. Now switch back to Link and jump down to the lowered part of the room. Push the large scorpion mirrors in the southwest and southeast corners of the room in their respective indentations to the matching scorpion tiles. The southeast one reflects the light beam. Control Medli again and have her stand on the pedestal north of the reflecting mirror. Face towards the mirror and reflect light on the translucent chest to the right of it. Once the chest appears, look west and shine light on the large statue sitting against the central pillar to dissolve it and reveal another mirror underneath. Finally, look southeast to a large alcove with a pedestal in it. Shine light directly at this pedestal, then switch back to Link. Have him first open the chest to get a Purple Rupee, then get onto the pedestal and use the reflected light to dissolve four wall panels just north of him; another mirror is behind it. Pull this mirror and the one behind the statue into their scorpion spaces. When you move those two mirrors into place, you should briefly see a screenshot of the light reflecting in a W shape and through an opening in the central pillar. Now, for the second part of the puzzle. Have Medli stand on a pedestal in the northwest part of the room, in the light reflected by the southwest mirror. First, shine light on the chest just left of the mirror; it contains a Joy Pendant when Link later opens it. Then look farther left for another statue; when you dissolve it another mirror is behind. Third, look to the right of the mirror for a yellow emblem on part of the wall. Shine light on this to reveal a secret passage and door behind. Last, shine light down onto a small pedestal to the southeast of the large one Medli is on. While holding this position, switch back to Link. As Link, get onto the small pedestal Medli reflects light on, then reflect it again, onto the four yellow emblems on the northwest wall. Then go over to them and pull the statue that was behind along the indent to the scorpion tile. Finally, move the mirror that was behind the statue into its scorpion tile. This should trigger another screenshot, this time of two beams of light reflecting over two pedestals near the face on the north side of the room. Now, look behind where the statues were in the northwest and east alcoves for some jars containing Rupees. Next, take control of Medli and move her onto either of the pedestals from the last screenshot. Like before, reflect light onto the nearest eye of the face to turn that side into a sun. Release control of Medli while doing this and do the same thing with Link on the other pedestal. When both sides of the face are a sun, the room lights up and some panels in the north end of the room slide aside to reveal a door. Don�t bother bringing Medli as you go through. In this room, you�ll have to fight two Blue Bubbles and a Darknut for the Boss Key. Try to focus on the Blue Bubbles first before taking on the Darknut, which you should avoid. Since you already know how to defeat all these enemies, you shouldn�t need much help. When they are all defeated, the gate in front of the Boss Key chest opens. Get it, then return to the mirror puzzle room. SIDEQUEST: TREASURE CHART 20 Before returning to the Boss Door room, consider going through the secret passage you opened and through the west door. The three coffins in here all contain Stalfos, and only open when light from the beam on the ledge is shone on them. Jump down to the pit with the coffins and have Medli do it for you. It�s recommended you open one at a time, but if you feel ready you can fight two or even all three at once. Once all three Stalfos are defeated, a chest appears just east of the light beam. Pull the block on the south side of the room out from the wall, then use it to get back up. Open the chest to get Treasure Chart 20, then return with Medli to the previous room. After you�ve hopefully done the aforementioned sidequest, return with Medli to the Boss Door room. Control her and have her fly back up to the ledge where you first entered, then have Link take the long way by climbing the vines. Pick Medli up and jump across the chasm to the Boss Door on the west side. You can get refills and Fairies in the pots near the Boss Door. When you�re ready, go through it. When Link enters the brightened Boss Room, he sees a small army of Poes dancing around. They all notice him, then turn ghostly and run towards the center of the room. They then create a large mask and merge behind it to form a tremendously fat, gigantic Poe. The monstrosity laughs and summons a huge lantern, then attacks! +--------+ |JALHALLA| +--------+ Difficulty: ** Like many Bosses, Jalhalla is a giant version of one of his minions, in this case Poes. He�s been left by Ganondorf to guard the seal on the Master Sword�s power in the deepest room of the Earth Temple. -Defensive Strategy- Jalhalla has four attacks to speak of. In his first, he sucks up air around him to drag you closer, then fires a blast of fire from his lantern. Run and roll away from him when he does this to hopefully avoid the attack. He also uses an outward wind gust to blow you towards the spikes lining the room; run and roll towards him in this case. At close range, he can also shoot fireballs from the lantern. This attack can be tough to avoid; your best bet is to run away. Finally, he can jinx you like any other Poe if you get too close to him. (unfortunately, he doesn�t sacrifice himself to do this) In general, always keep a good distance away from Jalhalla and the spikes around the room. -Offensive Strategy- Like with normal Poes, the secret to defeating Jalhalla is in the light beams the periodically appear and disappear around the room. When you see one, quickly run into it, face Jalhalla, and start reflecting light onto him. The beam won�t disappear once you start shining it on Jalhalla, so don�t worry. As usual, this makes him physical. Run over and pick him up with the Power Bracelets, then turn and throw him at one of the spiked pillars around the room. When he hits it, he briefly splits up into 15-20 regular Poes, who start running around and can be killed like any other Poes. You can attack them normally with the Boomerang and Master Sword, but this will take much too long. Instead, charge up a Hurricane Spin (you DID get it from Orca by now, didn�t you?) as Jalhalla helplessly rolls towards a pillar and inch after him. Once he splits into regular Poes, let the Hurricane Spin fly! If you control Link well during this, you should be able to take out a good portion of the Poes over a few seconds this way. Once they reform, find a beam of light and repeat the process until you�ve destroyed all of Jalhalla�s Poes. Once the last Poe composing Jalhalla is defeated, the mask reappears in the center of the room. It tries to run away and climb a wall, but a light beam suddenly shines down on the mask, making it fall to the ground and shatter, leaving behind a Heart Container. The center of the room�s Triforce emblem also glows blue. Get the Heart Container, then enter the light. Once you do, Medli runs into the room. Wordlessly, Link places the Master Sword in the center of the Triforce emblem and starts to conduct Medli as she plays the Earth God�s Lyric. Laruto appears beside you to accompany her. Eventually, the Triforce emblem starts shining gold. After they finish, blue light shines into the Master Sword. Link picks it up, and its hilt morphs into the familiar one from Ocarina of Time. (I liked the old hilt better...) The Master Sword�s power has been restored...partially. Medli tells you that you need to go to the Wind Temple for one more prayer to fully restore the Master Sword. Medli will continue to pray here, but asks you to look out for Prince Komali for her before you leave. Link then steps into the Triforce to be transported back to the surface. +------------------------------------+ |THINGS TO GET AFTER THE EARTH TEMPLE| +------------------------------------+ Piece of Heart: Outset Island (G2), Savage Labyrinth Piece of Heart: Outset Island (G2), All-Purpose Bait required Piece of Heart: Bomb Island (E6), Treasure Chart 20 required h. Blade of Evil�s Bane (Wndtm) You emerge outside on Headstone Island. Get back onto the KoRL; it�s time to head to the Wind Temple! First, you�ll need the Iron boots. If you followed my walkthrough, you�ll already have them; if not, look at the beginning of the previous chapter for a walkthrough on Ice Ring Isle. Also, make sure you have the Magic Upgrade from the Big Octo at G4; you�ll need it. Once you are ready, warp to Windfall and sail north to Gale Isle in quadrant A4. GALE ISLE Like Headstone Island, Gale Isle lives up to its name. A ridiculously strong wind shoots from the mouth of a strange statue on the north side of the Isle�s shore. With the Iron Boots, however, strong winds are no problem. Slip them on and walk straight into the wind. When you reach the statue, smash it with the Skull Hammer and walk through. Inside the Isle, everything looks virtually identical to Headstone Island. The only differences are the instrument, a violin, and song painted on the stone slab. Get out your Wind Waker and play the song in 6/4 time to learn the Wind God�s Aria! You should be expecting what happens next; like with the Earth Temple, a ghostly figure appears next to you after you learn the song. This time, it�s a Kokiri holding a violin. He introduces himself as Fado. He may look young, but players of Ocarina of Time should know that Kokiris always look like children. He was the Wind Sage, but when Ganon returned he met the same fate as Laruto. Once again, you must find the one holding the same instrument as Fado and play the Wind God�s Aria to awaken this person as the new Wind Sage. He also tells you that the King of Hyrule long ago used the Wind Waker to conduct the sages. He asks you to tell the King that he will still play, even in the next world, and then vanishes. Now, who do you remember having a violin? This should be much more obvious than Medli. . . . . . . . . . . . . Can�t remember? Here�s a hint: like with Zoras and Rito, the new Earth Sage is a descendent of the Kokiris. . . . . . . . . . . . . . Still in the dark? You have my pity. Just think back to the Forest Haven�s New Year Ceremony; it�s Makar! Get back on the KoRL and warp to Forest Haven. FOREST HAVEN As you start climbing the path to Forest Haven, you can hear (and see) music coming from the right-hand waterfall! Makar must somehow be behind it. Proceed back up the path to Forest Haven until you Grapple onto the post above the waterfall. Instead of swinging across, lower yourself as far as possible and turn to face the middle of the waterfall the music is coming from. Start swinging towards it, but don�t let yourself get up to full speed. On your second swing towards the waterfall, let go to hopefully fly into it. You find yourself in a cave underneath the waterfall. Water drips from the roots of aquatic plants above, while Makar practices his violin on some land in the far end of the cave. He�s secretly coming up with a song for the next New Year Ceremony, and is surprised that you can hear him outside. When you pull out the Wind Waker, Makar is amazed and asks you to conduct him like Medli. Play the Wind God�s Aria to him. Makar strangely feels like he knows the song, and starts playing it flawlessly. As Link conducts, Fado materializes and replaces Makar. When they finish, a crowd bizarrely applauds and they both bow. Makar comes back and says that the Wind god�s Aria has awakened him to his fate as the Wind Sage, just like Medli. He then asks you to take him to the Wind Temple. You appear on the KoRL, with Makar sitting on his head. (how cute!) Warp back to Windfall Island and sail to Gale Isle. The KoRL tells you to cooperate in order to master this temple, then lets you go inside. Once you�re in the cavern with the stone, take Makar to it and break it open with the Wind God�s Aria, as with Medli. Once it dissolves, you automatically walk through to a pedestal just like the Earth Temple�s. Makar jumps in, and you follow him. WIND TEMPLE The KoRL was telling the truth when he said you�ll have to cooperate with Makar, and for the most part he can help you like Medli. You can pick Makar up and throw him, or have him follow you like Medli did. Because he�s so small, he can�t carry Link across gaps, though. When controlled using the Command Melody, Makar runs much slower than Medli owing to his smaller size. Also while Medli was good at flying horizontally, Makar�s leaf propeller lets him quickly rocket vertically, with not much potential for horizontal movement. Finally, instead of reflecting light, Makar can plant seeds to instantly grow giant trees on piles of light brown soil. These trees can trigger things, and are also essential for this Temple�s dungeon item. Anyway, pick Makar up and carry him to the next room. You need to glide to the opposite side of the room with the Deku Leaf to reach the exit, but two powerful downdrafts in a narrow part of the room keep you from doing this. First, set Makar down and jump down off the ledge to the lower part of the room. A Wizzrobe will attack you; defeat it with a Fire Arrow or the standard stun and slash. Then run under the downdrafts to the north part of the room to make a Stalfos attack you. Fighting it is hard in close quarters, since you can�t use sword combos against the head while it�s against a wall, for some reason. Lure it out of the narrow part, then defeat it. After both enemies are vanquished, look to the left, beyond where the Stalfos emerged, for a Warping Jar you can Bomb open. Now play the Command Melody to switch to Makar. First, drop off the ledge. In the middle of the lowered part of the room are two small mounds of light-colored soil. Have Makar move onto each of these and press A to grow a large tree in them. When you plant trees in both spots, a chest appears between them. Now go past the narrow part of the room to where the Stalfos emerged and fly up to the top of the ledge, near the door. Step on a switch to the right to shut down the downdrafts and switch back to Link. First, open the chest to get a valuable Orange Rupee. Next, you have to use the nearby springboard to get up. To do this, put on your Iron Boots while standing on the springboard to compress it, then take them off while facing the south ledge to go flying into the air. Hold forward on the control stick to fly back up onto the ledge. Repeat this with the springboard on this ledge, but deploy your Deku Leaf when you�re in the air and glide to the ledge where Makar is. Pick him up and go to the next room. This room is separated by a large screen. There are two Armos and a wind switch on your side of it. Defeat the Armos, with out without arrows, and then use the Deku Leaf to his the wind switch. This rotates the screen up into the ceiling, allowing you to pass. Don�t hit either of the two switches here; they let you move the screen from the other side. Instead, roll past the moving blade here with timing and stand by the sealed north door, then control Makar. Have him cross the room and fly over the moving blade, then plant trees in the two mounds of soil to unseal the door. Switch back to Link, pick Makar up, and go through. There is a high ledge north of you in the next room, with two tall ledges in between. Since Link can�t go anywhere at the moment, switch to Makar and fly up to the lowest ledge. Plant a tree in the soil there and repeat at the next ledge, then again at the highest, north ledge. When Makar plants the third tree, 4 Floormasters surround the poor little guy and drag him down automatically! Luckily, the southeast door also unseals with the final tree, so go through it. !!!!!!!!!!!!!!!!!!!!! !TINGLE STATUE ALERT! !!!!!!!!!!!!!!!!!!!!! If you want the final Tingle Statue, you�ll have to face your fears and jump into the Grabbing Hand-infested pit below the ledges. Between the two circular ones, the Tingle Tuner should detect the Statue. Set a Bomb there from a safe distance and get the Statue, then quickly leave. Except for the Tower of the Gods, ever dungeon you�ve been in so far has had a multilevel, circular room. You�re entering the Wind Temple�s. This room spans all three of the Temple�s floors, but another screen covers the center of it on the first floor, where you enter. There are 4 alcoves on the side of the main circular room; look in the north one to find Makar imprisoned! He says that the stone head blocking the exit to the jail is very heavy, and to move it you�d have to be as heavy as the Great Deku Tree himself. However, even if you slip on the Iron Boots, you still can�t move it. You�ll need this dungeon�s item to free Makar. For now, go to the room�s east alcove. Either defeat or run past the Armos Knights in it and go to the next room. This next room has another wind-operated screen, but the switch is nowhere in sight. Get past the moving blade and look down over the ledge. The switch is below, along with a Floormaster. This one is downright cheap, and if you simply jump down anywhere near it, it will grab you and instantly drag you down before you can do anything. Make sure you�re nowhere near the Floormaster when you jump down by watching it for a while as it moves, then inch towards it, ready to L-target and stun it. Once you beat the Floormaster (it will probably take several tries), trigger the wind switch it was circling around to rotate the screen. There�s another Floormaster on the other side of the pit, but you don�t have to bother fighting it. Use the nearby springboard to reach the upper level, but don�t aim west as you fly off it or you�ll get hit by the moving blade. Run across the screen; open a chest in a northern alcove for a Joy Pendant. Use the Boomerang to defeat the two Peahats in the east side of the room, but stay out of the moving blade�s path. A stone slab with the Wind God�s Aria on it blocks the east exit, so take the southeast one instead. I hope you got the Magic Upgrade, because you�ll sure need it for this room. The lowest part of this room is filled with Grabbing Hands and the only way back up is the ledge you�re on. You�ll be gliding over them most of the way. Unfortunately, a large screen stops your progress. Jump off the ledge and use your Deku Leaf to fly into the updraft, then to a high ledge. Hit the switch on this ledge to open part of the screen. Glide to the horizontal part of the opened gate. Run to the other side of the screen while still of the gate. A Wizzrobe will attack you; defeat it with Fire Arrows as usual. Try to L-target it if you aren�t a good marksman. Get some magic refills on the platforms near the gate if you want, then glide into this area�s updraft and over through the gate to the south. Land on the ledge in the southeastern side of the room and open the chest to get the Dungeon Map. Chop some grass here for more magic and fly back through the screen, into the updraft. Search some ledges around this clearing for more magic, then get to the east ledge, so that the updraft is between you and the screen to the west. When you have full magic, jump off it and hit the updraft, then keep going and head through the opening in the screen. Hit another updraft beyond that and land on an opened gate. There is another Wizzrobe and some Peahats in the final clearing; defeat them all with manually aimed arrows. Refill your magic with the skulls on this gate, then glide to the ledge the Wizzrobe was on. Refill your magic one last time ad go through the northwestern door. There are two things to do in the ledge overlooking the tall, circular room you arrive in. First, Bomb the Warping Jar to the right to open a handy shortcut. Next, step on the circular switch and put the Iron Boots on to press it. This causes the screen acting as a floor below you to open up. Since you have no other place to go, jump down to the basement. Remember to get your Deku Leaf out just before hitting the floor to break your fall. (and most likely your arms) The basement is dominated by a giant grate with an inactive fan underneath. There are two doors in the basement (although the map says there are three-more on that later), and the north one is locked, so go through the south. A raised part on the northern side of this room is surrounded by sharp spikes. Before it are 5 holes covered by cracked rocks. To break through them, step on top of one and put the Iron Boots on. Also, something different happens depending on which hole you break through. Counting from your left, the first engages you in a battle with four Red Chuchus, the second does nothing, the middle one makes you fight two Floormasters, the fourth three Armos, and the right-hand one 4 Green Chuchus. Obviously, the second one from the left is the most desirable. Once you drop into the basement, look to the south for two moveable blocks, one with a springboard on top. In the extreme southern side of the room is a special black-colored tile. Push the springboard block onto this, and the other block anywhere around it. Use the first block to climb onto the springboard, and use the Iron Boots on it to spring up to the high ledge that was surrounded by spikes. (they recede when you get up to the ledge) Open the chest up here to get a Small Key. SIDEQUEST: TREASURE CHART 35 After getting the small key, continue to break through all the cracked floors and beat all the enemies in the basement. When all 5 floors are broken and you spring to the high ledge, a treasure chest containing Treasure Chart 35 appears. Anyway, once you�re ready, leave to the basement of the main room. Now that you have a Small Key, open and go through the north door directly across from where you come in. This large, circular room seems empty at first, but when you approach the middle, an elite, orange-robed Wizzrobe appears. Laughing insanely, it summons a yellow-robed Wizzrobe and a Darknut and disappears; it�s miniboss time! ONE-TIME PICTOGRAPH ALERT! If the warning below isn�t enough, don�t forgot to take the miniboss Wizzrobe�s picture! Try to eliminate all the summoned enemies first to make things easier. +--------+ |WIZZROBE| +--------+ Difficulty: * Unlike the other levels, the Wind Temple has an actual miniboss instead of a normal enemy. (or three) He�s basically a stronger version of the Summoning Wizzrobes you�ll start seeing after you beat him, and is recognizable by his orange robes and golden headdress. Before you start finding out how to beat him, TAKE HIS PICTOGRAPH! You only get one shot to take it per game. Try to kill off all his summoned enemies first. After you�ve taken three good Pictographs of him, save and quit to return to the Dungeon entrance, leave and go to your boat, warp to Forest Haven, and pay Carlov a quick visit to see if he accepts it. If not, try again; if he does, keep reading. -Defensive Strategy- The Wizzrobe�s first attack is a triple fireball attack, just like any other Wizzrobe�s. Your Mirror Shield can block it, but it�s easy to dodge from a distance. What really makes this battle hard is the enemies the Wizzrobe summons. Unlike Summoning Wizzrobes, it can summon anything, from Chuchus to Kargarocs to Darknuts! (he always begins by summoning a Summoning Wizzrobe and a Darknut) This can make finding and attacking the Wizzrobe tough, but you should ignore the Summoned enemies unless they�re starting to keep you from the miniboss. -Offensive Strategy- Beating the Wizzrobe is simple; just get out your Fire Arrows and shoot it three times. The only hard part is getting locked onto it with all the other enemies out to kill you. Always keep running to hopefully avoid them, and switch targets until you can lock onto him and shot a Fire Arrow. Like I said before, completely concentrate on the Wizzrobe unless it�s becoming impossible to get to him. If you have to, quickly exterminate all his summoned minions so you can keep him from summoning any more by interrupting the process with Fire Arrows. Also, remember that after you defeat the Wizzrobe, you�ll still have to take on all its protege. After you beat the Wizzrobe, a chest appears in the middle of the room, as usual. Open it to receive the Hookshot! This useful item can latch onto certain objects and either pull them to you or you to them, depending on their relative weight. You can use it on trees, treasure chests, or even enemies. As usual, you�ll have to use your new toy to escape the room. Look to the north side of the room for a ledge with a stake on it. Use your Hookshot to hit the concentric circle target above the stake to reel yourself up to the ledge. Slam the stake down with the Skull Hammer to open the exit door. Back in the main room, you�ll have to use the Hookshot to ascend the platforms around the side. Look for a Hookshot target above each you can reel yourself up to. You should eventually reach a high ledge on the east side of the room in this way. Look across the chasm to an alcove containing a treasure chest. Glide to it with the Deku Leaf and open the chest to get the dungeon�s Compass. After you�ve plundered the pots near the chest, get onto the springboard on the ledge and look south. Compress it and spring to another ledge; you may need to use the Deku Leaf to make it. Use the Hookshot to climb more platforms, and then another springboard to reach a long ledge just below the first floor. Run along this ledge to the north side of it, then use the Hookshot on one of the targets on either side of the north alcove above you. Now that you have your new tool, it�s time to rescue Makar. Put on the Iron Boots, and while stand on one of the outer corner of the alcove, shoot the target on the forehead of the statue blocking the exit to Makar�s prison. This drags the statue down, freeing Makar! Run into his cell and open the chest to get a Joy Pendant, then leave. Jump back down to the ledge and go to its west end, using the Hookshot to reach the west alcove. Once you�re up, control Makar and have him fly to where you are. Pick him up and go through the door. SIDEQUEST: JOY PENDANT When you enter the room where Makar was kidnapped, go south to the room with the revolving screen. If the screen isn�t vertical, press the raised switch just beyond the moving blade. Then stand next to the screen and look up. On the high wall near the screen, there are two Hookshot targets. Latch onto either one to reach a room above the main one. Hit the wind switch here, then run across the screen. Use the Hookshot-Iron Boots combination to pull two stone heads off the wall (from a safe distance to avoid damage). One contains some Green Rupees, the other a Joy Pendant. You can drop back the way you can after rotating the screen, or through a cracked floor on the side with the stone heads. You�ll have to defeat a Summoning Wizzrobe in the room where Makar was kidnapped. They can summon weak enemies just like the miniboss you fought. Kill them with 4 arrows or 2 Fire Arrows, and make sure to hit it before it can summon anything. After that, control Makar and have him fly back to the highest ledge, this time Floormaster-free. Switch back to Link and get there by using your Hookshot to reach each of the trees Makar planted earlier. Once you�re both up, pick Makar up and enter the next room. There are more ledges here, with quite a few Blue Bubbles guarding them. Now that you have the Hookshot, you can shoot them with it to not only remove their flames, but also reel them towards you. Try to defeat the two nearest Blue Bubbles for now. (you�ll have to manually hit the second with the Hookshot; be sure to fire where the Bubble will be in about half a second) Then control Makar and fly to the lowest ledge. Plant a tree there, switch to Link, and Hookshot to the tree. Defeat any nearby Blue Bubbles in the same way, then have Makar fly to the next ledge and plant another tree. Repeat this process to reach the top, then pick Makar up and go through the door. You are now on the highest part of the main room. There are two switches in front of you here; set Makar on one and stand on the other. This does two things: first, the gate in front of you opens, giving you access to the main room. Also, it causes the grate above the fan down in the basement to open! Now, control Makar and have him drop down to the basement, but not under the fan just yet. Try to line up the fall to avoid Peahats. Once you�re on the ring of land above the inactive fan, look in an alcove in the west side of the basement. There are two patches of soil here; plant trees in both to activate the fan and create the mother of all updrafts! Feel free to fly into the updraft and ride it back up to the second floor, where Link is. Then switch back to Link. While the updraft is going, get out your Deku Leaf and fly to the left, to the east side of the second floor. The updraft lifts you high into the air, so move the camera to look straight down. Glide over the east alcove and drop. Open the chest here to get a Joy Pendant and refill your magic with the bushes. Then ride the updraft to the raised south alcove and go through the door. You�ll have to fight 6 Armos in here. Try to run around the room to get the Armos into a tight group. Keep your shield up and L-target an Armos at all times to avoid damage. With this herd of Armos, it�s almost impossible to pick them off by stunning them with arrows. Sidestep their charge, then hit them backs with the Master Sword as they pass. It may take some practice to get the timing down, but it�s hard to take damage this way, and you can take out several Armos at once. Once all the Armos are destroyed, a grate in the south side of the room opens. Open the chest behind it to get a Small Key, then leave. In the main room, look right and down from the ledge, to the east alcove on the first floor. Jump down when the fan isn�t blowing, and glide to the ledge when you�re almost level with it. Rotate the camera so you can see the right time to drop: when you�re just starting to pass over solid ground and at the center of the ledge. This maximizes the distance between you and the Armos Knights, keeping them from noticing you. Control Makar again and have him land right next to you. Pick Makar up and run past the Armos Knights to the next room. You�re back in the Floormaster room. Repeat what you did before carefully, and run to the east side of the room. Now that Makar is back, you can play the Wind God�s Aria with him to dissolve the stone slab. Enter the door behind it. Get ready for fun or pain in this room, depending on how skilled you are. You�ll have to fight 3 Darknuts for the Boss Key; one has a buckler. Keep moving at all times, circle around the Darknuts as you did the Armos to herd them together, and try to stay far enough away from them so only one is in range to attack you. Parry his attack; you�ll hopefully do a jumping parry and knock several helmets off. Try to slice some armor off soon after, then get out of the group of Darknuts and keep removing armor. You�re trying to remove all their helmets; once you do; it�s easy to quickly stun all 3 and get to work attacking them. It also obviously becomes easier when you kill one. Anyway, when all 3 are defeated, a grate opens and you can get the Boss Key from the chest behind. Now leave the room and head back through the Floormaster room with Makar. In the main room, have you and Makar descend to the basement as usual, one after the other. Try to do it when the fan isn�t blowing. When you both get there, wait for it to stop and jump through the opening in the grate, under the fan. You will now see the seemingly nonexistent east door from the map. If you want to get out of the lower basement, look around the edge for a square pillar and switch. While holding Makar, step on the switch to lower the pillar briefly. Quickly run onto it and let it raise you to the regular basement. Anyway, go through the east exit to the next room. You have a tough battle ahead of you in this circular room: two Stalfos and a Summoning Wizzrobe. Get out your Fire Arrows as soon as you enter, and quickly, manually hit the Wizzrobe as it appears, before it can summon anything. Don�t worry about the Stalfos; they should be too slow to reach you, and if they do, run past the to the other side of the room and finish the Wizzrobe off. Then focus on the Stalfos. Try to demolish both of them at once with a well-placed Bomb; use two Bombs with necessary. When it�s safe, L-target one head and concentrate on it until it dies. The last Stalfos is much easier. After they�re all defeated, the east exit still doesn�t open. Use the Hookshot to make your way up the ledges around the sides of the room; the highest one has a stake to whack in order to open the exit. (either that or an Iron Boots switch; I can�t remember, but you can easily trigger either) Make sure to take Makar. SIDEQUEST: TREASURE CHART 5 Notice that some of the ledges in this room have Hookshot targets, while a few have stone heads like the one Makar was imprisoned behind. Drag these heads down as you did before, preferably from another platform. Each contains a hiding Bokoblin. Defeat them by jumping to their ledges or with arrows. When all the Bokoblin are defeated (there should be 2 or 3), a chest containing Treasure Chart 5 appears in the center of the room. The next room is very long, and the second to last before the boss room. An imposing gauntlet of enemies stands before you; about 5 Shield Bokoblin and 2 Armos Knights behind them. Try to stay as far away from the Armos Knights as possible as you lure the Shield Bokoblin to the west side of the room and defeat them. You can also use arrows. After they�re all beaten. Defeat the Armos Knights. As usual, quickly back away from their short-lived charges, then toss a Bomb into their gaping mouths as they stop. Once all the enemies are beaten, play the Command Melody to switch to Makar. As Makar, run east to the circular ledge. Two horizontal whirlwinds here keep Link from cross the gap to the other side, but Makar can simply fly right over them. On the other side�s circular ledge, plant a tree in the soil. This stops the whirlwinds, but when you switch back to Link you can simply Hookshot to the tree. Keep going east from the tree and defeat the Floormaster. (inch off the ledge so you don�t jump onto it; the Iron Boots can help you do this) Use the Boomerang to slay several more Peahats after that, then grab Makar and run into the next room. This last room has three moving blades in it, and three massive whirlwinds to continually push you back to the north. You�ll have to wear the Iron Boots all the time to keep your footing, but they make you too slow to cross the path of the moving blades. The key is in the three blocks in front of you as you enter. With the Iron Boots on, push one of them forward until it gets in the way of the first moving blade. Push the block towards the blade, to completely trap it between the block and wall. Get another block and repeat this process with the faster-moving second blade. Then get the third block and push it into the gap just before the third moving blade, preferably somewhere in the middle. Now, go back to the entry door and get Makar. Set him on the south side of the block trapping the second moving blade, so that the wind pushes him towards it. Then pull the first block towards the middle of the room, and then south. This frees up the moving blade, so be careful to keep your Iron Boots on. Pull this block across the third one in the pit; switch to pushing it sometime so you don�t get hurt as you trap the third moving blade. Go back and get Makar, then walk across the block in the gap and past the trapped blade. Proceed through the doorway between the giant fans. After you get completely through, feel free to remove the Iron Boots, then go to the stone slab. Have Makar help you dissolve it as before to reach the final part of the room. This chamber contains a Warping Jar you can Bomb open, jars containing refills and lots of Rupees, and the Boss Door! When you�re ready, go through it to face the Boss of the Wind Temple. You emerge on a high ledge in the boss room. A stone platform with a Triforce emblem is below you in the center of the room, surrounded by sand. When you jump down and approach the platform, the room brightens and sand pours down around its edges. The Triforce emblem is buried under the rising sand, and a giant, ugly worm creature emerges from it! It somehow flies around the room for a while, then crashes back into the sand. This is the boss of the Wind Temple, Molgera! +-------+ |MOLGERA| +-------+ Difficulty: *** The Boss of the Wind Temple, Molgera is a giant sand worm reminiscent of Twinmold from Majora�s Mask. (luckily, there is only one worm) Like Jalhalla, it was assigned to guard the seal on the Master Sword�s power. -Defensive Strategy- Molgera begins by burrowing underneath the sand that fills your arena. He�s then rise out of the sand beneath you. You can tell where Molgera will appear because the sand over it darkens and starts to sink down. If it appears under you (as usual) run away and roll to escape. When it rises from the sand, its only attack is to eat you if you get close. Stay completely out of the sand hole except when you�re about to attack, or it will eat you, doing an entire two Hearts of damage! Molgera also sometimes rises out of the sand and somehow flies around roaring and showing off its ugliness, then tries to burrow down on top of you. The attack is easy to dodge if you keep track of Molgera. The biggest threat in this battle are the several worm larvae Molgera summons after you take away a quarter of its health. (most likely by reeling its tongue in once) These worms burrow in and out of the sand, trying to ram into you. They don�t attack often; their main purpose is to keep you from L-targeting Molgera. L-target them, drag them next to you, and attack them with your sword. Two sword hits defeats a Molgera larvae until Molgera dives under the sand and resurfaces. -Offensive Strategy- The secret to beating Molgera is much like that of Gohma, only more complicated. Like with Gohma, you have to drag its vulnerable part next to you (this time its tongue, with the Hookshot) and attack it with your sword. The only complication is that there are now extra targets to draw your fire. You�ll probably have to quickly slay a few larvae before you can target Molgera. They can drop hearts when you beat them. Stay well away from its sand hole as you do so, or you�ll turn into worm food. Molgera won�t move (I think) unless it gets a good bite out of you first. Once you can L-target it, repeatedly fire the Hookshot at Molgera�s tongue so you don�t get any closer than you have to be. Once you hit the tongue and drag it to you, attack it with your sword. You�ll have to drag its tongue to you and attack 4 times to defeat Molgera. When you defeat Molgera, it sends green blood flying everywhere and sinks into the sand. It then shoots back out and flies around in pain, but soon freezes, turns to sand, and explodes from the back to the front. As usual, it drops a Heart Container for your trouble. The sand then recedes and the Triforce platform once again comes into view. Like before, step into the blue light in the middle of it. Makar runs into the room. Like before, Link places the Master Sword in the middle of the Triforce emblem, and then conducts Makar in playing the Wind God�s Aria. Fado appears and accompanies him, then vanishes when the song is done. Link picks up the Master Sword, and it starts buzzing again. The black gem on the hilt glows yellow, and the blade shines brightly with the power to repel evil; it is now the true Master Sword! Makar says he will keep praying here, says goodbye, and wishes you luck. Link then steps into the light and returns to the surface. As he approaches the KoRL, the figurehead is talking with Gale Isle�s Merman. They seem to be saying that the Forsaken Fortress has been completely deserted ever since Valoo torched Ganondorf�s tower. Could the villain really be gone forever? The KoRL doesn�t seem to think so. He is worried about Zelda, and urges you to collect the pieces of the Triforce and return to Hyrule. +-----------------------------------+ |THINGS TO GET AFTER THE WIND TEMPLE| +-----------------------------------+ Ghost Ship Chart: Diamond Steppe Island (F1) Piece of Heart: Thorned Fairy Island (D7), Treasure Chart 5 required Treasure Chart 27: Private Oasis (E5) Treasure Chart 36: Ice Ring Isle (F5), Secret-Secret Cave i. Gathering the Triforce (Gttri) Now that you�ve restored the Master Sword, you must gather the Triforce of Courage to prove yourself to the gods and be able to reenter Hyrule. Contrary to what you might think, getting the Triforce Shards themselves isn�t very hard; they are scattered around Hyrule and found like any other sunken treasure. Getting the charts that lead you to the Triforce is the hard part. Before you even get started, you�ll want to make sure you have at least 1 Wallet Upgrade, preferably two. You�ll need a LOT of Rupees by the time you�ve finished getting the Triforce Charts, 3184 to be exact. Now, to start this much-hated gather quest, check out any postbox. When you beat the Forsaken Fortress, you should have received a letter with a postage fee of 201 Rupees, forcing you to get the first wallet upgrade. This letter is from Tingle; he has actually done something right for a change by giving you the IN-credible Chart, which shows the quadrant locations of the Triforce Charts, and later the Triforce Shards. Very convenient indeed. Also, don�t feel obligated to get the Triforce Charts in numerical order. I like to get all the ones in the E row, preferably the Ghost Ship one at Diamond Steppe Island or Bomb Island as well, in one go. Now, without further ado, let�s get to gathering! TRIFORCE CHART 1: ISLET OF STEEL This chart is pretty simple to get, but hard nonetheless. When you sail to the Islet of Steel at E2, you�ll find that it�s guarded by several Kargarocs, 4 Cannon Boats, and two wall-mounted cannons. Normally this wouldn�t stop you from sailing right in, but one Cannon Boat blocks the island�s entrance. The best way is probably to stay away from the Islet itself as you sink the two far-away Cannon Boats. Next, sail up to the Islet, but not to the entrance. Sail around to the backside and sink the Cannon Boat that circles the Islet. Then cruise around it, and destroy the remaining Cannon Boat and wall-mounted cannons as they enter your line of fire. You may also have to take some Kargarocs out, but they won�t be much of a threat to the Boomerang. Feel free to plunder the treasure orbs left by the Cannon Boats with your boomerang before entering the Islet. Inside, simply cruise up to the stone platform. You can break open the jars around the red and blue circular emblems for some refills and lots of Rupees, but then stand on the blue wind emblem. You should know what to do with the Tower of the Gods; play the Wind�s Requiem while standing on this emblem to summon an ornate treasure chest on the red plinth. This chest contains Triforce Chart 1. TRIFORCE CHART 2: PRIVATE OASIS WINDFALL ISLAND If you didn�t prepare beforehand, this Chart will take a while to get. First, for some odd reason, you must get the Picto Box from Tingle�s Cell. To do this, push a crate at the back aside and crawl into the tunnel behind it. You must navigate a claustrophobia-inducing maze to reach the Pictograph Box. In general, never turn onto passages with wooden flooring, as this returns you to the cave where you met the KoRL. Here are some more detailed instructions: right, left, straight, right, straight, right, right, straight, and to the room with the Picto Box. You�ll know you�re close if you pass through some Blue Rupees. After you have this, go to the School of Joy, at the highest part of Windfall Island. Ignore the gang of Killer Bees outside for now, and enter the school. (there�s a small chalkboard outside the door) Talk to Mrs. Marie in here, and she complains about the group of delinquent boys you just saw outside, who are making teaching a living nightmare for her. Now, leave and talk to the leader of the Killer Bees, the cap-wearing Ivan. They make an agreement with you-if you can beat them in a game of hide and seek, they�ll reform and respect Mrs. Marie. Without further ado, they all run off and hide. Obviously, the first step in this game is to find the kids. (luckily, it isn�t timed) Next, they run away and you must catch them by running into them to truly �find� them. Roll to go faster and gain an advantage, or try to chase them into a corner. The children�s locations are: Ivan, the leader, is in the tree outside the entry gate where you found Maggie�s father before he was rich. To dislodge him, roll into the tree. Jin is behind the Bomb Shop. Just remember how you got there during the pirate�s Bomb robbery. He runs into the central field when you find him. To find Jan, go through the doorway in the wall near the School of Joy, out onto the entry arch. Don�t go onto the arch; look behind a bush to the left for the thug. Jun-Roberto is behind the gravestone where Tott dances, on the long ledge on the northwest side of the island. Once you find all 4 children, you earn their respect and they give you a Piece of Heart! More importantly, you can now proceed in your quest for Triforce Chart 2. First, reenter the School of Joy. She is so happy the Killer Bees have started to listen to her, she also rewards you with a valuable Purple Rupee! Now leave the School again and talk to the Killer bees to learn that Mrs. Marie�s birthday is approaching, and she loves nothing more than Joy Pendants. You�ll probably have collected lots of these spoils from dungeons, but you may need to stock up on more, The most convenient place to do this is in the first room of Dragon Roost Cavern. Use the Grappling Hook to get two Joy Pendants from the Bokoblin, enter the next room, go back to the first, and repeat until you have 41 Joy Pendants. Then return to the School of Joy. Set your Joy Pendants to X, Y, or Z and press the corresponding button to show them to Mrs. Marie. She�s overjoyed by the sight of them, and gladly gives you a Red Rupee for one! She also mentions that she�d really appreciate 20 more Joy Pendants, for some reason. Give her just that to get the deed to her Private Cabana at E5, allowing Link to enter it and get the Triforce Chart inside. I recommend that you stick around and give her 20 more Joy Pendants to get the Hero�s Charm, a cool-looking mask that lets you see the life of any enemy you L-target! Once that�s done, set sail for the Private Oasis at E5. PRIVATE OASIS Upon landing, feel free to check out the pool, but eventually head to the wooden porch of the luxurious cabana. The door, painted with the image of a butler, seems to be able to talk to you, and steadfastly denies you entrance. Show it the Cabana Deed with X, Y, or Z to prove that you own the cabana and gain entry. Once you�re inside and finished checking out the cool stuff, look up, to the center of the pointed ceiling. There is a fancy grapple post up there, much like the one in Dragon Roost Cavern. When you swing from it, it gets pulled down and the fire in the fireplace goes out to reveal a secret cave behind it. It turns out your cabana has its own private dungeon, complete with Triforce Chart 2! I�ll provide an ASCII map in a moment, but take note of a few things. There are several gates in the dungeon that are operated by Skull Hammer stakes, and can thus only be opened from one side. Also many rats dart around the dungeon�s tunnels, so keep your Boomerang ready. Finally, at one point you must drop into an earthy cavern with two Redead. Luckily, they don�t notice you for several seconds, giving you time to quickly defeat one and stay out of the way of the other. Remember to plunder all the Rupees from the maze! PRIVATE DUNGEON FIRST FLOOR _____ / \ | LB | KEY | | L# = Ladder \ / G = Gate \ / S = Stake | | LB = Light Beam to Cabana | | H = Hole ____| | _______ R = Redead _____ | | | | T = Triforce Chart and Wind Crest | L2 | | __ | | L1 | V = Vases with Rupees | __| | || | | | C = Chest containing Orange Rupee | |_____| || |__| | | || G S S | | _________||___________ | | |__________ ____| G| | G S | | | |___ |_____ | L4 | ___| ||_______| | H | |_____ |____ | G___________ | | S |___ | L3 | | | | | | L5 T| |_______| |________| PRIVATE DUNGEON BASEMENT ___ _____ ____ | V | _____| L1 | | | | | | |_____| _| | |___| | | | | | | ___| | _|_ ________ |________| | C | | | | ___|_ | |______| | |___ | | | | ____ |L4 |___| | L3 | |______ | | |_______| |_____| | | | | ___ | | | R | |L5 | ______| | |____| | | _|_ |______| | |___| | | | | | | | | |L2 | | | | V | |___| |__________| |___| TRIFORCE CHART 3: BIRD�S PEAK ROCK This Chart is found at Bird�s Peak Rock (E7); make sure to bring several Hyoi Pears before coming. You may also want some arrow expansions. (they are found on Western and Thorned Fairy Isles) Don�t land on the side of the rocky peaks, but instead on the small island to the southeast. Once there, save your game (just in case) and get your bow out. Except for the tallest spire and the closest, every peak has a Kargaroc nesting on it. Use regular arrows to snipe them. Unless you are extremely practiced, you�ll probably need many tries to hit each. If you run out of arrows, restart and try again. Once all four of the Kargarocs are defeated, use a Hyoi Pear to control a seagull. You�ll notice that there�s a crystal switch on each peak; you must fly towards them and hit each with the seagull�s beak. While hitting the five lowest switches, be careful to stay away from the central, highest peak, which has a Kargaroc circling it. Once you�ve hit all 5 of the lowest switches, have the seagull fly back over the island where Link is and press A to climb to the same height as the final switch. Fly straight to the switch and hit it to open a barred doorway on the island near Link. Once again, if you run out of Hyoi Pears just restart. When you enter the Secret Cave behind the gate, play the Wind�s Requiem on the wind crest as usual to summon the Triforce Chart chest. TRIFORCE CHART 4: GHOST SHIP I know, the Ghost Ship isn�t an island. It�s a spooky apparition that appears only at night, at different islands depending on the phases of the moon as seen below: Crescent Moon (right side)-Five Star Isles (G7) Half Moon (right side)-Star Belt Archipelago (C7) Gibbous Moon (right side)-Greatfish Isle (D2) Full Moon-Crescent Moon Island (A2) (how ironic) Gibbous Moon (left side)-Diamond Steppe Island (F1) Half Moon (left side)-Bomb Island (E6) Crescent Moon (left side)-Spectacle Island (B3) It�s also the scary object the Mermen at those islands always seem to talk about. However, even if you manage to find the Ghost Ship (look for blue flames through your Telescope), it merely disappears when you try to sail through it. To enter the Ghost Ship, you�ll need the Ghost Ship Chart from Diamond Steppe Island (F1). Once at Diamond Steppe Island, you�ll see that it lives up to its name by consisting of several steps, each with a palm tree on it. Use the Hookshot to climb from tree to tree (for the first tree, stay as close to the lowest step as you can) and enter the Secret Cave at the top step. This cave consists of a maze filled with Warping Jars and Floormasters. You should know how to defeat them by now. For starters, enter the Warping Jar right in front of you. In the next area, a Floormaster guards a covered Warping Jar behind a wooden screen. Defeat is as you always do, then get a Boko Stick from the jar near it. Light it on one of the nearby torches, then run back to the jar and burn the covering off. Drop the Boko Stick and go through. You emerge on a high wooden ledge with a treasure chest. Open it to get a Joy Pendant and then drop from the gap in the railing next to the wall. There are two Floormasters; you only need to beat the nearest one but it helps to fight both. Once again, get a Boko Stick from the jar holding them and light it. This time you want to burn through and enter the Jar right below the ledge you dropped from. You may need to look up to refresh your memory, but remember that it�s next to the rock wall. After that, you emerge in the final Warping Jar area. Defeat the Floormaster as usual. The last Warping Jar you want is diagonally across the area from the uncovered one you�ve gone through. Be very careful when you go through it, as it shoots you out within grabbing distance of a Floormaster. QUICKLY L-target the Floormaster and stun it, then hit it with your sword. Repeat as usual to defeat it. Climb some small stairs and open the chest on the other side of a railing to get the Ghost Ship Chart. Then drop through another gap in the railing and exit through the light beam. Now, use the Ghost Ship Chart to seek out the Ghost Ship. At night, it shows the Ship�s location on your main Sea Chart. You may want to consider warping to an area where it will appear, then playing the Song of Passing until it does. Now that you have the Ghost Ship Chart, sail right into the ship to enter it. Surprisingly, the spooky interior of the Ghost Ship is much like a Submarine�s, except in disrepair. Part of the deck is missing, and a light beam shines from a hole. When you jump down into the pit, you�ll have to fight two Poes, a Stalfos, and a Summoning Wizzrobe. Avoid the Poes for now and try to focus on the Wizzrobe with Fire Arrows. Then get to the light beam and deal with the Poes. As usual, a ladder drops when all the enemies are defeated. Climb it to find the Triforce Chart chest. For once, you don�t need to play the Wind�s Requiem to get it. Be sure to break open all the jars around the chest before opening it; after you do, the Ghost Ship disappears forever and you awaken in the morning on the KoRL. TRIFORCE CHART 5: NEEDLE ROCK ISLE This Chart is easy enough to get. From the part of Needle Rock Isle with the Piece of Heart, look southwest for three Cannon Boats. One should have a different-looking armored top, and it is also gold when you get close. Sail up to the boats and sink them all. Remember, to minimize the risk of getting blasted, sail right up next to a boat (but not too close or you will blow yourself up) and blast it point-blank with three Bombs. Quickly sail to another Boat and repeat. Besides the usual treasure orbs, each Cannon Boat also leaves a light ring. When you use the Grappling Hook to pull them up (leave the treasure orbs so you can easily locate the rings), you get a Purple Rupee, an Orange Rupee, and most importantly, Triforce Chart 5. TRIFORCE CHART 6: OUTSET ISLAND The sixth Triforce Chart is found on Outset Island (G2). Specifically, it�s found in the Savage Labyrinth, a mini-dungeon filled with intense battles. It entrance is found on a high cliff just west of your grandma�s house. There are two ways to reach this cliff. The first is to glide to it from the high east mountain as you did to reach the Forest of Fairies. You need the extended magic meter for this, but if you�ve beaten the Wind Temple (and you will have if you�ve been following my walkthrough), you will already have this. You will also have the Hookshot, which opens a much easier means of entry. Stand on the rocky outcropping behind your Grandma�s house and look up to the top of the cliff. Hit the tree up there with your Hookshot to drag yourself up. Get rid of the stone head on the north side of this ledge, then fall into the secret cave. SAVAGE LABYRINTH You�ve entered the Savage Labyrinth (obviously), a massive network of secret caves filled with 51 floors of battles and treasure. You only need to get to the 31st floor to get the Triforce Chart, but if you have the Mirror Shield (which you should), you can continue to a Piece of Heart. As usual, play the Wind�s Requiem on the blue wind crest to summon the Triforce Chart chest. For more detail on beating floors, check out the Savage Labyrinth section near the end of the guide. Floor 1: Pots with Fairies and a light beam to the surface Floor 2: A heck of a lot of Keese Floor 3: 6 Miniblin Floor 4: 4 Bokoblin Floor 5: 6 Red Chuchus Floor 6: 4 Magtails Floor 7: 4 Keese, 4 Miniblin Floor 8: 4 Fire Keese, 2 Magtails Floor 9: 2 Fire Keese, 4 Bokoblin Floor 10: 2 Moblins Floor 11: Pots with Rupees and refills, and a light beam Floor 12: 6 Peahats Floor 13: 4 Green Chuchus Floor 14: 5 Boko Babas Floor 15: 4 Shield Bokoblin Floor 16: 5 Wingless Mothulas Floor 17: 3 Peahats, 3 Boko Babas Floor 18: 4 Bokoblin in pots, 4 Green Chuchus Floor 19: 3 Wingless Mothulas, 2 Bokoblin Floor 20: 2 Mothulas Floor 21: Pots with Rupees and refills, and a light beam Floor 22: 3 Wizzrobes Floor 23: 4 Armos Floor 24: 2 Armos Knights Floor 25: 6 Yellow Chuchus in pots Floor 26: 4 Red Bubbles Floor 27: 1 Darknut, 2 Bokoblin Floor 28: 1 Wizzrobe, 3 Armos Floor 29: 2 Armos Knights, 2 Red Bubbles Floor 30: 2 Darknuts Floor 31: A light beam, Rupee pots, and Triforce Chart 6 Floor 32: 6 Redead Floor 33: 5 Blue Bubbles Floor 34: 6 Dark Chuchus Floor 35: 5 Poes Floor 36: 3 Mothulas Floor 37: 3 Redead, 2 Moblins Floor 38: 5 Dark Chuchus, 1 Mothula Floor 39: 5 Poes, 2 Moblins Floor 40: 4 Blue Bubbles, 2 Stalfos Floor 41: Pots with lots of Rupees and a light beam Floor 42: An insane amount of Miniblin Floor 43: 10 Red, Green, and Yellow Chuchus Floor 44: 5 Wizzrobes Floor 45: 16 Bokoblin Floor 46: 4 Redead, 2 Stalfos Floor 47: 3 Moblins, 2 Darknuts Floor 48: 3 Wizzrobes, 2 Darknuts Floor 49: 3 Stalfos Floor 50: 4 Darknuts and fire-breathing statues Floor 51: A Piece of Heart and light beam TRIFORCE CHART 7: STONE WATCHER ISLAND Once you land on Stone Watcher Island (E3), climb some ledges to the top of the island. Use the Power Bracelets to remove the �stone watcher� over a Secret Cave entrance and go in. (you can defeat the Blue Chuchu behind it if you want) Inside the secret cave, go through the door directly ahead of you. You emerge in a large, circular chamber with six doors and six pillars. These pillars can be knocked down with the Skull Hammer for lots of Rupees and refills. The door directly across from you has an ornate Triforce emblem above it, but is locked. The other four doors all have enemies behind them. Whenever you enter a room, it seals shut. Defeat all the enemies to unseal it and light a torch above it in the central room. Going from the door just to your left clockwise, the doors contain: Four Armos: This shouldn�t be hard. L-target an Armos, and keep your shield up as you circle around the Armos to draw them into a tight group. Then just sidestep their charge and whack their jewels as they pass. As usual, if you�re having trouble doing this, stun them with arrows. Two Moblins: Simple, just quickly stun both with the Boomerang and attack them. Repeat as necessary. Three Wizzrobes: This fight is remotely challenging. Get your Fire Arrows ready to, um, fire before you enter. As soon as you do, L-target a Wizzrobe and blast him. Then L-target another Wizzrobe and hold the Fire Arrows button until you ready another one, then fire it at this Wizzrobe. You should take him out just as he�s getting ready to attack. L-target the last Wizzrobe and try to dodge or block his attack, then deal with him the same way when he appears. Five Bokoblin: You have to be kidding. This shouldn�t be hard at all; don�t even bother stunning them. Just L-target one and mash B, switching targets when the current one dies. When you light all four torches and reenter the main room, you find two Darknuts in it. This shouldn�t be too hard after your battle with three for the Wind Temple boss key. As usual, just keep moving and stay far enough away so only one can attack you. Also, the Darknuts� swords can take down the pillars in the room, so be careful not to get crushed. When you beat them all, the Triforce door unseals. Go through it to the same plinth you�ve always gotten the Triforce Charts on, with Rupees, refills, and a wind crest. Play the Wind�s Requiem on it to summon the chest with the Chart. TRIFORCE CHART 8: OVERLOOK ISLAND When you sail to Overlook Island (A7), you see that it�s a collection of tall ledges topped by palm trees. You�ll have to use the Hookshot to ascend the platforms, but you should probably take out the Cannon Boats around the island first. Then stand on the part of the main island closest to the small, round ledge with the lowest palm tree and Hookshot up to it. Repeat this process to get to the second-highest ledge, where there is a Secret Cave entrance. You�ll probably want to take out the Blue Chuchu after the second palm tree. Once you�re inside, you�ll discover that this cave is almost exactly like the one at Stone Watcher Island! The only different things are the enemies, which are tougher, and the Triforce Chart you�re getting. Once again, from your left clockwise, the enemies here are: Three Armos Knights: As usual, keep backing away from an Armos Knight, then whip out a Bomb and throw it at them when they stop and open their mouths, Avoid their death charges, and try not to get trapped between them. Two Stalfos: I�ve always hated Stalfos, and for good reason. Try to herd these fiends together much as you did the Armos, then blow them both up with a Bomb. (make sure to let it land slightly in front of them) L-target a Stalfos head, stun it with the Boomerang, and then mash B to attack it until it dies. The second Stalfos should be much easier alone. Two Summoning Wizzrobes: This fight will actually be easier than the one you had against the three Wizzrobes. As before, keep your Fire Arrows ready and blast a Wizzrobe with one as soon as you enter. Then L-target the other and hold the Fire Arrows button, releasing it as soon as you get an arrow ready. If you�re quick, you can defeat them both without them being able to summon anything. If they do, you�ll have to defeat it to leave the room. Five Shield Bokoblin in Jars: These Shield Bokoblin are all hiding in jars, waiting to jump attack you when you get close. You can easily sidestep or block this �surprise� attack, then destroy them as you usually do. This time, you must fight four Darknuts after you light all four torches. Use mostly the same tactics as before; it becomes much easier once you can remove their helmets and start stunning them. Never let yourself become trapped between several! Once you beat them all, go through the now-unsealed door and get the Triforce Chart exactly as before. RETURNING TO HYRULE At one point during your quest to get all the Triforce Charts, you probably noticed that they can�t be read by you. You�ll have to have them translated somewhere. But where? Think back to the words of *shudder* Tingle when you *shudder* freed him from his cell. He said to *shudder* come to him whenever you need help with maps. Unfortunately, you do need help with maps, so you have no choice but to *shudder* warp to *shudder* Tingle Island at C3. Be careful of the Gyorg near the island as you sail up to it. *shudder* Climb onto *shudder* Tingle Tower and *shudder* talk to *shudder* Tingle. He has apparently missed you and wants to *shudder* play something, until he smells an ancient chart on you. He knows that you can�t read it now, and offers to decipher it for you...for he ridiculous price of 398 Rupees apiece! (*shudder*) If you broke open all the Rupee jars you found near the Triforce Chart chests and in the Savage Labyrinth, you should have amassed plenty of money. If you don�t have the required amount of 3184 Rupees, either try the Savage Labyrinth or the 100- Rupee jar on Outset island (see the Tingle Tuner section) to get more. Once you decode all 8 Charts, Tingle is *shudder* kind enough to mark the locations of the Shards on your Triforce Chart. Anyway, once you have enough, start translating the Charts. Tingle *shudder* performs some of his *shudder* magic and makes it readable. Repeat this for all 8 Charts; all that remains now is to use them to find the Triforce Shards just like any other sunken treasure. In case you can�t recognize the islands by their shapes, the Triforce Charts lead you to shards in these quadrants: Triforce Chart 1: Greatfish Isle (D2) Triforce Chart 2: Gale Isle (A4) Triforce Chart 3: Stone Watcher Island (E3) (you�ll have to sink the three Cannon Boats near the island before you can have a chance to pull the Shard up) Triforce Chart 4: Outset Island (G2) Triforce Chart 5: Cliff Plateau Isles (F7) Triforce Chart 6: Southern Triangle Isle (E4) (you�ll have to defeat quite a few Seahats with the Boomerang before you can pull this Shard up; be careful not to get surrounded) Triforce Chart 7: Seven-Star Isles (A6) (you�ll have to sink some Cannon Boats and defeat some Kargarocs before pulling this Shard up) Triforce Chart 8: Two-Eye Reef (G4) (since this Shard is found inside the Reef, you�ll have to clear it out before pulling it up) Once you find all 8 Triforce Shards, they shine brightly and fuse together into the Triforce of Courage! The KoRL congratulates you and tells you to return to Hyrule quickly. Warp to the Tower of the Gods. (D5) TOWER OF THE GODS !!!IMPORTANT WARNING!!! MAKE SURE TO SAVE BEFORE ENTERING OLD HYRULE, BUT AFTER THAT, DO NOT SAVE UNTIL YOU DEFEAT THE MIGHTY DARKNUTS!!! IF YOU DIE IN THE FIGHT AND HAVE SAVED DURING IT OR AFTER DYING, YOU�LL HAVE TO FIGHT THE MIGHTY DARKNUTS WITH 3 HEARTS OR START YOUR GAME OVER!!! !!!IMPORTANT WARNING!!! Sail north into the courtyard. As you approach the spot where the warp was, the KoRL tells you to show your piece of the Triforce to the gods. Link holds up his piece and the shining warp to Hyrule opens again. Suddenly, the Triforce of Courage glows on the back of Link�s hand, just as they did on Zelda and Ganondorf! The KoRL is surprised, and says that the Triforce dwells within you now, proving that you are the true hero. The power of the gods is shining on you, making you the Hero of Winds. After the cutscene finishes, the KoRL sails back into the portal and sinks below the waves to Hyrule... i. The Final Showdown (Gnstw) HYRULE As usual, climb up the stairs and enter the walkway to Hyrule Castle. Inside, you�ll immediately see that the KoRL�s suspicions were right. The statue of the Hero of Time statue has been pushed back and smashed apart! Ganondorf has obviously found Zelda; there�s no time to waste, so enter the basement! Whew, thankfully, Zelda is standing on the Master Sword�s plinth with her back to you. Looks like there was nothing to worry about! Or is there...? As you approach her, Zelda turns around to face Link, then shines blindingly and disappears in a flash of light! Ganondorf�s voice echoes around you, asking if you really thought the castle would be safe from him. Now that you have broken the seal on his power, nowhere is truly safe. He tells you he has taken Zelda, then says you will fall into eternal slumber. Two elite, black-armored Mighty Darknuts drop from the ring of statue swords as a ring of fire surrounds the Master Sword plinth and attack! These powerful enemies are much like regular Darknuts with bucklers, but have a LOT of HP, and flowing capes protect their armor straps. The easiest way to get rid of these protective fashion statements is to blast each Darknut with a Fire Arrow; this doesn�t damage them but burns the cape off. Once their capes are gone, defeat them like normal Darknuts. You may want to consider getting a Pictograph of these hard-to-find enemies; try to do it from across the fiery enclosure. Once you slay both Mighty Darknuts, the ring of fire vanishes and you can leave the basement. Link automatically approaches the lower exit; go through it to the outside world of Hyrule. On the bridge leading from the castle, approach the shimmering barrier that you saw after getting the Master Sword. Now that the Master Sword has regained the power to repel evil, simply attack the barrier with it. It turns dark red and fully visible, and you can see that it completely surrounds the castle. Suddenly, it shatters and falls to the ground like a giant piece of glass. Now that it�s gone, you can run past it to a dirt path leading to Ganon�s Tower, which you may have seen in the distance earlier. You�ll fight three Peahats, five Red Chuchus, two Moblins, and a Darknut on the way. None of them should be very hard, and you won�t need to fight many of them at a time. Just beyond the Darknut, some of the stone path has fallen away. Luckily, Hookshot targets have been placed on the middle section and opposite ledge to let you get across. Before Hookshotting to the middle platform, use the Boomerang to lock onto and defeat two Keese hanging on the arch. Once you Hookshot to the far ledge, enter the cave in front of you. GANON�S TOWER This is it: you�re in Ganondorf�s stronghold. The entry hall is a gloomy stone room. Climb the uneven stone steps and go through the far door to the main hall. This lava-filled room is slightly similar to the ones you got Triforce Charts 7 and 8 from. If you have any experience with 3-D Zelda games you�ll remember that the final level is a combination of every other level. (well, almost every other level) This one is no different. Instead of simple battle rooms, the four side bridges guarded by Shield Bokoblin lead to condensed versions of the four main levels recognizable by their entry arches: Dragon Roost Cavern (a stone arch with dragon claws reaching around it), the Forbidden Woods (a wooden arch with a thick vine wrapped around it), the Earth Temple (a stone arch with skulls on it), and the Wind Temple. (an ornate wooden arch with oriental designs on it) The door right across from you is barred with a bone lock, with a picture of each level�s boss on a panel of it. You can do the mini-dungeons in any order, but I�ll cover them in the order you first did them. Remember, when crossing a bridge to the level entrance, stun the Shield Bokoblin and defeat it with sword thrusts. DRAGON ROOST CAVERN MINI-DUNGEON In my opinion, this dungeon is the hardest, but it still shouldn�t be too difficult. Anyway, the main part of the room is filled with lava, with some spikey Grappling arches above and some hardened lava platforms below. Now, for the easiest way to get past it, sent by JoyfulDayz: simply jump from the ledge you start on to the opposite end and get the Deku Leaf out. Avoid the lava geysers as you float towards the other side of the molten pit. Move the camera directly above you with the C-stick and drop onto the last hardened lava platform, just below the final Grapple post and surrounded by periodically erupting lava geysers. You may need to use the Telescope to look for it beforehand. Anyway, once you get to the platform, quickly look up with the Grappling Hook (the platforms may melt after a while like in Fire Mountain, but I�m not sure) and Grapple onto the post above and in front of you. Once again climb up onto it and then use the Deku Leaf to reach the far ledge. Activate it as soon as you jump to get the height you need. Once you reach the ledge, slay the two Red Bubbles. You�ll find a replica of Gohma�s boss door, but like the rest of the far end of the room it seems to be in black and white... Go through the door to meet... Good lord; you�ve reentered 30s Movie Land! And black-and-white Gohma is staring you in the face! That�s right, you�ll have to re-defeat Gohma to finish the mini-dungeon. This fight should be extremely easy; not only do you have much more health than last time and the Master Sword, you should also be able to remember how to beat the fiend. If not, check out the boss section or the end of the Dragon Roost Island/Cavern section for an in-depth guide. One other thing: all your items have kindly been unequipped and you only have the dungeon items (or rather, item) you had when first fighting Gohma. Luckily, the Grappling Hook is all you will need. When you strike the final blow on Gohma, the black-and-white arena dissolves and Link finds himself standing on the glowing plinth back in the main room. On the bone-barred door, a symbol representing Gohma glows. GANON�S TOWER You can smash the skulls around the edge of the central platform for refills before heading to the Forbidden Woods mini-dungeon, the same way as before. FORBIDDEN WOODS MINI-DUNGEON The Forbidden Woods� room is a giant cavern mainly composed of a bottomless pit. The only means of crossing it are the Deku Leaf, and some cable cars and moving vine platforms. For starters, look to the left and blow some wind at the switch to move the cable car to you. Jump onto it. Since there is only one switch for this cable car, blow wind back towards the entry door to move the right way. Once you get as far as you can, turn around and use the Deku Leaf to glide a short ways to the moving vine platform when it�s raised. Then when it lowers, look next to a giant tree trunk for another wind switch. Blow wind on it, and you should be able to glide to another approaching cable car after the vine platform raises. Blow air back towards the entry door again to move in the right direction, towards the boss door. Jump onto another moving platform at the end, then another when it raises. From the raised position of this platform, use the Deku Leaf to glide to the ending ledge. Be careful to avoid the Peahats, or shoot them with arrows ahead of time. You can break the pinecones here open for refills before entering the black-and-white boss door. You guessed it: you have to fight Kalle Demos again, in black and white. As with Gohma, you only have the dungeon items from when you first fought it, but you also have the Master Sword and more hearts, which should make the battle easier. If you can�t remember how to beat Kalle Demos, refer to its guide in the Forbidden Woods walkthrough or enemy guide. Consider hitting Kalle Demos with a Hurricane Spin when you cut all its vines. When Link defeats Kalle Demos, you are transported back to the main room and a Kalle Demos symbol on the door glows. GANON�S TOWER After using the skulls for refills, enter the Earth Temple door. EARTH TEMPLE MINI-DUNGEON This room is a very long corridor lined by coffins and containing several panel stairs operated by continuous pressure switches. First, roll past the first line of coffins to open them. Keep up your timing with A to keep rolling, or you�ll get crushed! After that, turn around and clear out the two Red Bubbles and two Redead. They are far enough apart that you won�t have to fight more than one at a time. After that, you can go up the stairs to the next level of the corridor. There is a continuous pressure switch on one side of you, and a light beam on the other. By rolling past the coffins, you can reveal some Poes and Dark Chuchus. Normally, you�re supposed to defeat all but one Dark Chuchu and the Poes, then petrify the remaining one, set it on the switch, and race to the far stairs before it unfreezes. However, there is an easier way, sent by the brilliant and observant Brolly98. Defeat all the enemies and run back to the entry door. On either side of it is a jar. Be careful not to smash it! Pick the jar up and carry it back to the switch-you now have as much time as you want to get to the stairs. In the third area, the light beam is on the opposite side of the corridor as the switch, but you can still bring a jar from the entrance area to it to get as much time as you want. Once again, roll through the coffins quickly. You�ll encounter more Dark Chuchus and a Stalfos right before the finals stairs, but there�s no need to fight them. Just run past the Stalfos and go through the black-and-white door. You should know what coming next: you have to fight black-and-white Jalhalla. Since you had almost the same number of hearts and the Master Sword, this fight won�t be much different than last time. Do what you did before to beat Jalhalla again. When you pick off the last Poe, you�re transported to the main room again and the Jalhalla symbol on the door lights up. GANON�S TOWER Use the skulls for refills again and enter the Wind Temple door. WIND TEMPLE MINI-DUNGEON You�ll have to do several things in this room. First, get your Fire Arrows ready to destroy the Wizzrobe that teleports around. L-target it when it gets close or manually hit it if you want. When the Wizzrobe is taken care of, get onto the springboard on the beginning ledge and use the Iron Boots to spring into the air. Activate the Deku Leaf and fly ahead around the metal pillar. There are two downdrafts up ahead, but you can fly through the narrow gap between them. You may also be able to squeeze between one of the downdrafts and a wall, but I�ve never tried it. After you�ve done that, land on a grassy area with a moving blade. Two Shield Bokoblin are waiting to ambush you in some jars ahead, so after you�ve passed the blade, keep your shield and guard up. Defeat both of them and get refills from the pots, then stand in the middle of the lowered area. Look up to the walls on either side of the high ledge in front of you for a Hookshot target. Use the Hookshot (what else?) to get up to the ledge and proceed through the door. Thankfully, this is your last time in 30s Movie Land. You�ll have to fight black-and-white Molgera this time. This fight should go almost exactly as your last one, (except the better music, in my opinion) and you should be able to remember how. Defeat Molgera to return to the center of the main room one last time. GANON�S TOWER As the last boss symbol lights up, an evil red face appears on the door and the dark stone part crumbles into dust. The bone crossbars then explode, revealing an empty doorway. Refill with the skulls and go through it. You are now at the foot of a long stairway. The only enemies on it are five Miniblin. Defeat them as you climb the stairs to the next room. Whoa, spooky new music! The large far door in this room has an evil looking face with giant tusks (Ganon, maybe?), so you can only take the two side doors. Go through the right-hand door first. In this room, there is a ledge surrounding a seemingly bottomless pit in the center of the room with four torches above you. Pay close attention to the order the torches light themselves. If you forgot, it goes like this. 4 1 2 3 As you leave the room, the KoRL contacts you through the Pirate�s Charm and reminds you to remember the importance of the torches. As if you already weren�t. Reenter the previous room and go through the doorway right across from you. In this, there are four crystal switches corresponding to the torches you saw above a pool of water. The camera reminds you to the order AGAIN. Now, whip out your Boomerang and target the switches in the same order the torches lighted, or according to the diagram above. Release the Boomerang to hit them in that order. This makes a dark purple portal similar to the one at the Tower of the Gods appear on the water, and the KoRL cruises out of the darkness. He says that this is the portal Ganondorf used to gain access to the world above. If you have anything else you want to take care of, you can use the portal to warp to the Forsaken Fortress. When you�re done with that, return to the central room and to the room with the torches. It may look like there�s nothing left to do in this room, but there is. The pit here may look like any other bottomless pit, but don�t be fooled and jump into it. You emerge in a large, circular room deep under the Tower. It�s part of a fiendish labyrinth filled with enemies, and it isn�t the Savage Labyrinth! In the first room, you will have to fight Phantom Ganon again! However, he has gained several new attacks. First, he will often charge a ball of red, black, and white energy above his head and split it into many smaller homing balls as he fires it at you. Luckily, this cool-looking attack is easy to dodge is you stay L-targeted and perform some defensive acrobatics. He can also summon copies of himself and surround you to perform a group sword attack. Quickly run between two of them to escape damage. Also, be aware that after he does the attack, the clones disappear a fraction of a second before the real Phantom Ganon, giving you a little time to attack him. It�s best to wait for his regular energy ball. You�ll be fighting Phantom Ganon like this throughout the maze, but luckily he only takes two Master Sword hits to defeat this time. TWO-TIME PICTOGRAPH ALERT! If you didn�t get Phantom Ganon�s Pictograph in the Forsaken Fortress, this is your last chance! After you defeat Phantom Ganon, pay attention to his sword. It falls into the ground blade-first, then falls so that the hilt points to the right door to take. Don�t move the sword or you�ll get lost! After taking the right door, you�ll hear the traditional Zelda discovery noise as you enter the next room. If you take a wrong turn, you�ll have to start the maze over. Anyway, if the labyrinth was randomly generated, you would have to keep repeating the process of fighting Phantom Ganon to find the right way through the maze. Luckily, this isn�t necessary. After you enter the next room, take these turns to reach the final room: left, straight, left, right, straight. When you get to the foggy final room, the doors should seal with viney bars. You�ll have to battle Phantom Ganon again one last time. Do the same thing as before to unseal the doors and summon an ornate chest in the middle of the room. Open it to get your ultimate weapon against Ganondorf and his forces: the Light Arrows! Switch to these legendary weapons like Fire and Ice Arrows. They take more magic than the previous varieties, but they have the power to damage Ganondorf and his creations. More importantly, they have the power to destroy any normal enemy instantly in a flash of light! Anything from a Stalfos to a Redead to a fully armored Mighty Darknut falls instantly to a Light Arrow, making tough battles like those in the Savage Labyrinth and Shark Island easier. Now, leave the room through any door (hopefully not the one you entered through) to get back to the main room at the top of the stairs. If you take the right turn, keep guessing randomly. Back in this room, Phantom Ganon appears yet again! However, now that you have the Light Arrows, you can exorcise him permanently. Make sure you have his figurine first! Anyway, L-target Phantom Ganon and shoot him with a Light Arrow. Thousands of rays of light shine from him as he turns white, then fades into nothingness. Pick up his left-behind sword and use it to attack the brick wall with Ganon�s face on it. The door shines blindingly just like Phantom Ganon, then crumbles. Go through the now-empty doorway. You emerge on, surprise, more stairs! These stairs are incredibly long, with three landings containing a Moblin, a Darknut, and two Moblins, in order. Defeat them as you ascend the stairs. You need to fight two more Mighty Darknuts at the very top of the stairs, near a red door barred with a wooden beam. If you didn�t get a Pictograph of the Mighty Darknuts last time, consider doing it now. The only other place to get one is the labyrinth. Anyway, defeat these Mighty Darknuts exactly as you did before. It may have just been my imagination, but their capes seem to be tougher and will take several Fire Arrows to burn away. After these final enemies are defeated, the giant door unbars. Go through it to the final room. This room is extremely tall and round, covered by a shallow layer of water. In the raised center is a bed covered by a long curtain. Between the somehow blowing curtains, Link sees Princess Zelda sleeping in the bed! To the right of her, a dark shape rises; it�s Ganondorf. He doesn�t fight you, but instead tells you not to be hasty and says he can read Zelda�s dreams. She�s dreaming of oceans, oceans, oceans, and oceans as far as the eye can see. They are too vast to swim across, and yield no fish to catch. This should sound a lot like the Great Sea to anyone who�s spent enough time sailing them. He laughs at the King of Hyrule�s story of the final hours of Hyrule. He mocks the scattered survivors of the flood, scattered across the Great Sea like �fallen leaves on a forgotten pool.� What a great simile... He asks why you can�t see that the gods of Hyrule destroyed their people! He says he�s been waiting for you: the Hero of Winds, and tells you not to betray his expectations. Before your eyes, Ganondorf grotesquely morphs into a massive puppet monster! ONE-TIME PICTOGRAPH ALERT! As anticlimactic as it is, you�ll have to get Puppet Ganon�s Pictograph now or never. Try to run to the opposite side of the room as the monstrosity and get a shot of its whole body. Then save, quit, and exit to the Great Sea through the dark portal. +------------+ |PUPPET GANON| +------------+ As you confront Ganondorf for the final time at the top of Ganon�s Tower, he morphs into a gargantuan puppet! You�ll have to defeat all three of Puppet Ganon�s forms to continue on to your final showdown. One other thing to remember: take Puppet Ganon�s Pictograph! If you take one of his first form, you�ll have to be at the other side of the room to get his entire body. After you get one, return to the Nintendo Gallery as you did with Wizzrobe. FIRST FORM-THE MOBLIN Difficulty: *** Puppet Ganon�s first form resembles a Moblin, only about 100 times bigger. In difficulty, he�s the middle of the three forms; you shouldn�t have too much trouble with it. -Defensive Strategy- The first form�s only attack is a long-reaching punch. The attack is very easy to roll away from if you see it coming, but that can be hard to do when you�re attacking it. Luckily, Puppet Ganon can�t damage you by touching you. He can also summon Keese to fight you, but they are easily dispatched with the Boomerang or the Master Sword, if the �Rang�s busy. The Keese also drop refills sometimes. -Offensive Strategy- To damage any of Puppet Ganon�s three forms, you have to shoot the blue orb on its tail with a Light Arrow. Your battle against the Moblin form is much like your fight with Kalle Demos. You have to use your Boomerang to cut the strings Puppet Ganon is hanging from. Puppet Ganon doesn�t have as many strings as Kalle Demos had vines, but each string takes two Boomerang hits to cut. Remember, the red string supporting Puppet Ganon�s back can�t be cut, or locked onto. Also, likes Kalle Demos, Puppet Ganon�s strings come back if you take too long to cut them. Cutting the strings supporting Puppet Ganon�s head or legs does nothing except make him go limp. If you cut the strings holding his arms, he can�t punch you. The string you really want to cut, however, is the one supporting his tail. As you cut the others, Puppet Ganon�s blue-orbed tail starts twitching around faster and faster, making it impossible to hit. (you can�t lock onto his tail in any form, only his head or body) Once his tail string is cut, he hangs completely limp. Quickly run around to the back and shoot his tail orb with a Light Arrow before he retracts and reties some of his strings. Either way, he is raised up to the ceiling and comes back down as good as new. Repeat this process twice more; three Light Arrows to his tail defeats this form. SECOND FORM-THE TARANTULA Difficulty: *-*** After you defeat the first form of Puppet Ganon, it collapses to the floor and darkens. The battle appears to be won, but the monster is raised to the ceiling and morphs into the next form: a giant spider! Luckily, Puppet Ganon�s second form is very easy. He takes the form of a huge tarantula now, but don�t worry; this battle won�t last long. -Defensive Strategy- The tarantula�s main attack is to lower itself down onto you. You should be able to avoid the attack by running to the side of the arena. Soon after lowering, he�ll retract the red thread and raises himself back to the ceiling. (you never got to say goodbye!) He leaves some Keese behind to keep you busy as he prepares to lower again. -Offensive Strategy- It seems impossible to hit the tarantula�s tail in the short time it lowers, but there�s a way. Use the C-stick to zoom the camera out as far as it will go. You can now see Puppet Ganon, reflected in the water! After it finishes spinning and is about to lower, quickly run so that the orb will be next to you when it lowers. Get out your Light Arrows, and shoot the tail orb. The only trouble you might have is getting out from under the Tarantula�s massive form in time, but this shouldn�t stop you. It couldn�t be simpler; this form won�t last long against you. THIRD FORM-THE SNAKE Difficulty: **-***** After you defeat the spider, it once again raises to the ceiling and morphs to the boss�s final form. Making up for the easiness of the previous form, Puppet Ganon�s snake form is almost every sane Zelda player�s least favorite boss. (though they may not stay that way for long when trying to beat him) -Defensive Strategy- The snake form thunders around the arena quickly and unpredictably, dropping Morths as it goes. (like with the earlier Keese, these Morths drop refills) Run, roll, and jump away from the snake as fast as you can to hopefully avoid its rampage. It mainly starts by going to one side of the room, then turning around and in on itself to utterly clobber anything near it. It�s hard to escape this torturous battle without taking heavy damage, but try to avoid its attacks anyway. -Offensive Strategy- Hitting the orb on the snake�s tail is tough, as it almost never pauses. Hitting the beast�s head with the Master Sword, a Light Arrow, or a Bomb temporarily stuns it, but you�ll still have an extremely tough time hitting its tail before Puppet Ganon starts moving again. A slightly less risky strategy is to keep your distance locked onto Puppet Ganon, keep a light arrow ready, and shoot as the tail passes in front of you, hoping for the best. In my opinion, though, you don�t need to L-target. Instead, stand in one place and get ready to fire a Light Arrow. Keep in mind that wherever the Snake�s head goes, its tail must follow. If the snake�s head passes by your line of fire, you can be sure its tail will, too. If you have good enough timing and practice, you can hit the tail orb as it passes by with ease. I beat the snake easily and quickly with this method, so I highly recommend it to anyone who wants to escape this fight with little damage. It may still take some timing and several tries to hit the tail, and try to do it from as close to the snake as possible. Lastly, note the wooden platforms around the room. If Puppet Ganon ignores you for a few seconds, you can Hookshot to the side of one of these platforms and climb up. You�ll be safe from the snake here, but it�s also extremely hard to snipe the tail with Light Arrows. Lobbing Bombs down at him from above can stun him and give you a tiny amount of time. (Switch to and prepare a Light Arrow immediately after throwing a Bomb so you can shoot quickly if it hits his head) Either way, this battle is mostly luck and timing; it�s one of the hardest in the game. (of course, this isn�t saying much) If you have to, now is a good time to use the Potion glitch. (check out the Tips and Secrets section) After you hit the snake�s tail for the third time, it once again darkens and retracts to the ceiling, spinning rapidly. It then explodes in a huge purple blast, and its red supporting string falls limp. You�ve won! Or have you...? Ganondorf�s voice comes from high above you, on the rafters of the room. He is carrying Zelda, and challenges you to follow and face him as he disappears. To follow him, take the only way up: Puppet Ganon�s red string. Get onto the central plinth where Zelda�s bed was, then jump to the red string. Hold R and climb it like any other rope, until you reach the wooden beam it was hanging from in the rafters. Then look up to the next level of rafters, for another wooden beam you can Grapple onto. Do just this, then climb up your rope to keep ascending. On the next level, you can break the small pots for some much-needed refills. Now, look up and Grapple onto another beam to climb to the top level. There are some more refill jars and Morths on the top level, surrounding a Warping Jar you can Bomb open. It leads back down to the floor of the room; a handy shortcut. After you�re ready, look around the walls for a wooden ledge and blue doorway. Carefully walk out to the rafters between the center platform and the ledge and get out your Hookshot. Fire it at the target on the ceiling of the wooden ledge, to get up on top of it. Prepare yourself, then go through the doorway to the top of Ganon�s Tower. Link is ready for anything as he faces Ganondorf down on top of the tower...except a speech! Ganondorf doesn�t fight him, but stands over an unconscious Zelda and lectures Link about the deadly winds of his homeland, Gerudo. By day the harsh wind burned the land, and at night a frigid wind chilled it. He coveted the wind of Hyrule. He starts talking to himself, saying it was only his fate that he would gather all three holders of the Triforce to summon the power to grant anything he desires. He has already stolen the Triforce of Wisdom from Zelda, and he has always possessed the Triforce of Power. All he needs now is Link�s Triforce of Courage! NOW Ganondorf attacks Link! He rushes up to him and punches the stuffing out of Link in a few blows, sending the Master Sword flying from his hands to lodge itself inches from Zelda�s head. He reassures Link that he won�t kill him; he only needs the Triforce of Courage. He lifts Link into the air with one arm, as Link�s hand glows brightly with his Triforce. Zelda�s Triforce also glows, and Ganondorf raises his hand up as well. The three pieces fly from them and combine into the legendary Triforce! Ganondorf extends his arm and calls the gods to hear his wish. He tells the gods to expose Hyrule to the sun once again, and give it to him! As he reaches towards the Triforce to make his terrible wish a reality, Ganondorf sees a red-sleeved hand already touching the Triforce; it�s the King of Hyrule! He makes his own wish: he asks the gods to give you and Zelda hope for the future, and to wash away the land of Hyrule forever. The Triforce glows brightly and the King tells Ganondorf to drown with Hyrule. The Triforce splits apart and flies up into the sky-er, sea. As water from above pours down all around him in a torrential downpour, all Ganondorf can do is laugh more maniacally than ever, mocking your �future.� Zelda appears next to Link carrying the Master Sword, and apologizes for �oversleeping.� She says it�s time to leave this place and return to the world above. With his back to you, Ganondorf decides to show you just what�s in your future. Drawing two samurai swords, he turns around and attacks! +---------+ |GANONDORF| +---------+ Difficulty: **** This is it: the final battle with the Great King of Evil. Rather than using magic like in Ocarina of Time, Ganondorf battles you with his two deadly swords. As the battle begins, Zelda helps herself to your Hero�s Bow and Light Arrows to cover you as you duel Ganondorf with the Master Sword. -Defensive Strategy- Since Ganondorf assaults you with his sword, simply L-targeting him and keeping your shield out protects you from most of his skillful attacks. (excepting a low kick) Unfortunately, you can�t do any damage to him this way. Constantly backing and jumping away from Ganondorf is the best way to avoid damage. -Offensive Strategy- If you try to attack Ganondorf, he blocks your attack and counters it. (you didn�t expect to get away with actually doing something, did you?) The only way to do any damage to Ganondorf to parry his sword attacks. Unfortunately, for some reason only the final attack in his combo can be parried. Try to back away from Ganondorf and/or sidestep to stay out of his reach, then quickly parry the final attack. (it doesn�t matter if it misses you) After you parry Ganondorf�s attack, he�ll be stunned, allowing you to unload a beating on him. Also, Zelda has taken your Hero�s Bow and Light Arrows for this fight. She circles around you and Ganondorf, trying to shoot him with Light Arrows. If he�s simply moving around or attacking, he�ll backflip across the arena to nimbly dodge the Light Arrow. If she hits him while he�s laughing in conclusion of an attack, however, he�ll be stunned as if you parried his attack, and you can hit him the same way. In rare cases, Zelda may miss and hit you, but this almost never happens. You shouldn�t depend on Zelda�s sporadic support to win, though. When Zelda blasts Ganondorf for the second or third time, he gets annoyed by her help and backhands her! You won�t be able to rely on her Light Arrows at all now, and Ganondorf�s attacks get slightly faster. Keep up your strategy, parrying his attacks and hitting him with your sword until this phase ends. Eventually, Zelda wakes up. Ganondorf gets even more skilled now, blocking your parries and her Light Arrows. Approach and talk to Zelda and she tells you she has a plan. She�ll reflect a Light Arrow off you Mirror Shield to take Ganondorf by surprise, letting you attack him again. Quickly shuffle across the wet arena so that you�re locked onto Ganondorf, with Zelda close to either side of him. Remember, she�s aiming at you, so keep your shield up or you�ll get hit! If you have your shield up, you�ll reflect the Light Arrow like any other light, directly at Ganondorf. When you successfully reflect the Light Arrow at Ganondorf to stun him, run towards him. He attacks you one last time; press A to parry this attack. Link rolls to the side, then with a mighty yell plunges the Master Sword into Ganondorf�s head! He utters his final words: �Ughnn... Heh Heh... The wind... It is blowing...� He then turns to stone with the Master Sword still stuck in his forehead. The King of Hyrule then speaks to you. He has always regretted the past, constantly dwelling on his old kingdom just like Ganondorf. He asks you and Zelda to live with hope for the future, and apologizes for leaving only the Great Sea for you. Zelda thinks for a moment and gets an idea. She asks the King to come with them in finding the land that will be the next Hyrule. He merely smiles, and says that the land won�t be Hyrule; it will be your land! After this, the King�s wish to drown Hyrule becomes complete and water completely engulfs the top of the tower. Bizarrely, Link and Zelda find themselves in air suits, protecting them from the torrent. (the King, being an apparition, can live without one) Zelda floats upward, but Link reaches out to the King of Hyrule�s hand. He reaches to Link for a moment, but then draws his hand back, leaving Link to float up with Zelda. The King of Hyrule slowly fades from view as Link floats to the surface... Link surfaces with Zelda, now transformed back into Tetra. Komali flies down next to them, and they see the pirate ship looming behind them! All the pirates are waving, along with Aryll in the crow�s nest! They both wave as Medli and Makar emerge from the hold, their missions complete. The �bubbly� credits roll. About five and a half minutes later, the credits fade out and you cut to a view of Outset Island. The pirate ship and the KoRL, now empty-eyed reflecting the status of the King, as sitting on either side of the dock. All the Island�s inhabitants are standing on the shore, watching Link and Tetra�s departure for the next land. A gust of wind catches the sails; it�s time to set off. Aryll runs to the end of the dock to wave as both ships begin their next journey. Congratulations: you�ve beaten The Legend of Zelda: the Wind Waker! (see the Fun and Useful Tricks section for information of starting the second quest) T H E E N D ------------------------------------------------------------------------------- 5. Game Controls (Gmeco) If you�re just starting to play, you�ve come to the right place; the basic game controls are explained here. -ON LAND- >Movement: To make Link walk or run, use the control stick, of course! The farther from the center you hold it, the faster Link moves. >Jumping: There is no jump button; if you run off a ledge Link will jump automatically. >Crouching/Crawling: Hold R with nothing out to crush. Move the control stick around while holding R to crawl around. Link can sneak up on pigs and enter crawlspaces when crawling. >Sidling: Hold A while facing a wall to sidle along it. When sidling, Link can move over narrow ledges. Just be careful not to get hit while sidling or you�ll fall. >Hanging from Ledges: If you don�t completely make a jump or walk off a ledge, Link will grab onto the ledge you�re trying to reach and hang from it. Move the control stick back towards the ledge to climb back up, or move it left or right to make your way along the ledge. You can navigate narrow ledges this way as well as with sidling. >Climbing: While facing a ladder or vine directly, press the control stick up to climb it. Move it up or down to climb up or down, or left and right to move sideways on vine. Press A to drop off, but only if you�re sure you�ll land on something. >Lifting Items: While facing a small item, (like a pot, skull, or rock) press A to hoist it above your head. Press R to set it back down, or A to throw and break it. Link can�t lift some heavier items (like giant rocks or large pigs) until he gets the Power Bracelets. >Moving Large Objects: Link can push and pull large creates or blocks by pressing R when standing up next to them. Move the control stick away or towards the object to push or pull it. Note that most items are set into grooves and can�t move everywhere. >Swinging: If Link jumps toward a hanging rope, (or makes one with the Grappling Hook) he�ll automatically grab on and start swinging in the direction he jumped. Press A while swinging to release the rope and jump off. Only release it while you�re moving, or you'll just fall off. To stop swinging, hold R. To start again, move the control stick back and forth. While stopped, keep holding R and move the control stick left or right to change the direction Link will swing. Move it up and down to climb up the rope or slide down. >The A Button...: ...is the most versatile tool you�ll have! The words over it change depending on your situation to show what you can do with it. You can speak to people, read signs, or examine other objects with A. >Controlling the Camera: Move the C-stick around to move the camera accordingly. It�s useful for zooming out or in, or viewing things from another angle. To return the camera to normal, press L. While in normal mode, press C- up to go into first-person mode and see through Link�s eyes. >Acrobatics: When running, or L-targeting with your sword put away, press A to perform a somersault. You can use it to move faster, or knock objects or enemies down. While L-targeting an enemy, hold left or right and hit A to sidestep, perfect for dodging line attacks. Hold back and hit A to backflip, putting some distance between you and the enemy. >Put Away: While standing still, just press A to put away any items you may have out. >View Map: Press up on the D-pad almost anytime to view a map. In the overworld, you�ll look at the sea chart; in dungeons, it�s the dungeon map. -COMBAT- >L-Target Enemies: When you�re facing an enemy, a yellow cursor usually appears over it. Hit (or hold) L to �lock on� to the targeted enemy, making it much easier to fight! When L-targeting an enemy, the camera automatically moves to an over-the-shoulder view so you can always see the enemy. This makes it much easier to hit them; when using weapons you normally have to aim (like the Hero�s Bow or Boomerang) Link will aim for you, automatically hitting the enemy! Also, Link strafes in a circle instead of moving normally when L- targeting. It�s a good idea to practice quickly switching targets, especially when you�re in the middle of a combo. >Horizontal Slice: With your sword drawn, hit B (while pressing nothing else) to use a horizontal slice. It can hit several enemies at once and is great for clearing out Miniblin. You can also use it by holding left or right and pressing B while L-targeted. >Vertical Slice: While L-targeting an enemy, press B for a vertical slice. Press it rapidly to do a combo attack. >Thrust: While holding forward (L-targeted or not) press B to thrust your sword. Keep hitting it to do a rapid combo. >Spin Attack: Hold B briefly and release or circle the control stick around and press it to do a spin attack, hitting all sides at once. If you hold B longer, you�ll use a more powerful attack at the expense of magic power. If you give 10 Knight�s Crests to Orca, he�ll teaching the Hurricane Spin, which sends you spinning around at ridiculous speeds for several seconds. >Jump Attack: While holding L with your sword out, press A to do a jump attack. Along with adding distance and force to your attack, jump attacks deal double damage. Use them often against unguarded enemies. >Parry: If an L-targeted enemy is about to attack, an audio cue will be heard and the A button will change to a �splat� icon. If you hit A while it�s like this, Link will execute a rolling or jumping parry, dodging the attack and striking the foe from behind or above. Parries are hard to execute, but are extremely useful when done right. They are also the only easy way to defeat Darknuts. >Use Enemy Weapons: Some enemies drop their weapons when defeated. Use A to pick one up, then B to attack with it or A to throw it. Because of their slow speed, your sword is recommended for combat. >Shield: Hold R with an item out to raise your shield. With his shield up, Link is protected from most attacks, except a few more unusual or powerful ones. (most boss�s attack can�t be shielded against) Link can still move around if he shields while L-targeted, but if you aren�t targeted, Link will crouch and shield. Move the control stick to adjust your shield around. This is an essential skill when reflecting light. -AT SEA- >Swimming: In water, simply move the control stick to swim. Try to move along a low platform to get onto land. Beware of the water in the lower-right corner; it shows your air. As it lower, Link sinks and starts coughing. If it runs out, you�ll reappear on dry land with one less heart. >Get In/Out of Boat: To get into the King of Red Lions, either jump and land on him or press A when swimming alongside him. Press A when standing still to get out. >Talk with Boat: Talk to the King�s head just like you would talk to anyone else to get a hint as to where to go next. >Jumping: When you�re moving fast with your sail out, press R to make your boat hop. Not only does it look very weird, if you hold left or right as you jump, you�ll make a sharp turn upon landing. >Cruising: With your sail down, hold R to cruise. You move slower, but you have much more control. It�s good for short trips or moving on top of treasure. >D-Pad Controls: While at sea, press R on the D-pad to display a clock. It displays a dial with sun and moon halves, and they rotate to reflect the time of day. In areas where the time doesn't change, the dial becomes a solid sun or moon. Press D-left to hide it. Pressing D-up displays your sea chart. ------------------------------------------------------------------------------- 6. Objects (Objct) -ON LAND- >Grass, Bushes, and Trees: They can all be sliced down to clear paths or test your swordplay. Bushes occasionally yield items when cut down. >Holes: These octagonal pits lead to secret caves. Link won�t try to jump over one of them; entry is simple. >Postboxes: They can hold or accept mail from you or others. Set a letter to X, Y, or Z and use it on the Postbox to send it. If a Postbox has a letter for you, it will somehow wiggle and bounce around. To send letters, you�ll have to pay postage that increases with your distance from Dragon Roost Island. >Signs: They contain not-so-important information for you to read. Their main purpose is to be sliced up with your sword, however. >Stone Heads: These large stone heads are found in only a few places around the Great Sea. You�ll need the Power Bracelets to lift and break them. >Treasure Chests: These ubiquitous chests contain Rupees, spoils, or greater treasure. Just press A in front of one to open it. There are 4 kinds of chests. The first level is made of light brown wood and contains small amounts of Rupees or spoils. Dark brown chests contain large amounts of Rupees, Charts, or other rare treasures. Ornate red and gold, spiked chests contain key items or Pieces of Heart. Finally, boxy sea chests are found in shining spots; there�s no telling what they�ll hold. >Trees: There are several varieties of trees, and they serve little more purpose than background objects. They sometimes contain objects; roll into them or give them a Skull Hammer whack to dislodge them. Trees can also sometimes serve as Hookshot targets. -IN DUNGEONS- >Baba Buds: Appearing similar to Boko Baba buds only more purple, they are essential elements of the Forbidden Woods. When you approach one, Link jumps in. After digesting him for several seconds, the buds spit him out high into the air. If you hold a direction on the control stick, Link will fly out in the corresponding direction; if not, he�ll fall back in. Once you�re shot out of a bud, either try to get into another one or use the Deku Leaf to float to the next. The buds also restore some of your magic power ever time you enter one. >Boko Sticks: Actually enemy weapons, Boko Sticks are found in Pots or carried by some Bokoblin. They can be wielded like any other enemy weapon, and can also be lit to set fire to objects. >Bomb Flowers: Predominantly found in the Dragon Roost Cavern, these are basically living Bombs. Pick one up, throw it, and set it down like any other item. It works just like a Bomb when picked, so get rid of it quickly. Bomb flowers regrow after a while, making them an excellent source of explosives. >Blocks/Crates: They can be push or pulled around to create new platforms or trigger switches. >Cracked Tiles/Rocks: These can be blown up by bombs to reveal new passages or other items. Cracked tiles can also be broken by being stepped on with the Iron Boots. >Deku Nuts: Found all over the Forbidden Woods, as well as several other places. They can be picked up and thrown like pots, but don�t break. They are used to solve puzzles, and deteriorate about 40 seconds after being picked. >Eye Switches: Found in the Tower of the Gods, these diamond-shaped plaques trigger various effects when shot with the Hero�s Bow. >Gondolas: Found in the Forbidden Woods, these platforms are supported by a cable and run along it with wheels. To move the gondola, hit a nearby wind switch. There are at least two wind switches to move each gondola. >Grappling Posts: These recognizable poles are found almost everywhere. They can obviously be grappled onto. >Lava: It can be found mainly in Dragon Roost Cavern, but also a few other places, namely Fire Mountain. Be careful not to fall in, or you�ll lose a quarter of a Heart and reappear at the room�s entrance. >Lava Geysers: Found in Dragon Roost Cavern, these miniature volcanoes periodically send lava flying high into the air. If you cool the lava on top of a geyser and stand on the rock, it can lift you high up into the air. >Leaf Piles: Found in a around the Forbidden Woods. Blow them away with the Deku Leaf or burn them with a Boko Stick to reveal small rewards underneath. >Light Beams: Another Earth Temple feature. Use Medli�s harp or the Mirror Shield to reflect light on statues or light-sensitive foes. >Light Statues/Sun Spots: One last Earth Temple object. Sun Spots are small, yellow, sun-shaped spots on walls. Light Statues are ancient, helmed statues of various sizes. Both dissolve when you shine light on them. >Locked/Sealed Doors: These impassable doors are found in Dungeons everywhere. Sealed doors are closed with vertical bars, and won�t open until you do something specific in the room. (usually defeat all enemies) Locked doors are sealed with a lock and four chains. You have to use a small key to get through. Boss Doors guard the dungeon boss, and their horned locks need a big key to be unlocked. >Mirrors: These mirrors reflect light for you when you shine it on them; they are used for a few puzzles in the Earth Temple. >Nasty Evil Fog: Found in the Earth Temple, the Nasty Evil Fog will prevent you for using items for a while when you enter it. Blue Bubbles are also surrounded by it. >Pots: The Dungeon version of grass, these pots come in several different sizes and hold small rewards when broken. They can also be thrown to damage enemies. >Rat Holes: Where there are Rats/Bombchus, there are often rat holes. If you sprinkle some All-Purpose Bait in front of the holes, the Rats stop attacking, and one even offers to sell you bait and Potions! >Rope Bridges: Narrow rope bridges like these are found mainly in Dragon Roost Cavern. Don�t use horizontal slashes when fighting on one, or you could cut the supporting ropes and fall! >Ropes/Lanterns: These can be swung from. Jump directly towards one and Link starts swinging just like with the Grappling Hook. >Sage Stones: These large rocks are found in the Earth and Wind Temples. With your partner next to the stone, play the Temple�s song. (the one displayed on the stone) Your partner will join in and shatter it to clear the way. >Soil: When in the Wind Temple, have Makar plant a seed in some Soil with A to instantly grow a huge tree there. The trees can trigger effects or serve as Hookshot targets. >Spikes: Although they are rare, spikes are deadly hazards to Link�s life. Avoid contact with them. >Springboard: Found only in the Wind Temple, they serve mainly the same purpose as Boko Buds: to give you more height. Climb onto one and put on the Iron Boots to compress it, then remove them to sly into the air. >Switches: These ubiquitous objects are found almost anywhere and come in several varieties. The normal, square, yellow ones can be activated by putting your weight (or something else�s) on top. While some switches stay down, others must be continuously pressed to keep up their effect. There are also diamond switches that must be hit with the Boomerang, Hero�s Bow, or Seagull, flat switches that require the Iron Boots, and stakes that have to be smashed with the Skull Hammer. Some stakes are spiked; don�t get too close. >Torches: After lit with a Boko Stick or Fire Arrow, a torch illuminates a dark room and sometimes does something extra. >Vined Flower: Found in the Forbidden Woods, these flowers seal off doors or chests. They close up to become invincible when you get close. When you�re far away enough to make them open, hit them with the Boomerang, a Deku Nut, or a Bomb to get rid of them. >Warp Pots: These large, heavy pots overflow with colored mist. Most are covered by boards or rocks; burn or blow the coverings off to unseal them. When Link falls into a Warp Pot, he�ll fly out of the next one he�s activated. Warp Pots are found in most levels, and make excellent ways to bypass rooms you�ve already done. >Water Pots: Found only in Dragon Roost Cavern, Water Pots temporarily cool lava into rock when thrown. They should be placed on top of lava geysers. >Wind Crests: Stand on one of these circular and conduct the Wind�s Requiem to get a nice surprise. (usually a Triforce Chart) >Wind Switches: These are found in the Forbidden Woods and Wind Temple. When activated with the Deku Leaf, they move various machinery around the room. -AT SEA- >Light Rings: These shining spots hold sunken treasure retrievable with the Grappling Hook. Smaller rings mainly appear randomly, and big ones are linked to Treasure Charts. Small rings disappear when you get close; remember where they are. You�ll hear a sound when you approach a spot. Larger rings disappear much farther away, so you�ll have to find which Treasure Chart they correspond to and use it to find the treasure. >Merman: If you have a sharp eye (or good Telescope) you�ll be able to spot a Merman jumping in and out of the water near every island. If you sail up to one and toss out some All-Purpose Bait, he�ll swim to you and draw in a map for the area you�re in! As if that weren�t enough, he also gives you a general hint about part of the Great Sea. If you feed him again later, he offers to let you play an annoying little minigame to earn some Rupees. >Minefields: The pirates of the Great Sea have placed floating mines around several islands. These skull-and-crossboned barrels start flashing red like Bombs when they are counting down to an explosion; steer well clear of them. >Rafts: These small floating vessels are found all over the Great Sea. They are crewed by telescope-wielding Bokoblin and hold pots with items or Rupees. >Reefs: There are six reefs in the Great Sea, each deathtraps to unprepared explorers. They are all square, with high walls and one to six large pillars �eyes� arranged like dice spots. They are always filled (and sometimes surrounded) by Cannon Boats and wall cannons. You�ll need your own cannon to beat them; let the bombs fly! Try to hide behind eyes of the reef walls and not get into too many lines of fire at once. Once you defeat all the enemies in a reef, a Treasure Chart appears. Get up onto the reef wall, set the wind, and glide to it with the Deku Leaf. >Rupee Courses: At times when sailing around, you�ll find randomly placed Rupee courses on the sea. To start one, sail through the two floating barrels that rise from the water to signal the start of one. Once you�ve started, a barrel with a Green Rupee floating over it rises. Sail straight to the barrel; there is a time limit for each barrel and if you miss it the course ends. It helps to keep the camera in free mode to see the next barrel. As you keep sailing from barrel to barrel, the Rupee rewards increase, up to giving you a Yellow Rupee over every barrel. Obviously, Rupee Courses make great ways to get Rupees. >Sea Platforms: These tall platforms are centers of seafaring Bokoblin. Rising dozens of feet out of the water, they can be seen from a long way away. When you approach one, it will attack you with badly aimed cannonballs. Unless you�re standing still, they usually won�t hit you. One good hit from your cannon takes a platform cannon out, but be quick. Taking a leaf out of The Two Towers, remember that with Sea Platforms, the closer you are to danger, the farther you are from harm; platform cannons can�t hit you when you�re directly under them. To get onto the platform itself, climb the tall, tall ladder leading up to it. Sea Platforms are usually guarded by Bokoblin, but Wizzrobes attack you on a few. You usually get a treasure chest when you beat all the enemies on a Sea Platform. >Wall-Mounted Cannons: These are automated cannon turrets mounted on the walls of Reefs, Sea Platforms, or other hostile areas. They fire Bombs at you with somewhat disturbing accuracy, so be careful around them. One Bomb of your own takes a wall-mounted cannon out, but you need good aim. If possible, try to get directly under a wall-mounted cannon; it won�t be able to hit you. >Whirlpools: Created by Big Octos or dark magic, these huge vortexes implore you to do something before they fully suck you in and spit you out elsewhere. Be quick! >Whirlwinds: These turbulent columns of air move around parts of the Great Sea in patterns. They don�t damage you, but if you sail into one it will mess up your course. Stay away if possible. If you use the Deku Leaf to glide onto one, it will lift you up and let you glide longer. ------------------------------------------------------------------------------- 7. Items (Keitm) -PICK-UP ITEMS- >Arrows: Conveniently, arrow refills are usually dropped by enemies that require arrows to defeat. They come in 10, 20, or 30; the number of arrows tells you how many the refill contains. >Battle Spoils: Dropped by specific enemies, these items can be given to certain people to trigger events with them. They can also be grappled off enemies. If you have already used some for their purpose, you can get rid of Battle Spoils by selling them to Beedle. * Boko Baba Seeds: Dropped by Boko Babas, obviously! If you give four to Hollo, the Forest Haven alchemist, he�ll make a Blue Potion for you! It�s much easier than getting one from Doc Bandam, especially since you can get six Seeds on the way to him anyway. * Chu Jelly: It comes in three varieties: Red, Green, and Blue. They are dropped by Chuchus of the corresponding color. (Yellow and Dark Chuchus drop Red or Green Jelly randomly) Giving 15 of any color of Jelly to Doc Bandam give him what he needs to �invent� that color of potion. After he�s done, he gives you a free sample! You can then buy that color of potion from him or get it free by exchanging five more Jellies. * Golden Feather: Dropped by Kargarocs and Peahats. Once you have 20, give them to Hoskit. He gives you a cool 100 Rupees, and his girlfriend later sends you a piece of Heart. * Joy Pendants: Dropped by Bokoblin. Once you have one of these (try rolling into the tree outside Cannon�s shop) give it to Mrs. Marie. In return, she gives you a red Rupee. If you give her 20 more, she gives you the deed to her private cabana northwest of Forest Haven! 20 more Pendants, and she gives you the Hero�s Charm, a stylish mask that lets you see enemy HP! If you continue to give her Joy Pendants, she keeps a running tally of them and gives you varying amounts of Rupees. * Knight�s Crest: These belts, dropped by Darknuts, are said to be owned only by the greatest of swordsmen. If you give Orca ten of them, he teaches you the powerful Hurricane Spin attack. * Skull Necklace: These morbid accessories are dropped by Moblins. Give Maggie�s father 20 of them (after he becomes rich) and he�ll exchange them for Treasure Chart 2. Also, if you give Dampa three of them, you can play his piggy-sitting minigame. If you keep giving him Skull Necklaces, he tosses out various amounts of Red Rupees for you to pick up. >Bombs: Like arrows, bomb refills are mainly dropped by enemies that require bombs. Bombs come in 5, 10, or 15 amount. (I think you can tell by the size of the bomb) >Enemy Weapons: Many enemies in the game wield weapons, and drop them when killed. The weapons can be picked up with A and used by you! Press B to attack with one, and A to throw it, hopefully inflicting great damage from a distance. The weapons are very slow, so you�ll only want to use one when you lose your sword in the Forsaken Fortress. * Boko Stick: Dropped by common Bokoblin and Boko Babas. These sticks can serve as weak weapons, or be lit as torches. * Machete: Dropped by Shield Bokoblin, these one-sided swords are more powerful than Boko sticks, but still weak. Try throwing them at their owners. * Darknut Sword: These huge, elaborate swords are wielded expertly by Darknuts. They are very powerful, but also slow. As usual, they are best when thrown. * Moblin Spear: Obviously held by Moblins, these spears are actually quite good. They are relatively quick and hit a very wide area. Just remember to wield them in open spaces. * Stalfos Club: These huge maces are wielded by hulking Stalfos. Don�t try throwing them at their owners, or they�ll just float into their hands. * Phantom Sword: This sword is only dropped by the miniboss Phantom Ganon. You never get a chance to use it on enemies, but it is the only way to break through a barrier in Ganon�s Tower. >Fairy: These tiny pixies are found outside Boss rooms and in Fairy Fountains. If you touch one, it will restore ten of your Hearts. You can also catch one in a bottle. You can then use it any time; it will also automatically revive you with ten Hearts when you die! >Heart: These are the basic health refill. Each one restores one of your Hearts when picked up. >Magic Vial: These come in two sizes and restore some of your Magic meter. They are common in areas where you have to use Magic. >Rupees: For some reason unknown, the Great Sea shares its currency with India. Rupees come in varying amounts. Green Rupees give you a single Rupee each, Blue ones give 5, Yellow 10, Red 20, Purple 50, Orange 100, and Silver 200. The smaller amounts are dropped by enemies; Red Rupees and above are mainly found in Treasure Chests. >Treasure Sphere: Tougher and ocean enemies drop these mysterious spheres instead of single spoils. They don�t disappear like normal spoils, and when broken with your sword or boomerang release large amount of refills, Rupees, or spoils. -DUNGEON-ONLY ITEMS- >Boss Key: You�ll only find one of these gold, horned Keys in a Dungeon; they are used to unlock the Boss door. >Chart: Although not found exclusively in Dungeons, I couldn�t think of where else to put them. Charts are maps used to navigate the Great Sea. There are three kinds of Charts. Treasure Charts, when opened, cause a large Light Ring to appear somewhere on the Sea. Use your Sea Chart to find out which island the treasure is at, then go to it and use the Treasure Chart to find it! The second kind is the specialty Chart. These Charts show things like the locations of Big Octos, Beedle�s Shop Ships, or Great Fairies. The last kinds are Triforce Charts, which show the locations of the 8 Triforce Shards. >Compass: With this handy navigational tool, (presumably having no relation to your overworld compass) you can see where Treasure Chests and the Dungeon Boss are! It only works for rooms you have on your map, but it makes navigating Dungeons much easier. It also shows your exact position in a room as well as where you entered the room from. >Dungeon Map: Even more useful than the Compass, the Dungeon Map instantly provides you with a map of the entire Dungeon. The colors give you more information; black rooms are ones you haven�t been in, dark green rooms are ones you have explored, and the light green, flashing room is the one you�re in. >Heart Container: These huge Hearts are rewards for beating Dungeon Bosses. Each acts as four Pieces of Heart in one, automatically boosting your health by one. >Piece of Heart: Although only one of the game�s 44 Pieces of Heart is found in a Dungeon, once again I didn�t know where to put them. Piece of Heart are extremely valuable collectibles. For every four you collect, your health increases by one Heart. The maximum Hearts you can have are 20, but you�ll have to collect every Piece of Heart to do so. (see my Piece of Heart guide to find out how) >Small Key: These basic, silver keys are used to open locked doors in Dungeons. For some reason, they break after one use. -KEY ITEMS- >Telescope Acquired: From Aryll at beginning of game The Telescope is an extremely handy item, loaned to you by your little sister as the game starts. Like all Telescopes, it�s used to view faraway objects, like enemies, people or islands. Assign it to X, Y, or Z, then press the corresponding button to look through it. Move the view around with the control stick, and use the C-stick to zoom in or out, up to 9x magnification. The Telescope is one of the most multipurpose items in the game; you�ll probably find yourself using it often when at sea to spot faraway islands, platforms, or Submarines. >Hero�s Sword Acquired: From Orca after completing his training Whenever trouble strikes, you�ll probably find yourself reaching for your sword. As Link�s first line of offense against monsters, it�s the item you�ll use most through the game. After you complete Orca�s training to practice with it, he gives you the sword to keep. It�s an almost universal weapon for damaging enemies; use it often and well. >Bait Bag Acquired: Buy from Beedle This bag can hold up to eight Hyoi Pears or All-Purpose Bait packets in it. Always keep well-stocked. All-Purpose Bait Bought from Beedle for 10 Rupees, this bait actually has only two main purposes. When you get close to a Merman, toss him some bait and he�ll give you a map of your current area as well as some information concerning it. All- Purpose Bait comes with three servings. Hyoi Pear These bizarre fruits are also bought from Beedle for 10 Rupees. In a seagull- infested area, use one of these to take control of seagulls! Use the control stick to steer them, A to fly higher, and R to return to Link. As a seagull, you can grab items or hit switches Link can�t reach. >Hero�s Shield Acquired: From Grandma after rescuing Tetra The perfect partner to your sword, the Hero�s Shield provides Link with a defense against attacks. In combat, keep it up whenever you aren�t attacking. >Spoils Bag Acquired: From Niko after passing his rope-swinging test One of three bags you�ll get through the game, the Spoils Bag holds any spoils enemies drop. Open it with X, Y, or Z to view its contents. If you want to make some quick money, assign a spoil to X, Y, or Z and show it to Beedle to sell it to him. >Pirate�s Charm Acquired: From Tetra before being launched into the Forsaken Fortress This small pendant is a miniature version of the Gossip Stones from Hyrule. Tetra can talk to you and give you hints through it. Whenever you hear her say �hey!� and the A button turns into a splat thingy, press A to listen to it. Strangely enough, your boat also seems to be able to speak through it� >Sail Acquired: Buy from Zunari for 80 Rupees When you first meet up with your boat, the King of Red Lions, he�s missing a Sail. Since it would take forever to cruise everywhere, find Zunari (AKA Iceman) and buy the Sail from him. On your boat, press the button the sail is assigned to deploy it and let the wind blow you along the Great Sea. >Tingle Tuner Acquired: From Tingle after freeing him from jail If you have a Game Boy Advance connected to your Gamecube, you can use this strange device to call the ever-hated fairy impersonator, Tingle. (not that you�d ever want to) Check out the Tingle Tuner section to see what he can do. >Picto Box/Deluxe Picto Box Acquired: In the crawl maze behind Tingle�s cell, complete Lenzo�s quests, start a second quest The Picto Box is a very cool item that lets you take black-and-white pictures of anything you see over your travels! You can hold up to three Pictographs at a time. To find it, move aside a crate in Tingle�s Cell on Windfall Island and enter the crawl maze. To reach the Picto Box, take the following directions at turns: right, left, straight, right, straight, right, right, straight, and to the room with the Picto Box. Be careful of turns onto wooden floorboards; these lead to rat-operated trap doors that drop you down under Tott�s ledge, where you met the KoRL. To get the Deluxe Picto Box, which takes color Pictographs and lets you participate in the Nintendo Gallery, do Lenzo�s three Pictograph quests and bring him a Forest Firefly. The three quests all involve taking Pictographs of specific events around Windfall Island. For the first, notice Garrickson nervously walking around the island. (Garrickson is the man with blue hair and a mustache, and red overalls) He is actually mailing a love letter to someone, and you need Pictographic proof. Stay away from Garrickson, as he stops walking when you approach him. The best place to wait and get the Pictograph from is out on the dock next to Candy. Zoom in so you can easily see him and the Postbox just outside the city entrance, then take the Pictograph as he�s putting the letter in. If you mess up, enter and exit a building; Garrickson will be back to mail another letter. (though you�ll have to wait for him to reach the mailbox again; don�t mess up!) The second quest is to take a Pictograph of Gossack, the bald man in the bar, when he�s trembling with fear. He seems confident at first; scare him by rolling into a wall or breaking something in the bar, then quickly take his Pictograph when he�s scared. The last task is to Pictograph two forlorn lovers on Windfall. The people in question are Linda, the woman in the orange dress near the School of Joy, and Anton, the orange-haired man who walks around the island. As Anton walks past Linda, the two of them glance at each other for a few seconds. Take a good Pictograph of this happening and give it to Lenzo, then capture a Forest Firefly from Forest Haven (they are rare, noticeably bigger, flash rainbow colors, and are found to the Great Deku Tree�s left or at the bottom of the ramp to Hollo) and give it to him to receive the Deluxe Picto Box! Also, if you beat your first game and start a second one, you begin with the Deluxe Picto Box. >Wind Waker Acquired: From the King of Red Lions after landing on Dragon Roost Island This small baton is your new instrument. With it, you can conduct melodies to alter the wind, change the time of day, or summon tornadoes. Conducting can be tricky at first. A flashing light on a rhythm bar at the top of the screen dictates your song. Hold the C-stick in the direction you want to conduct as the light crosses the middle of the bar, then move it to the next position. Hold the control stick or D-pad left or right to switch to 4/4 or 6/4 time. (as opposed to 3/4) There are six songs to be conducted: Wind�s Requiem Learned: Taught by Zephos at the shrine through the tunnel at Dragon Roost Island (B6) Directions: 3/4 time; up, left, right The Wind�s Requiem is the most essential song you�ll ever learn. When played, it allows you to change the direction of the wind. Without it, you�ll likely get nowhere sailing. Song of Passing Learned: From Tott on Windfall Island (B4) while playing the Wind Waker Directions: 3/4 time; right, left, down The Song of Passing sounds and works like the Sun�s Song from Ocarina of Time. When played, it turns day into night or night into day. Command Melody Learned: From tablet in Tower of the Gods (D5) Directions: 4/4 time; left, center, right, center This song is used to mind control statues in the Tower of the Gods and your partners in the Earth and Wind Temples. You have to be right next to the statues, but you can control your partners from anywhere as long as they�re in the same room. Press R while controlling to break Link�s trance and switch back to him. Ballad of Gales Learned: Taught by Cyclos after shooting him with the Hero�s Bow 3 times, location varies (Mother & Child Isles or Shark Island are best) Directions: 4/4 time; down, right, left, up Aside from the Wind�s Requiem, this time-saving song is your most useful one. When played, it lets you warp to Mother & Child Isles, Windfall Island, Dragon Roost Island, Tingle Island, Greatfish Island, Tower of the Gods, Southern Fairy Island, Forest Haven, or Outset Island instantly. If you�ve grown tired of sailing, your payers have been answered! Earth God�s Lyric Learned: From Laruto in Earth Temple entrance at Headstone Island (G3) Directions: 6/4 time; down, down, center, right, left, center This song is only played a few times; to awaken Medli as the Earth Sage and to dissolve barriers in the Earth Temple. Wind God�s Aria Learned: From Fado in Wind Temple entrance at Gale Isle (A4) Direction: 6/4 time; up, up, down, right, left, right This song serves the same purposes as the Earth God�s Lyric, but for Makar and the Wind Temple. >Delivery Bag Acquired: From Quill in the Rito�s Cavern The final bag you�ll likely acquire, the Delivery Bag holds letters, papers, and decorative items for later use. >Complimentary ID Acquired: From a Silver Membership at Beedle�s Shop Ship Beedle sends you this ID in the mail after you�ve gotten at least 30 points from buying his wares. What does it do, you ask? Show the ID to Beedle and he compliments you! ...what, you were expecting something better? >Fill-Up Coupon Acquired: From a Gold Membership at Beedle�s Shop Ship Sent after getting 60 points, the Fill-Up Coupon actually does something useful. Show it to Beedle and he fully fills your Bombs, Arrows, Hearts, and Magic! >Empty Bottle Acquired: From Medli before entering Dragon Roost Cavern, in a Submarine near Bomb Island, bought from Beedle at Rock Spire Island for 500 Rupees, given by Mila on Windfall Island Empty Bottles are reusable holders that can carry many different things. Some contents are bought; other found. Link can get a total of four Empty Bottles over his adventure. To use a Bottle�s contents, assign the Bottle to X, Y, or Z and press it. It�s always a good idea to fill all your Bottles with Fairies, Potions, or Elixir before entering a Dungeon; you never know what might happen. For details on getting the Bottles, look in the Islands Section on the corresponding islands. Bottled Water Found: In any shallow water Although bottling water is incredibly easy to do, you only do it once in the game, to water some Bomb Flowers. Forest Water Found: In Forest Haven The magical water running through Forest Haven is bursting with life. You can use it an infinite number of times, but it becomes normal water in 20 minutes. It�s used to give the trees planted by the Koroks a much-needed boost. Forest Firefly Found: In Forest Haven You have to catch one of these color-changing fireflies for Lenzo in order to acquire the Deluxe Picto Box. Don�t mistake the smaller green fireflies for it. Fairy Found: In Fairy Fountains, just before Boss Doors Once you�ve bottled a Fairy, release it at any time to recover 10 Hearts. It automatically heals you when you die. Red Potion Found: Buy from Doc Bandam or Beedle The Red Potion is the best health restoring item. When drunk, it instantly restores all your Hearts. Green Potion Found: Buy from Doc Bandam The Green Potion isn�t as widely used as the Red. It restores your Magic Meter when drunk. Blue Potion Found: Buy from Doc Bandam or give Hollo four Boko Baba Seeds The ultimate potion; when drunk, a Blue Potion restores all your Hearts and Magic! Elixir Soup Found: Given by Grandma after healing her with a Fairy Elixir Soup is the ultimate healing item; it�s given to you for free by your Grandma, but you can only have one at a time. It restores all your Hearts and Magic, and also doubles the power of your sword until you take damage! Even better, it comes in two helpings! >Grappling Hook Found: From Medli in Dragon Roost Cavern after defeating Moblin The Grappling Hook is your first Dungeon Item. It was used by the Rito before they evolved wings. Its main use is to grapple onto distinctive branches. When you�re aiming it in first-person view, a sparkle appears over anything you can target. Once you�ve hooked it onto something, swing on it just like any other rope. You can also climb on top of the branch you hooked onto. You can also use it against enemies (preferably when Z-targeted) to steal any common items or spoils they�re carrying! Like all Dungeon Items, it�s required to beat the corresponding Boss, in this case Gohma. The Grappling Hook is also used at sea as a crane to pull up sunken treasure. >Deku Leaf Acquired: In Forest Haven, after jumping from Boko Buds Another extremely useful item, the Deku Leaf is an essential tool in most Dungeons, especially the Forbidden Woods and Wind Temple. Its first use is to shoot out gust of wind. These gusts can stun some enemies, activate wind switches, and blow away leaves. It�s main use, however, is to let you glide long distances. As the expense of Magic Power, you can glide for very long distances, crossing large gaps of other impassable expanses too long to jump. Glide into updrafts to gain altitude, and watch out for enemies! When gliding outside, remember to set the wind in the direction you want to go first. If you�re too high up when gliding to reach your target, quickly press A to free fall, then get out your Deku Leaf again to resume gliding. If you repeat this pattern, you can survive long falls without taking damage. >Boomerang Acquired: In the Forbidden Woods, after defeating the winged Mothula Ah, the Boomerang, the best item in the game. With more uses than you can shake a Boko Stick at, the Boomerang will instantly become a staple for Dungeons. First: its uses in first-person mode. Simply pressing the button the Boomerang is assigned to makes Link throw it blindly. At sea, you can press A any time during its flight to recall it. Link stays in L-targeted mode during the Boomerang�s flight. Hold the button the Boomerang is on and move the targeting cursor around. Whenever you find a targetable item, a sparkle will appear around it. You can target up to five objects this way; when you release the button the Boomerang homes in to hit them all! In this way, you can trigger multiple switches at once. The Boomerang can also be used to grab battle spoils from far away; lock onto them quickly before they disappear and the Boomerang brings them to you! Neat, huh? When L-targeting, you can only hit one enemy, but Link aims for you. In combat, the Boomerang can instantly defeat many weaker enemies in one hit and stuns stronger ones, leaving them open for attack. Never enter a Dungeon without your trusty �Rang; it will be your most prized possession for most of the rest of the game! >Bombs Acquired: From Niko after passing his advanced rope-swinging test These basic explosives are excellent tools for blasting through cracked walls. Press the button your Bombs are assigned to take one out. Once you�re holding a Bomb, set it down or throw it like any other small item; just get rid of it quickly! Bombs start bulging and flashing red just before they explode. Besides blowing up virtually any cracked object, Bombs are used to defeat a few enemies, like Stalfos and Armos Knights. They do twice as much damage as a Master Sword hit. Bombs can also be used on your boat, but they somehow become a powerful cannon used for firing Bombs over long distances! When you are stopped, aim the cannon with the control stick and his the Bomb button to fire one. Bombs are the only way to conquer reefs, so practice your aim and upgrade your Bomb capacity as soon as possible. >Hero�s Bow Acquired: In Tower of the Gods, after defeating the Darknut The Hero�s Bow is another staple for conquering Dungeons. It provides you with most of the ranged firepower you need for the game. (its shots deal twice as much damage as the Hero�s Sword) In first-person mode, aim the bow with the control stick, ready an arrow with the button the Bow is assigned to, and release to fire! The Bow can hit objects from extremely far away, letting you destroy enemies long before they notice you. Be careful not to waste arrows. When L-targeted, the Bow�s range is limited, but you�re almost guaranteed to hit your target. If you hold the button the Hero�s Bow is assigned to, you can get it out and ready an arrow at the same time. Once you get Fire and Ice Arrows, use R to switch the type of arrow you�ll fire. >Decorative Items Acquired: Zunari�s shop, trading quest As you participate in the Trading Quest for Zunari, every new item you trade for will go up for sale at his stall. If you buy these items from him, they go into your Delivery bag. Set one to X, Y, or Z, then use it on the strange metal holders you see around Windfall Island and your Oasis. Link will place the item in the holder, and spruce up the general area�s appearance in the process. Town Flower Cost: 10 Rupees Zunari's Description: A flower from the town of bright smiles. Use it to decorate the town with joy. Item Description: This little flower is reminiscent of the town. If you find a place to put it, set it to and place it with X, Y, or Z. Sea Flower Cost: 20 Rupees Zunari's Description: The aroma of the sea wafts out of this flower that hails from a faraway land. Use it to adorn the town with a sea breeze. Item Description: The scent of the sea wafts from the delicate petals of this flower from a distant, exotic land. If you find a place to put it, set it to and place it with X, Y, or Z. Exotic Flower Cost: 25 Rupees Zunari's Description: An exotic flower from a tropical island. Trim the town with a summer breeze. Item Description: This refreshing flower blossoms in the tropical regions to the south. If you find a place to put it, set it to and place it with X, Y, or Z. Hero's Flag Cost: 75 Rupees Zunari's Description: A flag with a bold feel to it. Use it to cover the town in courage. Item Description: This flag has a rather courageous feel to it. If you find a place to put it, set it to and place it with X, Y, or Z. Big Catch Flag Cost: 85 Rupees Zunari's Description: A flag from a festival in which fishermen hope for a good catch. Use it to decorate the town with fish! Item Description: This flag was made by a fisherman from a foreign land and designed to encourage a big haul of fish! If you find a place to put it, set it to and place it with X, Y, or Z. Big Sale Flag Cost: 35 Rupees Zunari's Description: You won't find a flag cheaper than those. Decorate the town in a theme of a big bargain sale. Item Description: This flag looks like it would definitely be good for business. If you find a place to put it, set it to and place it with X, Y, or Z. Pinwheel Cost: 55 Rupees Zunari's Description: A tiny windmill that catches the wind then spins and spins. Use it to send gentle breezes through the town. Item Description: The wheel on this spins when it catches puffs of air - kind of fun, huh? If you find a place to put it, set it to and place it with X, Y, or Z. Sickle Moon Flag Cost: 40 Rupees Zunari's Description: A showy flag in the shape of a crescent moon. Use it to decorate the town with a salute to the night sky. Item Description: This flag of a bright-red crescent moon is quite fancy. If you find a place to put it, set it to and place it with X, Y, or Z. Skull Tower Idol Cost: 60 Rupees Zunari's Description: The fossilized skulls of weird creatures. Use it to give the town a mysterious feel. Item Description: This thing is made from...the fossilized skulls of some strange creatures. It's pretty weird. If you find a place to put it, set it to and place it with X, Y, or Z. Fountain Idol Cost: 60 Rupees Zunari's Description: A sculpture of mysteriously bubbling water. Use it to cover the town in ocean blue. Item Description: This is a strange, bubbling statue in the shape of a girl carrying a jar. If you find a place to put it, set it to and place it with X, Y, or Z. Postman Statue Cost: 100 Rupees Zunari's Description: A wooden carving of the postman from Dragon Roost Isle. Use it to populate the town with Ritos. Item Description: This is a carving of the Rito postman, hero of all Ritos and a symbol of laborers the world over. If you find a place to put it, set it to and place it with X, Y, or Z. Shop Guru Statue Cost: 200 Rupees Zunari's Description: The pride and joy of all merchants. Decorate the town with ME! Item Description: This little statue is the apple of every businessman's eye. If you find a place to put it, set it to and place it with X, Y, or Z. >Master Sword Acquired: In basement of Hyrule Castle After proving himself worthy to the gods, Link travels to the sunken land of Hyrule and find the weapon used by the legendary Hero of Time: the Master Sword. Twice as powerful as the old Hero�s Sword, the Master Sword lets you make quick work of tough enemies. As he beats the next two Temples, Link slowly powers up the Master Sword to return its former strength� >Skull Hammer Acquired: In Forsaken Fortress, after defeating Phantom Ganon This barbaric weapon packs incredible brute force, and is used to squash just about anything, including enemies. It�s too slow to be used effectively as a weapon, but slamming the ground with it stuns all nearby enemies with shockwaves. It�s main purpose is to hammer large stake switches down. >Cabana Deed Acquired: Give Mrs. Marie 21 Joy Pendants Once you show this to the butler/door at the Private Oasis, he recognizes you as the new owner and lets you in. >Hero�s Charm Acquired: Give Mrs. Marie 41 Joy Pendants This ever-grinning mask not only looks cool, it lets you see enemy life totals! Equip it on your quest status screen, then try locking onto an enemy. Their life total will appear above their head. When fighting bosses, their life is shown in a meter at the bottom of the screen. >Fire Arrows Acquired: Warp to Mother & Child Isles after beating Forsaken Fortress By expending a small amount of Magic power, Link can power up his arrows with fire! Fire Arrows deal twice the damage of normal arrows, making them great for damaging tough enemies, especially Wizzrobes. They can also be used to light torches from a distance or when Boko sticks aren�t available, or to melt any ice. >Ice Arrows Acquired: Warp to Mother & Child Isles after beating Forsaken Fortress The Fairy Queen grants you the power of ice along with fire. Ice Arrows deal the same damage as Fire Arrows, and also freeze their target solid briefly. They can also create platforms on lava when water jars aren�t available. >Power Bracelets Acquired: Fire Mountain Once Link acquires these seemingly mundane bracelets, he gains the power to lift huge rocks. (or pigs) You�ll only use them a few times throughout the game, but they are essential for uncovering the Earth Temple and Savage Labyrinth. They can also be used to lift and break some cracked rocks. >Iron Boots Acquired: Ice Ring Isle The Iron Boots, now a standard item instead of equipment, have changed since Ocarina of Time. Instead of letting you sink in water, they now make you much heavier. (where does Link store them?) Although he walks much more slowly, Link can now walk directly into powerful wind gusts and activate springboards. They are essential tools for the Wind Temple. >Mirror Shield Acquired: Earth Temple, after defeating the 3 Stalfos The Mirror Shield replaces your old Hero�s Shield. It has all the same abilities as its predecessor, but it can also reflect beams of light. You�ll need it to solve puzzles and defeat enemies in the Earth Temple. >Hookshot Acquired: Wind Temple, after defeating Wizzrobe The Hookshot is similar to the Grappling Hook in function. When fired at distinctive targets, Treasure Chests, or trees, it will pull you to where it latched on. Like the Grappling Hook, it�s used to cross gaps and ascend platforms. In combat, Link can use it to either pull enemies to him or pull himself to enemies, depending on their size. It can also be used to make some enemies, like Peahats and Blue Bubbles, vulnerable to attack. >Light Arrows Acquired: Ganon�s Tower, after passing through basement maze Without a doubt Link�s most powerful weapon, these sacred arrows will likely be the last item you get in the game. They are the only weapon that can defeat Ganon/Ganondorf, but this isn�t their only use. Get this: Light Arrows can defeat ANY non-boss enemy (with the strange exception of Cannon Boats) with one shot. That�s right, everything from a Stalfos to Phantom Ganon to fully armored Darknuts will dissolve into light with just one shot. Because they consume twice the magic of Fire and Ice Arrows, save them for the toughest enemies. The Light Arrows can make many tough challenges, like the Savage Labyrinth or Shark Island�s Secret Cave, much easier. >Magic Armor Acquired: For completing first few steps of Zunari�s trading quest Although you don�t need the Magic Armor to complete the game, it might be useful to some. When used, it protects your HP at the constant expense of Magic power. Use it sparingly in tough battles if you need it. To do the trading quest to get this item, speak to Zunari at his large counter after beating the Forsaken Fortress. Answer a few question right, and he gives you a Town Flower to barter with. By giving the right items to the right Goron traders, you can buy new items from them, which then appear in Zunari�s shop. You only need to get 3 or so new items before Zunari gives you the Magic Armor. Use this chart to help your trading: +--------------+--------------+--------------+--------------+--------------+ | 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 |Postman Idol |Postman Idol |Piece of Heart| |Statue | | | |or Shop Guru | | | | | |Statue | +--------------+--------------+--------------+--------------+--------------+ ------------------------------------------------------------------------------- 8. Pieces of Heart (Piohe) There are a total of 44 Pieces of Heart hidden around the Great Sea. Once you collect four, your Heart total goes up by one. (you can view your Pieces of Heart on the Quest Status Menu) Combined with your starting three Hearts and the 6 from Dungeons, you can have a total of 20 Heart. Gotta find�em all! -FORSAKEN FORTRESS PIECE OF HEART- Requirements: None This is the first Piece of Heart you can get. It�s found in a chest in a jail cell in Forsaken Fortress. (A1) From the cell you get thrown in when captured, run down the hallway and jump down to the first floor. Behind some barrels here is the switch to open the cell containing the Piece of Heart. -STAR ISLAND PIECE OF HEART- Requirements: Bombs This one isn�t too hard to get. Set sail for Star Island. (A2) Once you land there, Bomb the large, cracked rock on the island�s southwest �point.� Drop down the revealed secret cavern. Inside, defeat 3 Magtails, 2 Bokoblin, 2 Shield Bokoblin, and 2 Moblins, in that order. It shouldn�t be too hard. After you�ve defeated them all, a chest containing the Piece of Heart appears. -CRESCENT MOON ISLAND PIECE OF HEART- Requirements: Treasure Chart 11, Grappling Hook Sail to Crescent Moon Island (A5) and pull up the treasure from Chart 11, which is found near the beginning of Dragon Roost Cavern. -SEVEN-STAR ISLES PIECE OF HEART- Requirements: Boomerang, Grappling Hook Sail to Seven-Star Isles (A6) and sail around the quadrant, using your telescope to spot the seagulls warning of a Big Octo in the waters. Defeat the 12-eyed beast as usual, then pull up the Piece of Heart that appears where it rose. -SPECTACLE ISLAND PIECE OF HEART- Requirements: 50 Rupees Win Salvatore�s fun cannon minigame here at Spectacle Island. (B3) When you do, �Tetra� hands over the pirate�s �treasure,� a Piece of Heart. Check out the minigame section for the game specifics. -WINDFALL ISLAND PIECE OF HEART #1- Requirements: 10 Rupees This is the first of many Pieces of Heart you�ll find on Windfall Island, at A4. To get it, simply win Salvatore�s not-so-fun Squid-Hunt Minigame. Once again, look at the minigame section. -WINDFALL ISLAND PIECE OF HEART #2- Requirements: Lots of Rupees To get this Piece, win the nighttime auction held at the auction house�s ground floor by Zunari. The Heart Piece if one of the random prizes; quit and reenter the auction until it appears. Check out the minigame section for tips on how to win. -WINDFALL ISLAND PIECE OF HEART #3- Requirements: Delivery Bag, must have beaten Forsaken Fortress When you talk to Maggie, (after she�s rescued from the Forsaken Fortress and filthy rich) she tells you that she fell in love with Moe, one of her Moblin captors...0_o Anyway, she gives you a letter to send to her sweetheart. Use your Delivery Bag to deposit it in the Windfall Postbox, then wait for tomorrow. (or play the Song of Passing twice) After that, the letter still hasn�t arrived; Ilari is delivering it personally. Enter the top floor of the auction house to see him storm out after an argument with Maggie�s postman- hating father. Follow Ilari to the bar, talk to him, and agree to deliver the latter for him. You may also want to get his Pictograph now, when it�s easiest. After that, return to the auction house and give Maggie the letter. She gives you the Piece of Heart in return. -WINDFALL ISLAND PIECE OF HEART #4- Requirements: Must have gotten Picto Box Speak with Mrs. Marie, owner of the School of Joy. She�s worried about four delinquent students of hers, who form a gang calling itself the Killer Bees. Go outside and speak with the little pukes. After bad-mouthing their teacher, they challenge you to a game of hide and seek, then go run and hide. It�s up to you to find and catch them all. * Ivan, the leader, shows off his tree-climbing skills by hiding on top of the one outside the entry arch. Roll into it, or hit it with the Skull Hammer, to dislodge him. After miraculously landing unharmed, re runs away. You can�t sneak up on the Killer Bees like you can with pigs, so roll after them and try to anticipate where they�re going. After you bump into Ivan, he admits defeat. * The second in command Jin is hiding behind Cannon�s shop. Shimmy or across the ledge you took to witness the robbery to find him. He jumps down and runs into the field; catch him just like Ivan. * The thug, Jan, is hiding cleverly. Take the small exit near the stairs to the auction house�s second floor, but don�t go out onto the arch. Jan is hiding behind a bush to the left as you exit the square/circle thing. Catch him, then search for the last one. * The fourth member, Jun-Roberto, is hiding behind the gravestone Tott dances in front of. After you catch all four, they hand over a Piece of Heart to salute your superior seeking skill. (say that four times fast) -WINDFALL ISLAND PIECE OF HEART #5- Requirements: Deluxe Picto Box To get this Heart Piece, you have to get two residents of Windfall, Anton and Linda, together. Linda is the blue-haired woman in the orange dress outside the windmill lobby, and Anton is the orange-haired man found walking around the island. (not Garrickson) After talking to both of them, take a good color Pictograph of Linda and show it to Anton. Seeing her helps him make a decision: he�ll ask Linda out for coffee tomorrow. Use the Song of Passing to go through a few days, then check out the bar in the daytime. Sure enough, Linda and Anton are there together, and Linda gives you a Piece of Heart for getting them together. -WINDFALL ISLAND PIECE OF HEART #6- Requirements: 14 Decorative Items Speak with Sam (the man sitting on the bench near Zunari�s shop) to learn he�s a member of the Joyous Volunteers. They want to fill Windfall Island with joy, (or at least glee) but as usual they�re completely incapable of doing anything themselves. Help Sam out by putting decorative items in each of the 14 holders outdoors. 3 are near Sam, 2 near Zunari�s counter, 1 between Doc Bandam�s shop and the auction house, 2 on the path leading from near Pompie and Vera to the auction house stairs, and 6 on the arch above the Windfall Island main entrance. Once a decorative item is in every holder, talk to Sam to get a Heart Piece. -WINDFALL ISLAND PIECE OF HEART #7- Requirements: Fire Arrows, Wind Waker To get this Piece of Heart, you�ll need to get the windmill up and running. At night, seek out a small ledge leading around the north edge of the windmill, to the left of the entry door. Walk along this ledge until you reach a hidden ladder in an alcove. At the top of the ladder, you�ll see a switch. Stand on it, then use the Wind�s Requiem to change the wind to the northeast. This should start the windmill turning; if not, experiment with more directions. Next, go through Salvatore�s Squid-Hunt room, up the stairs to the left, and out the door. You�ll be on a wooden walkway above the street. Kreeb is here, watching the night and talking endlessly about the Windmill. Since the windmill is now turning, continue on past Kreeb and jump onto one of the platforms attached it. Ride this platform to the top, and as the large unlit lamp faces you there, shoot a Fire Arrow into it. If you hit the basket of wood in the middle, the lamp shines again, lighting up the ocean around the Island and revealing a translucent chest off Cannon�s shop. Ride the Windmill back down and jump off onto the walkway. Talk to Kreeb, who�s overjoyed that the lighthouse is working again and hands over a Piece of Heart. -WINDFALL ISLAND PIECE OF HEART #8- Requirements: Must have lit lighthouse, Deku Leaf or Hookshot Another Piece of Heart is contained in the chest you revealed when you lit the lighthouse. At night, you have two ways of getting it. If you have the Hookshot, sail out to the small island the chest is on and pull yourself up to it to claim the Piece of Heart. If you don�t have it, change the wind to south or southwest and use the Deku Leaf to reach it from Cannon�s shop. Be careful not to miss the island! -PAWPRINT ISLE PIECE OF HEART #1- Requirements: None At Pawprint Isle (B5) land on the large isle and you�ll notice a strange dome. Cut aside the grass around it to reveal a tiny entrance you can crawl through, and then enter the Secret Cave through the hole inside. This cave is filled with Red Chuchus and grass containing huge amounts of Green Rupees. Though there are cracked rocks in here, you don�t need Bombs to get this Piece of Heart. Defeat all the Chuchus in the two rooms you can access and the chest containing the Heart Piece appears. -PAWPRINT ISLE PIECE OF HEART #2- Requirements: Treasure Chart 30, Grappling Hook Pull up the treasure shown on Chart 30 here to find another Piece of Heart. -DRAGON ROOST ISLAND PIECE OF HEART #1- Requirements: Must have sorted over 25 letters for Baito If you sort 25 letters in the mail sorting minigame a second time for Baito, his mother will soon send you a letter containing a Piece of Heart. Check out the postboxes on the following days to claim it. -DRAGON ROOST ISLAND PIECE OF HEART #2- Requirements: 20 Golden Feathers If you give 20 Golden Feather to Hoskit, (the Rito guarding the Chieftain�s room) he�ll give you an Orange Rupee! Wait, an Orange Rupee!? Don�t worry, he sends the feathers to his girlfriend, who then sends you a Piece of Heart back. -DRAGON ROOST ISLAND PIECE OF HEART #3- Requirements: Must have beaten Forbidden Woods After getting your second Pearl, you get a letter from the Rito Chieftain from the next postbox you visit. It contains thanks for helping his son and a Piece of Heart. -FLIGHT CONTROL PLATFORM PIECE OF HEART- Requirements: Deku Leaf, expanded Magic Meter, Wind Waker If you beat Obli�s record of about 256 yards at the Flight Control Platform, (B7) you�ll be awarded a Piece of Heart. -ROCK SPIRE ISLE PIECE OF HEART #1- Requirements: 950 Rupees, Wallet Expansion, Beedle�s Chart This Piece of Heart can be bought from Beedle at his special shop ship at Rock Spire Island (C2) for 950 Rupees. Even though Beedle says he�ll be closing here in a matter of days, don�t listen; he�s just trying to attract more customers. -ROCK SPIRE ISLE PIECE OF HEART #2- Requirements: Bombs, Grappling Hook If you look around the island with your Telescope, you�ll see two Cannon Boats somewhere near it. Sink both of them and they should leave Light Rings behind. Pull up both treasures; one is a Piece of Heart. -ROCK SPIRE ISLE PIECE OF HEART #3- Requirements: Treasure Chart 2, Grappling Hook This Piece is the treasure from Chart 2, attained by giving Maggie�s father 20 Skull Necklaces after he becomes rich. Find it like any other treasure. -TINGLE ISLAND PIECE OF HEART- Requirements: Boomerang, Grappling Hook Seek out the customary circling seagulls and defeat the Big Octo off Tingle Island (C3) to uncover a Light Ring containing a Piece of Heart. -THREE-EYE REEF PIECE OF HEART- Requirements: Treasure Chart 38, Grappling Hook After getting Treasure Chart 38 in the Windfall Island auction, seek its treasure, a Piece of Heart, around Three-Eye Reef. (D1) -GREATFISH ISLE PIECE OF HEART #1- Requirements: Deku Leaf, Wind Waker Climb up the spiral path around the larger, circular island to the southeast of the Greatfish Isle (D2) mainland. (mainlands?) You�ll be at the right place if there is a Withered Deku Tree on top. Set the wind to the northwest and look to the central isle. In a small nook/cave about halfway up this isle is a ledge. On it is a chest containing a Piece of Heart. Use the Deku Leaf to glide to it. -GREATFISH ISLE PIECE OF HEART #2- Requirements: Shop Guru Statue Tot get this Piece of Heart, you have to continue Zunari�s trading quest. If you give the Wandering Merchant on Greatfish Isle his heart�s desire, (a Shop Guru Statue from the trading quest) he gives you a Piece of Heart in thanks. To do the trading quest to get this item, speak to Zunari at his large counter after beating the Forsaken Fortress. Answer a few question right, and he gives you a Town Flower to barter with. By giving the right items to the right Goron traders, you can buy new items from them, which then appear in Zunari�s shop. Here is a table showing the vital info on the trading quest: +--------------+--------------+--------------+--------------+--------------+ | 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 | | | +--------------+--------------+--------------+--------------+--------------+ -SIX-EYE REEF PIECE OF HEART- Requirements: None Look for a Submarine surrounded by 3 rafts, directly southwest of Six-Eye Reef. (D4) Sail up and enter it. Inside, you�ll fight a total of 3 Moblin guards, one by one. There are also some Morths and Chuchus inside the barrels and pots in the Submarine. After the Moblins are defeated, a ladder drops down. Climb it and enter the adjacent room to find a chest containing a Piece of Heart. -THORNED FAIRY ISLAND PIECE OF HEART- Requirements: Treasure Chart 5, Grappling Hook After getting Treasure Chart 5 from the basement of the Wind Temple, sail to Thorned Fairy Island (D7) and pull up the treasure: a Piece of Heart. -NEEDLE ROCK ISLAND PIECE OF HEART- Requirements: Hero�s Bow, Hyoi Pear This Piece is in a chest on Needle Rock Island. (E1) Unfortunately, it�s surrounded by flames. The switch to get rid of the flames is in a Kargaroc nest on top of Needle Rock, but obviously you can�t get there. Use a Hyoi Pear to take control of a seagull and hit the switch to get rid of the flames. You�ll probably want to shoot some of the Kargarocs with the Hero�s Bow before attempting this. -STONE WATCHER ISLAND PIECE OF HEART- Requirements: Bombs Sail over to the Sea Platform in this quadrant. (E3) Destroy all 8 of its cannons to make a chest containing a Piece of Heart appear on the Platform. Remember to stay underneath the platform so the cannons can�t hit you. -BOMB ISLAND PIECE OF HEART #1- Requirements: Bombs Bomb the large boulder on top of Bomb Island (E6) to uncover a Secret Cave. Drop down into it to find a lava-filled secret cavern. In the first room, stun a Magtail with the Grappling Hook as it rears up to attack you, then pick it up and place it on the switch to open the door. Run through to the next room. In here, walk along the short, narrow pathway to the left. Be careful not to fall into the lava! Hit the switch at the end of the path to extinguish two rings of fire on a nearby path, then carefully walk back and head along the longer path to a large, open area. More Magtails attack you here. Stun them as before, but make sure there is plenty of room behind them so they don�t roll into the lava when you do. Once one is stunned, pick it up and throw it between either pair of torches on the edges of the area, into the rock of fire beyond. If you threw the Magtail right, it depresses a switch inside the ring and stays stunned for the rest of your time here. If you miss, try again. Once both switches are pressed, one more ring of fire goes out. Run along the narrow path to it and open the chest to claim a Piece of Heart. -BOMB ISLAND PIECE OF HEART #2- Requirements: Treasure Chart 20, Grappling Hook After getting Treasure Chart 20 from a hidden door in the basement of the Earth Temple, seek out the Piece of Heart treasure at Bomb Island. -DIAMOND STEPPE ISLAND PIECE OF HEART- Requirements: Treasure Chart 23, Grappling Hook Use under 20 shots in Salvatore�s Squid-Hunt minigame in Windfall Island, then get a Piece of Heart from it at Diamond Steppe Island. (F1) -SOUTHERN FAIRY ISLAND PIECE OF HEART- Requirements: Treasure Chart 4, Grappling Hook Buy Treasure Chart 4 from Beedle for 900 Rupees at Rock Spire Island, then go to Southern Fairy Island (F4) and pull up the treasure: a Piece of Heart. -FOREST HAVEN PIECE OF HEART #1- Requirements: Treasure Chart 31, Grappling Hook Kamo gives this Chart to you after you show him a good Pictograph of the full moon. After you get it, pull up a Piece of Heart at Forest Haven. (F6) -FOREST HAVEN PIECE OF HEART #2- Requirements: Empty Bottle, Ballad of Gales After the Korok�s annual ceremony, you�ll see 8 of them fly off to plant seeds of new Deku trees on faraway islands. As you continue exploring (or talk to the Deku Tree), you�ll find these trees aren�t doing so well. The only thing that can help them grow is the water flowing through Forest Haven. Water from the same filling, to be precise. Forest Water can be used as many times as necessary, but it becomes ordinary water in only 20 minutes. You�ll have to plan out the route to take in order to take to water all 8 trees in 20 minutes. If you spoke with the Deku Tree, he marks all 8 trees on your Sea Chart. Here is the route I took to finish with over 7 minutes left. (beating the Prima crew by 2 minutes) 1. Cliff Plateau Isles (F7) After filling your Bottle with Forest Water, exit the Haven and left the river carry you down near your boat. Jump in, change the wind, and sail directly east to Cliff Plateau Isles. Climb onto the smallest isle, jump across a few more rocks, and fall down into the Secret Cave. Check out the Secret Cave section to see how to clear it. After exiting the Cave, the first withered Deku tree is nearby. Water it and jump back down to your boat. 2. Shark Island (F3) Warp to Southern Fairy Island next, then sail west to Shark Island. This withered Deku tree is much easier to reach; I think it�s around the island�s �tail,� near the Iron Boots switch. 3. Greatfish Isle (D2) Warp directly to Greatfish Isle for this one. The tree is on top of the corkscrew island you glided from to reach a Piece of Heart, one of the closer islands to you when you arrive. 4. Needle Rock Isle (E1) After that, sail southwest to Needle Rock Isle. This tree is near the chest containing a Piece of Heart. 1. Private Oasis (E5) Warp to the Tower of the Gods and sail south. This tree is to the right of your pool. 2. Eastern Fairy Island (C5) Warp back to the Tower of the Gods and sail north next. This tree should be easy to find. 3. Mother & Child Isles (B2) Since warping directly to Mother & Child Isles takes you inside them, warp to Tingle Island and sail northwest. The tree is on Child Isle. 4. Star Island (A2) Next, sail directly north to Star Island. Water the final tree here to complete the quest. Regardless of which tree you water last, it grows to be huge, and a Piece of Heart appears in its branches and drops down for you. -OUTSET ISLAND PIECE OF HEART #1- Requirements: Hero�s Sword and Shield After beating the Forbidden Woods, return to Outset Island (G2) and visit Orca. He�ll challenge you to a combat training exercise. Obviously, you have to take him up to get anything. Check out the minigame section for tips on how to score at least 500 points and get a Piece of Heart from him. -OUTSET ISLAND PIECE OF HEART #2- Requirements: Power Bracelets, All-Purpose Bait If you talk to Abe, (or read the Wild Pig figurine) you�ll learn that his giant black porcine loves to dig. �Borrow� it by picking it up with your Power Bracelets and walk it over to the other side of the island, near Mesa�s house. You�ll notice a black patch of dirt in the corner between the short ledge below his weed garden and the sheer cliff. Put the pig down near it (maybe in the corner?) and while it�s near the patch, face the center of it and sprinkle some All-Purpose Bait on it. If everything worked, the pig digs up a Piece of Heart. -OUTSET ISLAND PIECE OF HEART #3- Requirements: Deku Leaf, Power Bracelets, Mirror Shield Without a doubt, this Heart Piece will be the hardest-earned (and most fun to get) in the game. To get it, you�ll have to gain entry to the Savage Labyrinth, the entrance to which is on a high plateau behind your Grandma�s house on Outset Island. There are two ways to reach the cliff. The first is to climb to the top of Outset�s eastern island. The Old Man Ho-Ho on top is looking directly at the cliff. Set the wind to the west and jump off the rock on top, that you use to reach the other side of the broken bridge. Instead, use the Deku Leaf to float around the right side of the mountain, ending up on the ledge. The other way is more direct, but can�t be used until later. Climb up to the rock behind your Grandma�s house and use the Hookshot on the palm tree high above on the ledge to get up. Either way, use the Power Bracelets to remove the nearby stone head and drop down the now-exposed hole into the Savage Labyrinth. This Secret Cave is big (and hard) enough to merit its own section; check it out for more info. You�ll have to reach the 51st and final floor to find this Piece of Heart. -HEADSTONE ISLAND PIECE OF HEART #2- Requirements: Hyoi Pear Stand on the rocky beach at Headstone Island (G3) and use a Hyoi Pear to control a seagull. In case you didn�t know, anything a seagull picks up automatically goes to you. Fly the seagull over the very top of Headstone Island, where a Piece of Heart waits. -ANGULAR ISLES PIECE OF HEART #1- Requirements: None Sail to the bizarre Angular Isles at C5 to find an easy to get Piece of Heart. Sail around the larger isle and climb onto the small part of it. Climb up a few blocks and walk around until you find a movable block and matching groove. Pull it out halfway, then use it to climb up to another floor of blocks above it. Push the next movable block you find off a ledge, onto the first floor. Jump down and move it around here so it falls into a square recess. Climb up it and to a higher level. You�ll soon find two blocks stacked on each other. Pull the bottom one of halfway and climb up both of them. Keep climbing, and at the top of the isle is a Piece of heart. -ANGULAR ISLES PIECE OF HEART #2- Requirements: Treasure Chart 15, Grappling Hook Pull this Piece up at Angular Isles using the Treasure Chart found on the third floor of the Forbidden Woods. -FIVE-STAR ISLES PIECE OF HEART #1- Requirements: None In the extreme southeast of the Great Sea, south of Five-Star Isles, (G7) you�ll find a submarine. Enter it and jump down to fight some Keese and Bokoblin. After they�re defeated, climb the ladder that lowers and get the Piece of Heart. -FIVE-STAR ISLES PIECE OF HEART #2- Requirements: Treasure Chart 33, Grappling Hook This Piece is the treasure of Chart 33, which you get by showing Minenco a good color Pictograph of herself. ------------------------------------------------------------------------------ 9. Charts (Chrts) There are three types of Charts to be found in The Wind Waker. To access your charts, press Y on the Sea Chart screen. Treasure Charts, when opened, cause a large ring of light to appear near an island pictured on the chart. If you have the island mapped, use the miniaturized Sea Chart to match the shape if the island. Once you know which island the treasure is near, go to it and use the Treasure Chart to navigate you to the precise spot. The treasure can be a Silver Rupee, Piece of Heart, or Specialty Chart. Triforce Charts work just like normal charts, but they must be decoded by Tingle for the downright silly price of 398 Rupees. There are 8, and each one leads to a piece of the Triforce of Courage. Specialty Charts show the locations of miscellanious objects like Great Fairies, Beedle�s Shop Ships, or Secret Caves. >TREASURE CHARTS -TREASURE CHART 1- Requirements: Boomerang, Deku Leaf Chart Location: Forbidden Woods (F6) Treasure Location: Private Oasis (E5) Treasure: Silver Rupee This chart is found in a large room in the basement of the Forbidden Woods. The Dungeon Map and Compass greatly help in locating it. Once you�re in, use the Boomerang to clear the way across some platforms. Fight and jump to the opposite side of the room, where one of the Boko Babas leaves a Baba Bud behind. Use it to launch yourself up to a ledge and jump onto a gondola. Use the Deku Leaf to blow the wind switches and go back to the south side of the room. On a ledge above where you came in is a bomb flower. Pick a bomb, (any bomb) jump onto the gondola, and throw the bomb from there into the funnel-like tree stump on the center of the room. It should slide down in and blow up a vined flower on top of a chest inside the stump. Jump onto the funnel from the gondola; you�ll slide down on top of the chest. Inside is Treasure Chart 1. Escape the stump by crawling through a small opening on the northwest side of it. -TREASURE CHART 2- Requirements: 20 Skull Necklaces, must have beaten Forsaken Fortress Chart Location: Windfall Island (B4) Treasure Location: Rock Spire Isle (C2) Treasure: Piece of Heart This Chart isn�t very hard to get. After Maggie�s father becomes rich, give him at least 20 Skull Necklaces. (by �using� them in front of him) In return, he�ll give you Treasure Chart 2. -TREASURE CHARTS 3- Requirements: Deku Leaf Chart Location: Forest Haven (F6) Treasure Location: Eastern Fairy Island (C5) Treasure: Silver Rupee This chart is found on the small, tall, circular and inaccessible island southeast of Forest Haven. There are two places to glide to it; make sure the wind is set accordingly. The first is the hanging ledge you started your journey to the Forbidden Woods from. The other is the top of the second Grapple point along the river leading into Forest Haven, just before the second River Octorok. Stop swinging, climb the rope, and glide to the island. These chest is on it. You�ll want to glide back to your boat after that, or you risk drowning. -TREASURE CHART 4- Requirements: 900 Rupees, Beedle�s Chart, first Wallet Expansion. Chart Location: Rock Spire Isle (C2) Treasure Location: Southern Fairy Island (F4) Reward: Piece of Heart This Chart is bought from the helmet-wearing Beedle at Rock Spire Isle for 900 Rupees. Don�t worry about the time limit on his shop; he�s only trying to attract publicity. -TREASURE CHART 5- Requirements: Hookshot, Iron Boots Chart Location: Wind Temple (A4) Treasure Location: Thorned Fairy Island (D7) Treasure: Piece of Heart This Chart is found in a circular room in the lower basement of the Wind Temple, under the fan in the central room. Once you�re there, go into the room east of it and you�ll be there. After defeating the Stalfos and Wizzrobe in this room, get to work pulling down the stone heads scattered around the walls from the top of the room down. To do it, try to Hookshot onto them while wearing the Iron Boots, and don�t stand in front of them! Two of the heads hide Bokoblin. Defeat both Bokoblin (you may need the Hero�s Bow) and a chest containing Treasure Chart 5 materializes. -TREASURE CHART 6- Requirements: Hero�s Bow Chart Location: Tower of the Gods (D5) Treasure Location: Six-Eye Reef (D4) Treasure: Silver Rupee This Chart is in a hidden alcove in the room found the Tower of the Gods Compass in. In case you forgot, it�s the room through the northwest exit of the water-filled dungeon lobby. When you enter it and after beating the Red Bubble, look above the far wall to see an eye switch. Shoot it with an arrow and the secret alcove is revealed. Open the chest to get Treasure Chart 6. You�ll have to defeat a few Armos after that, however. -TREASURE CHART 7- Requirements: None Chart Location: Windfall Island Treasure Location: Star Island (A2) Treasure: Silver Rupee To get Treasure Chart 7, simply win the Squid-Hunt minigame on Windfall Island a second time. -TREASURE CHART 8- Requirements: Deku Leaf; Bombs recommended Chart Location: Horseshoe Island (G1) Treasure Location: Western Fairy Island (C1) Treasure: Silver Rupee Before sailing directly to Horseshoe Island to claim this Chart, it�s HIGHLY recommended you defeat the nearby Cannon Boat first to prevent anything bad from happening. After that�s taken care of, land on Horseshoe�s southeastern shore. To get to the top cliff of Horseshoe Island, you�ll have to play a game of golf. Yes, golf. Deku golf, that is. As you try to walk along the island�s ramping surface, vines periodically rise out of the ground to block your way. To get rid of them, you�ll have to get a Deku Nut into the hole under the flag up ahead. Grab a Deku Nut and throw it at the flag. Hopefully it will go in. If not, try again or reposition it with the Deku Leaf. Once it falls into the hole, it hits a switch to drop the vines. Repeat this again on a narrower part of the walkway, and only one Deku Nut. The last Nut starts out beyond the vines, and the ledge is narrow. You�ll have to rely solely on your Deku Leaf to get it in; line up a good shot. It might take many tries, and you only have until the Deku Nut dries out, rots, and falls apart. Once you beat all three holes, continue up to the top of the island and drop into a Secret Cave behind Old Man Ho-Ho. Inside, defeat a Mothula and 2 Wingless Mothulas to create a chest containing Treasure Chart 8. When you exit the cave, you�ll probably want to get Treasure Chart 28 while you�re here. -TREASURE CHART 9- Requirements: None Chart Location: Crescent Moon Island (A5) Treasure Location: Horseshoe Island (G1) Treasure: Silver Rupee This Chart is in a Submarine off Crescent Moon Island. If you can�t locate it, the island�s Old Man Ho-Ho is staring intently at it. When you board the Submarine, you�re assaulted by 4 waves of Miniblin. After you defeat each, a torch above the far end of the Submarine lights up. Once all four waves are defeated, climb the ladder to the Treasure Chart. -TREASURE CHART 10- Requirements: None Chart Location: Crescent Moon Island (A5) Treasure Location: Tingle Island (C3) Treasure: Silver Rupee This Treasure Chart is a cinch to get. Land on rocky Crescent Moon Island; the chest containing the Chart is sitting out in the open, waiting to be opened. -TREASURE CHART 11- Requirements: None Chart Location: Dragon Roost Cavern (B6) Treasure Location: Crescent Moon Island (A5) Treasure: Piece of Heart This Chart is in an off-circular room in the southern part of the second floor of Dragon Roost Cavern. You�ll notice a plinth with two torches on the room�s west side. Use a Boko stick from one of the Bokoblin in the room to light the unlit one, and a chest containing this Chart appears in between. -TREASURE CHART 12- Requirements: Boomerang highly recommended Chart Location: Earth Temple (G3) Treasure Location: Five-Eye Reef (F2) Treasure: Silver Rupee This Treasure Chart is in the basement of the Earth Temple, in the Floormaster- filled room west of the basement�s �hub� room. After navigating through the fog and Floormasters to get the Small Key and disable the fog, defeat all 6 of them to make the chest with this Chart appear. Remember to lock onto and stun the Floormasters as soon as they extend to keep them from grabbing you; be very cautious! -TREASURE CHART 13- Requirements: Cannon, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress Chart Location: Two-Eye Reef (G4) Treasure Location: Overlook Island (A7) Treasure: Secret Cave Chart To get this Chart, use your cannon to clear out the Cannon Boats and wall- mounted cannons in Two-Eye Reef. Once they�re all blasted away, a chest containing the Chart appears on one of the Reef�s �eyes.� Get to the highest part of the reef�s square edge, set the wind accordingly, and use the Deku Leaf to glide to the chest. -TREASURE CHART 14- Requirements: Boomerang highly recommended Chart Location: Headstone Island (G3) Treasure Location: Tower of the Gods (D5) Treasure: Silver Rupee Use your Telescope to seek out a Submarine north of Headstone Island. When you find and enter it, you somehow appear directly above the battle pit, giving you no time to prepare. You�re thrust directly into a Bombchu-infested bomb field. Obviously, this fight will be filled with explosions galore. Keep moving around and quickly lock onto Bombchus as you destroy them with the Boomerang. Don�t try to use your sword, or you�ll likely strike some Bomb Flowers. After you defeat all the Bombchus, the flames blocking the entry ladder go out, and a second ladder to the exit drops. In the next room is the Chart. -TREASURE CHART 15- Requirements: Boomerang, Deku Leaf Chart Location: Forbidden Woods (F6) Treasure Location: Angular Isles (G5) Treasure: Piece of Heart This Treasure Chart, like Chart 1, is found in the Forbidden Woods. You�ll need the Boomerang to get it. It�s on the highest floor of the tall room just after the Dungeon�s entry room. The best way to reach it is take a Warp Jar to the first room. Continue to the second room, then use the Deku Leaf and Boko Buds to ascend to the heights of the room. Try to reach the northeast side of the highest floor. Once there, use the Baba Bud to float to the room�s southwest side. On this ledge, use the Boomerang to cut off the flower on top of the chest containing Treasure Chart 15. -TREASURE CHART 16- Requirements: Hero�s Bow Chart Location: Seven-Star Isles (A6) Treasure Location: Shark Island (F3) Treasure: Silver Rupee This chest is attained on the triple Sea Platform near Seven-Star Isles. When you climb to the top, some special, white-robed Wizzrobes attack. You�ll need your Bow to defeat them; they often appear floating on air. You�ll fight two one at a time, then 2 at a time. (I think) Once you defeat all three waves, the chest containing the Chart appears. Two chests containing Red Rupees also appear. -TREASURE CHART 17- Requirements: None Chart Location: Spectacle Island (B3) Treasure Location: Ice Ring Isle (F5) Treasure: Silver Rupee This Chart is won from Salvatore by winning the Cannon Minigame a second time. Check out the Minigames section for some tips. -TREASURE CHART 18- Requirements: Rupees Chart Location: Windfall Island (B4) Treasure Location: Windfall Island (B4) Treasure: Green Rupee This chart is one of the two you can purchase in the nightly Windfall Auction. (check out the Minigame Section) Conveniently enough, both the Chart and the Treasure are found at Windfall Island. Wait, the Treasure is... *reads Prima Guide* A GREEN RUPEE!?!? Those tight-fisted Hylians! Curse them to the bottom of the Great Sea! Wait... -TREASURE CHART 19- Requirements: Bombs, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress Chart Location: Four-Eye Reef (B1) Treasure Location: Flight Control Platform (B7) Treasure: Island Hearts Chart To get this Chart, conquer Four-Eye Reef with your cannon as you did Two-Eye Reef (see my Objects section) to make the chest appear. Climb to the highest part of the Reef�s edge, set the wind, and glide to the chest as before. -TREASURE CHART 20- Requirements: Bombs or Boomerang Chart Location: Earth Temple (G3) Treasure Location: Bomb Island (E6) Treasure: Piece of Heart This Chart is found in a hidden chamber in the deepest reaches of the Earth Temple. Spooky, huh? To find it, look for some Sun Spots in the giant light puzzle room in the Dungeon�s second basement. Sometime during the puzzle, shine light on these spots to dissolve the wall around them and reveal a short passage to a hidden door. I think the passage may also dissolve automatically when you solve the light puzzle to illuminate the room. Either way, you�ll find a ledge and a pit lined by 3 stone coffins in this room. Each contains a Stalfos. Shine light on them (either by standing Medli in the light and using the Command Melody, or doing it with the Mirror Shield and jumping down if you�ve beaten the Dungeon) to open the crypts. You probably won�t want to fight them all at once, unless you want a good challenge. Defeat them however you want; regardless, after all 3 Stalfos are dead (again) a chest containing Treasure Chart 20 appears. -TREASURE CHART 21- Requirements: Bombs, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress Chart Location: Cyclops Reef (D3) Treasure Location: Cyclops Reef (D3) Treasure: Light Ring Chart As usual with reefs, use your cannon to destroy the wall-mounted cannons and Cannon Boats to make them chest appear, then float to it with the Deku Leaf after setting the wind. Conveniently enough, the treasure of this Chart, the Light Ring Chart, is also at Cyclops Reef. -TREASURE CHART 22- Requirements: Boomerang recommended Chart Location: Northern Fairy Island (A3) Treasure Location: Spectacle Island (B3) Treasure: Silver Rupee Use the Telescope to look around Northern Fairy Island for a Submarine and enter it. As usual, this Submarine�s challenge is unique. You actually don�t have to fight to beat this Submarine, just navigate over some torches to swing to the other end. If you mess up and fall, you�ll have to fight a total of 5 patrolling Moblins; you may want to dispatch them before trying to swing across. As usual, Treasure Chart 22 is in the far room. -TREASURE CHART 23- Requirements: None Chart Location: Windfall Island Treasure Location: Diamond Steppe Island Treasure: Piece of Heart To get this chest, set a new high score at Salvatore�s Squid-Hunt minigame (you have to beat 20 shots). This isn�t easy; check out my minigame guide. I was only able to win using 17 shots because the 4 and 2-square squids were lined up; this game is all about luck and a small amount of practice; it�ll take you many, many tries to beat the record. Once you FINALLY manage to beat the record, Salvatore hands over the Chart. -TREASURE CHART 24- Requirements: Deku Leaf, Wind Waker, Deluxe Picto Box Chart Location: Windfall Island Treasure Location: Northern Fairy Island (A3) Treasure: Silver Rupee To get this chart, you�ll need to address Pompie and Vera�s gossiping problem. Start by standing on the wooden railing on top of the stairs leading to the auction house�s upper floor. Set the wind to the northeast and glide over to a wooden balcony above Lenzo�s shop. Enter the door, and you�ll be in the back room of Lenzo�s gallery. The two chests on the far side of the hall contain Treasure Chart 29 and a Purple Rupee. After getting both treasures, enter the crawlspace between the chests. After a long, long crawl, you�ll emerge from a picture frame above the bottom of his stairs. Clever... Very clever... Anyway, drop down and look to the left. Near Lenzo�s door, he seems to be having a conversation with Minenco about Pictography. Take a good color Pictograph of them talking, but don�t approach them or you�ll get caught. Once you manage this, show the Pictograph to Pompie or Vera. From the Pictograph, they somehow realize the rumors they�ve been spreading about the two were false. For setting them straight, they hand over Treasure Chart 24. -TREASURE CHART 25- Requirements: Fire Arrows, Deku Leaf, Boomerang recommended Chart Location: Cliff Plateau Isles (F7) Treasure Location: Forsaken Fortress (A1) Treasure: Silver Rupee This Treasure Chart is in a chest on the highest cliff-plateau of Cliff Plateau Isles. After landing on the smallest rock, jump over some more rocks, passing a Postbox, until you reach a Secret Cave. Drop down to enter into one of the more unusual Secret Caves. The first part of the cave is a large series or ponds with large, floating platforms on them. Jump from the hanging ramps on these platforms to get from one of the next; use the Deku Leaf if necessary. You can also use it to blow blasts of air at the leaves attached to the platforms to rotate them. Lastly, there are Rupees on the platforms of Green, Blue, or Yellow. What you want to do is reach the solid ground above the highest tier of floating platforms. (and maybe gather some Rupees) Once here, explore the lower area if you want to find some Boko Babas, but then go to the bottom of the ramp to the right. Some thorned vines spring up around you, but you can squeeze through them unharmed by keeping to the left side of the nearby tree trunk. There should be a Boko Baba just beyond this; defeat it and a Baba Bud pops out. It can pop you up to the tops of the two tree trunks dominating this part of the Cave. Fly up to the one to the left. (when approaching them from the floating platforms) Once there, get out to the edge of the walkway on it and drop off. You should be able to land next to a small chest containing a Joy Pendant, surrounded by vines. After you get it some vines disappear; go back and return to the tree trunks. On the one you dropped off of, shoot the boarded-up opening ahead with a Fire Arrow and float to it with the Deku Leaf. Once you get there, exit the Cave through the light beam to get to the highest plateau, where the Treasure Chart waits. -TREASURE CHART 26- Requirements: Bombs, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress Chart Location: Six-Eye Reef (D4) Treasure Location: Northern Triangle Island (C4) Treasure: Octo Chart This chest/Chart is found at Six-Eye Reef the same as at any other Reef. -TREASURE CHART 27- Requirements: Hookshot Chart Location: Private Oasis (E5) Treasure Location: Star Belt Archipelago (C7) Treasure: Silver Rupee At your Oasis, walk around the porch of your private cabana to the back. You should see a plateau/spring the water is coming from with a palm tree above it. Hookshot up to the tree. Carefully walk along the edge of the spring; the chest containing Chart 27 is on the far end. -TREASURE CHART 28- Requirements: Deku Leaf, Wind Waker, Bombs recommended Chart Location: Horseshoe Island (G1) Treasure Location: Needle Rock Isle (E1) Treasure: Silver Rupee This Chart is best attained directly before or after getting Treasure Chart 8. After getting past all three holes of Deku golf, set the wind east or northeast and float out to the tall rock in the middle of the horseshoe. The chest containing Chart 28 is here. -TREASURE CHART 29- Requirements: Deku Leaf, Wind Waker Chart Location: Windfall Island (B4) Treasure Location: Mother & Child Isles (B2) Treasure: Silver Rupee This Chart is found in a chest in Lenzo�s back room, midway through your quest for Treasure Chart 24. Start by standing on the wooden railing on top of the stairs leading to the auction house�s upper floor. Set the wind to the northeast and glide over to a wooden balcony above Lenzo�s shop. Enter the door, and you�ll be in the back room of Lenzo�s gallery. The two chests on the far side of the hall contain Treasure Chart 29 and a Purple Rupee. -TREASURE CHART 30- Requirements: Bombs, Wind Waker Chart Location: Tower of the Gods (D5) Treasure Location: Pawprint Isle (B5) Treasure: Piece of Heart To get this Chart, head to the giant scale room north of the �hub� room for the Tower of the Gods� second floor. There should be a cracked wall on the west side of this room, above the pool. Stand on a scale (without and Armos to balance you so it lowers) and throw Bombs at the wall. If you throw them too early, they�ll splash harmlessly into the water; too late and they�ll blow up in your hands. You�ll need precise timing to pull it off. For a start, throw the Bomb as it starts expanding and flashing rapidly, and adjust your timing from there. Jump down and enter the door behind. In room, you�ll notice two massive Armos statues. Ignore them for now and play the Wind�s Requiem on the Win Crest ahead. This summons the chest containing Treasure Chart 30, and brings the two Armos Knights to life! As soon as they start charging, lock onto one and keep moving to stay a short distance away from it. Once the Armos Knight opens its mouth, throw a Bomb into it from relatively close up. It explodes and kills the Armos. Strafe out of the way from its suicide charge, then repeat for the other Knight. After they�re both done for, take the Chart. -TREASURE CHART 31- Requirements: Deluxe Picto Box, Wind Waker recommended Chart Location: Windfall Island (B4) Treasure Location: Forest Haven (F6) Treasure: Piece of Heart Talk to Kamo on Windfall Island (the brown-haired young man sitting on the stairs near the Auction House) to learn that he�s emotionally distraught and unstable. Cool, huh? He says that you can only help him if you understand him (he fails to mention you need years of psychiatric training) and asks you to bring a picture of something �perfectly round and pale.� (no, it�s not a Beamos� eye) Play the Song of Passing on a high-up area on Windfall until the full moon is in the sky, then get a color Pictograph of it. Show it to Kamo and he hands over Chart 31. -TREASURE CHART 32- Requirements: Bombs, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress Chart Location: Three-Eye Reef (D1) Treasure Location: Boating Course (G6) Treasure: Sea Hearts Chart AS with all the Reef Charts, blow up all the cannons in Three-Eye Reef to make the chest appear, then set the wind and glide to it from the Reef�s square wall. -TREASURE CHART 33- Requirements: Deluxe Picto Box Chart Location: Windfall Island (B4) Treasure Location: Five-Star Isles (G7) Treasure: Piece of Heart In case you didn�t know, Minenco (the middle-aged woman standing outside Doc Bandam�s Shop) was named Miss Windfall Island... 40 years ago. She�s still concerned about her looks, though. Take a good Color Pictograph of Minenco and show it to her; she rewards you with Treasure Chart 33 for making her feel so good about herself. -TREASURE CHART 34- Requirements: None Chart Location: Varies Treasure Location: Eastern Triangle Island (D6) Treasure: Silver Rupee This Chart is given to you by the peculiar Salvage Corp. when you first talk to them. They are found in many places around the Great Sea, but Pawprint Isle (B5) and Eastern Triangle Isle (D6) are two of the easiest places to look. -TREASURE CHART 35- Requirements: Iron Boots Chart Location: Wind Temple (A4) Treasure Location: Islet of Steel (E2) Treasure: Silver Rupee To get this Chart, head for the room in the Wind Temple just south of the giant fan room, in the basement. (the one with the 5 cracked tiles) Although you only have to go through one of the holes (preferably the second from the right) to get the Small Key here, you can fall down all 5 holes and defeat all 5 sets of enemies to make Treasure Chart 35 appear on the raised area of the room. From left to right, the enemies are: 1st Tile: 4 Green Chuchus 2nd Tile: 4 Armos 3rd Tile: 2 Floormasters 4th Tile: Nothing 5th Tile: 4 Red Chuchus -TREASURE CHART 36- Requirements: Fire Arrows Chart Location: Ice Ring Isle (F5) Treasure Location: Bird�s Peak Rock (E7) Treasure: Silver Rupee After defrosting Ice Ring Isle by shooting the dragon head�s mouth with a Fire Arrow and getting the Iron Boots, look on the Isle�s south coast for a treasure chest encased in ice. Shoot this ice with a Fire Arrow and open the chest; Treasure Chart 36 is inside. -TREASURE CHART 37- Requirements: Bombs, Boomerang recommended Chart Location: Rock Spire Isle (C2) Treasure Location: Fire Mountain (C6) Treasure: Silver Rupee This Chart is a reward for beating Rock Spire Isle�s Secret Cave. The Cave�s entrance is on the highest spire on the Isle�s southwest side. Unfortunately, you�ll have to get to it by hopping across some other spires, which conveniently happen to be covered by cracked boulders. It seems like you have to start at the northeast and use proper timing to Bomb your way across, but don�t be fooled. Pull up on the KoRL on either side of the Isle, get out your cannon, and blow up each of the rocks. Once they�re all gone, come ashore and jump across to the Cave entrance. (by the way, don�t bother with the small, shorter spire on the southeast side of the Isle; nothing is under it) Once you get inside, check out the darkened cave. Oh, it�s one of those �light the torches to get something� deals! Grab a Boko Stick from the pot, light it on one of the torches near the light beam, and light the two unlit ones with it. Get ready for a shock; you�re rewarded by being assaulted by a ridiculously insane amount of Keese! Rapidly L-target a Keese and tap the �Rang button; keep up this cycle at a feverish pace until the Keese are dead. Expect to take some damage from the flying horde. After all the Keese are dead, the chest containing Treasure Chart 37 appears. -TREASURE CHART 38- Requirements: Rupees Chart Location: Windfall Island (B4) Treasure Location: Three-Eye Reef (D1) Treasure: Piece of Heart Like Treasure Chart 18, Chart 38 can be bought in the Windfall Auction. It provides a much better reward than its counterpart, though. Remember, if you can�t find what you want, press B to quit the Auction and then reenter. -TREASURE CHART 39- Requirements: Grappling Hook Chart Location: Dragon Roost Cavern (B6) Treasure Location: Dragon Roost Island (B6) Treasure: Silver Rupee The room with this Chest is found early in the Dragon Roost Cavern, but it can�t be claimed the first time you pass through. After passing through the Dungeon�s first room, go through the small atrium with the skulls, into the giant magma cavern. Turn left and go through the door up ahead. In here, look for a lava-filled passage branching out to the right early in the room. Face it and look up to see a Grappling point. Use the Grappling Hook to cross it and get Treasure Chart 39 on the other side. Conveniently enough, the treasure from this chart is located in the waters just outside the Dungeon. -TREASURE CHART 40- Requirements: Bombs, Deku Leaf, Wind Waker Chart Location: Southern Fairy Island (F4) Treasure Location: Headstone Island (G3) Treasure: Silver Rupee Search out three Sea Platforms in a triangle formation southeast of Southern Fairy Island. Sail underneath one of the two with a ladder and take out its cannons, then repeat with the other one. This causes two Treasure Chests to appear on the third ladder-free Platform. Climb up onto either of the first two. After clearing out their pots and Bokoblin Pirates, set the wind towards the last platform and glide to it with the Deku Leaf. The chests you created here contain Treasure Chart 40 and a small reward. -TREASURE CHART 41- Requirements: Bombs, Deku Leaf, Wind Waker, must have beaten Forsaken Fortress Chart Location: Five-Eye Reef (F2) Treasure Location: Four-Eye Reef (B1) Treasure: Great Fairy Chart This Chart is found in Five-Eye Reef. Painstakingly conquer it as you did the other Reefs, set the wind, and glide to the treasure chest from the Reef�s edge. Unlike with other Reefs, you�ll first have to glide to an empty �eye� from the edge before resetting the wind and actually getting the Chart. >TRIFORCE CHARTS -TRIFORCE CHART 1- Requirements: Bombs, Wind Waker Chart Location: Islet of Steel (E2) Shard Location: Greatfish Isle (D2) The first Triforce Chart is inside the metallic Islet of Steel. When you near it, you�ll see that the construction is heavily guarded. Two wall-mounted cannons are on either side of the Islet�s entrance, several Cannon Boats patrol in front of it, and Kargarocs circle the inaccessible upper area. Start out far from the Islet and cruise inward as you take out Cannon Boats. Sail up to the Cannon Boats so they can�t hit you as you approach. Don�t get too close or your own shots will hurt you, though. The only Cannon Boat you need to destroy is the one directly inside the entrance; one it�s gone you can sail right in. Once inside, cruise up to the shore and play the Wind�s Requiem on the Wind Crest to make the Triforce Chart chest appear. Get the Rupees in the nearby pots while you�re here, too. -TRIFORCE CHART 2- Requirements: Grappling Hook, Cabana Deed, Skull Hammer, Wind Waker, Boomerang recommended Chart Location: Private Oasis (E5) Shard Location: Gale Isle (A4) After you�ve attained the deed to your Private Cabana, sail to it and enter. One inside, look up and you�ll see a Grapple switch like the one in Dragon Roost Cavern. When you Grapple onto it, a secret passage in the fireplace is revealed! Drop down the hole to enter your private dungeon. This place is basically a large maze filled with gates you have to open by pounding stakes. You�ll often find yourself crawling around the crawlspaces in the dungeon�s basement to get from room to room. Besides getting lost, your only concerns are some wandering Rats (keep your Boomerang ready) and two Redead you�ll encounter after dropping down an earthy hole. Luckily, they take a while to scream at you, so if you locate them quickly you should be able to take them out with a Master Sword combo. Rather than provide a walkthrough for the dungeon, I�ll provide a map: PRIVATE DUNGEON FIRST FLOOR _____ / \ | LB | KEY | | L#: Ladder \ / G: Gate \ / S: Stake | | LB: Light Beam to Cabana | | H: Hole ____| | _______ R: Redead _____ | | | | T: Triforce Chart and Wind Crest | L2 | | __ | | L1 | V: Vases with Rupees | __| | || | | | C: Chest containing Orange Rupee | |_____| || |__| | | || G S S | | _________||___________ | | |__________ ____| G| | G S | | | |___ |_____ | L4 | ___| ||_______| | H | |_____ |____ | G___________ | | S |___ | L3 | | | | | | L5 T| |_______| |________| PRIVATE DUNGEON BASEMENT ___ _____ ____ | V | _____| L1 | | | | | | |_____| _| | |___| | | | | | | ___| | _|_ ________ |________| | C | | | | ___|_ | |______| | |___ | | | | ____ |L4 |___| | L3 | |______ | | |_______| |_____| | | | | ___ | | | R | |L5 | ______| | |____| | | _|_ |______| | |___| | | | | | | | | |L2 | | | | V | |___| |__________| |___| -TRIFORCE CHART 3- Requirements: Hero�s Bow, Hyoi Pear, Wind Waker Chart Location: Bird�s Peak Rock (E7) Shard Location: Stone Watcher Island (E3) For the next Triforce Chart, stock up on Hyoi Pears and set sail for the imposing Bird�s Peak Rock. Land on the small island southeast of the rock, and look to the bottom of a small plateau. The hole leading down to the cavern with the Triforce Chart is there, but it�s blocked off by a gate. To get there, you�ll have to hit crystal switches on top of each of the 6 rocks. Since this is obviously impossible by yourself, you�ll need to control a Seagull with a Hyoi Pear. Before you do, get out your Hero�s Bow and use it to snipe the 4 Kargarocs nesting on 4 of the peaks. (you may need your telescope to spot them) The highest peak and the nearest one don�t have Kargarocs. You�ll probably have to move around the island to get in position to hit all 4, and you might even have to Grapple onto the plateau by climbing up from the sideways post on its right side. After all the peaks are clear, (except a lone Kargaroc circling the highest peak) get onto the lower part of the island and use a Hyoi Pear. If you took out the 4 Kargarocs, the first 4 switches will be easy. After that, have the Seagull fly back over the island you�re on and flap to gain altitude until it�s level with the highest peak. Fly straight towards the crystal switch and try not to hit the Kargaroc. If you�re having trouble with this, try luring the Kargaroc near you with a seagull so you can kill it. After you hit all 5 switches, the gate blocking off the cave opens. Drop down inside it and walk up to the pedestal. Grab the Rupees in the vases and play the Wind�s Requiem on the Wind Crest to make the chest appear. -TRIFORCE CHART 4- Requirements: Ghost Ship Chart, Hookshot, Mirror Shield, Wind Waker, Boomerang recommended Chart Location: Varies Shard Location: Outset Island (G2) You�re probably heard about the mysterious and terrifying Ghost Ship from the Mermen, and possibly even seen it. To get the next Triforce Chart, you�ll have to go inside it. However, even if you find the Ship you can�t enter it without the Ghost Ship Chart. To get this, sail to Diamond Steppe Island (F1) and sail up next to the lowest �step� on the raised island. Fire the Hookshot at the palm tree on this step from your boat to get up onto it. Repeat this process to climb the scenic island (be careful not to fall into the water) until you reach the highest step, where you�ll see a Secret Cave. Drop down into it. You�ll have to endure an ancient ship graveyard/Warp Jar maze filled with Floormasters to reach the Chart. If you enter a bad jar, you�ll return to the entrance and have to start over. (even worse, the Floormasters return) Here are the directions to reach the Chart: -Enter the lone Warp Jar ahead of you from the entrance. -In the next area, go around the wooden barrier ahead of you. There should be a Floormaster behind it; defeat it. Pick up and break the jar with a Boko Stick in it, then light it on a nearby torch, run back, and burn off the covering from the jar the Floormaster was guarding. -You�ll emerge near a small chest containing a Joy Pendant. After claiming it, drop off through a gap in the railing next to the wall. -Defeat the nearby Floormaster here, (and the other one if you want) break the Boko Stick jar, and use a lit stick to burn off the covering of the jar closest to where you dropped into the area and go in. -Defeat the nearby Floormaster on this platform and burn off the covering of the jar diagonally across from the one you entered in as you�ve done before. Then enter it. (what else?) -Finally, defeat the Floormaster here, (be careful as you are within its reach as you exit the Warping Jar) climb the stairs, and circle around the railing ahead of you. Get the Ghost Ship Chart in the chest, then drop down through the gap and enter the light beam to return. Okay now that you have the Ghost Ship Chart, what do you do with it? Use it to find the Ghost Ship, of course! At night, if the ancient Chart is open the current location of the Ghost Ship appears on your main map. (it changes depending on the phase of the moon) You can also check the Ghost Ship Chart itself to see the other islands it�ll appear at. If you don�t feel like doing either, refer to this chart: Crescent Moon (right side)-Five Star Isles (G7) Half Moon (right side)-Star Belt Archipelago (C7) Gibbous Moon (right side)-Greatfish Isle (D2) Full Moon-Crescent Moon Island (A2) (how ironic) Gibbous Moon (left side)-Diamond Steppe Island (F1) (how convenient) Half Moon (left side)-Bomb Island (E6) Crescent Moon (left side)-Spectacle Island (B3) Once you find the Ghost Ship, sail directly at it; instead of colliding, you�ll enter the ship! The interior works just like that of a Submarine. Defeat the two Poes, Stalfos, summoning Wizzrobe, and any enemies it summons, and a ladder drops down. Climb up the ladder and you�ll see the chest the Chart is in. Unless your wallet is maxed out, don�t open it yet! Break open the pots for lots of Rupees, then play the Wind�s Requiem and get the Chart. Once you do, the Ghost Ship banishes you from its haunted depths and disappears, never to return. -TRIFORCE CHART 5- Requirements: Bombs, Grappling Hook Chart Location: Needle Rock Isle (E1) Shard Location: Cliff Plateau Isles (F7) On or near Needle Rock Isle, use the Telescope to peer to the northwest. You should see 3 Cannon Boats in the northwest part of the quadrant. Sail up to and sink each boat one by one; you�ll notice that one of the boats is plated with gold. Besides the usual treasure spheres, each boat leaves behind a Light Ring. The two normal Boats leave behind Purple and Orange Rupees, and the golden one leaves a chest containing Triforce Chart 5. -TRIFORCE CHART 6- Requirements: Deku Leaf and Wind Waker or Hookshot, Boomerang and Fire Arrows highly recommended Chart Location: Outset Island (G2) Shard Location: Southern Triangle Island (E4) This Chart is a reward of the massive Savage Labyrinth, a mini-dungeon whose entrance is on Outset Island. It�s so big, it merits its own section; check out the Savage Labyrinth section near the end of the FAQ for plenty of details. -TRIFORCE CHART 7- Requirements: Power Bracelets, Wind Waker, Boomerang and Fire Arrows highly recommended Chart Location: Stone Watcher Island (E3) Shard Location: Seven-Star Isles (A6) To start on this Triforce Chart, set sail to Stone Watcher Island. Once there, you�ll find the island�s namesake-a giant stone head. Use the Power Bracelets to lift and shatter the statue, then drop down into the Secret Cave. In here, you�ll encounter a mini-dungeon. There are 6 doors ringing the pillared central chamber. The one directly across where you entered from leads to the Chart, but it�s sealed at the start. The 2 doors on either side of it contain battles; the enemies appear as soon as you enter. Clockwise starting from the entry door, the rooms are: -4 Armos: This shouldn�t be hard. Draw your sword as they approach or before entering the room, lock onto one, and keep your shield up. Step (don�t jump) to the side as they charge, then quickly drop your shield and attack as they pass. If you timed your attack right, you�ll strike a crystalline posterior or two. If you�re having trouble pulling this off, stun the Armos from the front with an arrow first. Once all 4 are dead, collect the spoils and head to the next room. -2 Moblins: Also an easy fight. Since there are only two, rapidly stun one with the Boomerang, release and hit L, and stun the other. Then unload a sword combo on one or both of them. Keep your shield up when not attacking and repeat until both die. -3 Wizzrobes: This can get slightly annoying. As soon as you enter, lock onto a Wizzrobe and blast it with a Fire Arrow, quickly repeat, then dodge the fire blast of the final Wizzrobe. Stun this one with the Boomerang and finish it with the Master Sword. -5 Bokoblin: You might take a little damage here. Stun a Bokoblin, then kill it with a sword combo and repeat. Keep moving to avoid attack. After you beat each room, a flame above its door light in the main room. Once you beat all 4 rooms, you�ll return to the main room to find 2 Darknuts waiting for you. NOW things get fun. Use standard techniques on the Darknuts to beat them; keep close to your target so you�ll do a jumping parry. Once you�ve removed the helmets of each, stun them and remove their armor, then repeat and attack until they die. Also, take note that the pillars ringing the room and be destroyed by Darknut swords. (it doesn�t matter whether you or they wield them) After defeating both Darknuts, enter the now-unsealed door. Play the Wind�s Requiem on the Wind Crest and claim the Triforce Chart. -TRIFORCE CHART 8- Requirements: Hookshot, Bombs, Wind Waker, Boomerang and Fire Arrows highly recommended Chart Location: Overlook Island (A7) Shard Location: Two-Eye Reef (G4) Set sail for Overlook Island to find the last chart. Get up onto the island much as you did Diamond Steppe Island; Hookshot onto the lowest palm tree from the rocky ground or your boat, then repeat this to climb the island to the top. (you�ll have to avoid some fired Bombs unless you sink the nearby Cannon Boats) Once you reach the highest part of the Island, the Secret Cave you drop into has the exact same layout and process as the one at Stone Watcher Island, except the enemies are tougher. Once again, clockwise from the entry door: -3 Armos Knights: This room seems intimidating, but it doesn�t need to be hard. Keep moving away from the Armos Knights, but keep close enough to throw a Bomb into their mouths when they open. When you do, quickly sidestep to avoid being mowed down and repeat twice. If possible, try to use the bomb flowers near the corners of the room. -2 Stalfos: This can be a little tough. Either Bomb a Stalfos or stun it with the Boomerang and unload a sword combo to break it apart, then stun the roving head and attack it until it dies. Repeat with the other Stalfos. Be very careful not to get within clubbing range of one Stalfos as you attack another! -2 Summoning Wizzrobes: This can get ugly. As with all Summoning Wizzrobes, focus on them first and their spawn second. Quickly lock onto and attack both of the Wizzrobes with Fire Arrows as they appear. When they reappear, quickly repeat for both of them to kill them. If you were fast enough, they won�t get a chance to summon anything. After you�ve killed both the Wizzrobes and their summons, you can continue on. -5 Shield Bokoblin: This room seems empty at first; the Shield Bokoblin are hiding in pots. L-target before you approach a pot and to a jump attack to get closer. If you did it right, the Bokoblin will try to assault you from the pot, but get intercepted in midair by your attack. You won�t be able to do this for every pot; use the standard Boomerang-sword combo to finish them off. Once you beat all 4 rooms, 4 Darknuts instead of 2 await in the central room. This is going to be lots of fun... Take these Darknuts out as you did the 2 before. Focus on getting their armor off quickly and abuse your shield; they may knock each other apart and open up to attack if they hit each other. This battle really shouldn�t be too hard, and makes great practice for the final room of the Savage Labyrinth. Once you beat all 4, check out the pillars that remain and then enter the final room and get the Triforce Chart as you did at Stone Watcher Island. >SPECIALTY CHARTS -BEEDLE�S CHART- Requirements: Must have beaten Tower of the Gods Chart Location: Varies To get Beedle�s Chart, beat the Tower of the Gods, then visit any of his Shop Ships. He sends you the Chart in the mail the next day. Beedle�s Chart is a very helpful one that shows you every quadrant that contains a Shop Ship, including the newly appeared special one. -GHOST SHIP CHART- Requirements: Hookshot, Boomerang recommended Chart Location: Diamond Steppe Island (F1) To get this Chart, sail to Diamond Steppe Island and sail up next to the lowest �step� on the raised island. Fire the Hookshot at the palm tree on this step from your boat to get up onto it. Repeat this process to climb the scenic island (be careful not to fall into the water) until you reach the highest step, where you�ll see a Secret Cave. Drop down into it. You�ll have to endure an ancient ship graveyard/Warp Jar maze filled with Floormasters to reach the Chart. If you enter a bad jar, you�ll return to the entrance and have to start over. (even worse, the Floormasters return) Here are the directions to reach the Chart: -Enter the lone Warp Jar ahead of you from the entrance. -In the next area, go around the wooden barrier ahead of you. There should be a Floormaster behind it; defeat it. Pick up and break the jar with a Boko Stick in it, then light it on a nearby torch, run back, and burn off the covering from the jar the Floormaster was guarding. -You�ll emerge near a small chest containing a Joy Pendant. After claiming it, drop off through a gap in the railing next to the wall. -Defeat the nearby Floormaster here, (and the other one if you want) break the Boko Stick jar, and use a lit stick to burn off the covering of the jar closest to where you dropped into the area and go in. -Defeat the nearby Floormaster on this platform and burn off the covering of the jar diagonally across from the one you entered in as you�ve done before. Then enter it. (what else?) -Finally, defeat the Floormaster here, climb the stairs, and circle around the railing ahead of you. Get the Ghost Ship Chart in the chest, then drop down through the gap and enter the light beam to return. Anyway, once you have the Ghost Ship Chart, you can open it at night to find out which island the Ghost Ship is currently haunting. -GREAT FAIRY CHART- Requirements: Treasure Chart 41, Grappling Hook Chart Location: Four-Eye Reef (B1) The Great Fairy Chart is the reward of Treasure Chart 41. It shows you the locations of every Great Fairy on the Great Sea. The Magic Meter Fairy and Fairy Queen have special blue wands on the map. -IN-CREDIBLE CHART- Requirements: Must have beaten Wind Temple, Wallet Upgrade Chart Location: Varies Tingle actually does something good by mailing you this Chart after you beat the Forsaken Fortress the second time. Unfortunately, the greedy fairy has attached a charge of 201 Rupees to the Chart, so you�ll need the first Wallet Upgrade to take it. (you should have the second one by now too) Once you have it, the IN-credible Chart will be your best friend in finding the Triforce Charts and Shards. (along with Mr. Grappling Hook, Mrs. KoRL, and the Triforce Chart octuplets) It shows you the quadrant locations of every Triforce Chart, making it easy to find them all. After you start decoding the Charts, Tingle adds the locations of the Triforce Shards to the Chart. -ISLAND HEARTS CHART- Requirements: Treasure Chart 19, Grappling Hook Chart Location: Flight Control Platform (B7) As you probably guessed, the Island Hearts Chart is the reward of Treasure Chart 19. It�s a useful guide for getting all the Pieces of Heart; it shows you all the islands that contain Heart Pieces, (not counting sunken Treasure) and the number of Pieces on the Island. -LIGHT RING CHART- Requirements: Treasure Chart 21, Grappling Hook Chart Location: Cyclops Reef (D3) This Chart is the treasure of Chart 21. No, it doesn�t tell you the location of every Light Ring; just the recurring ones that appear at certain islands under the full moon. -OCTO CHART- Requirements: Treasure Chart 26, Grappling Hook Chart Location: Northern Triangle Island (C4) This Chart is also sunken treasure. After you pull it up with Treasure Chart 26, it can show you the locations and number of eyes of all 6 Big Octos in the Great Sea. -PLATFORM CHART- Requirements: Boomerang and Fire Arrows highly recommended Chart Location: Flight Control Platform (B7) To get this Chart, you�ll have to endure a slightly tough battle in a Submarine southeast of the Flight Control Platform. When you drop down to the darkened battle floor, press the switch in the center to light two skull torches and trigger an assault by a Wizzrobe. Defeat it either with a Fire Arrow or by quickly stunning and slashing it. After the Wizzrobe gets taken out, another one, accompanied by an assortment of Red and Green Chuchus, attacks. Try to take out the Wizzrobe first, or keep the camera centered on it as you defeat the Chuchus to avoid its attacks. Defeat this wave of enemies as you wish to trigger a final attack. This time, two Wizzrobes and an endless swarm of Miniblin go after you. Since stunning and slashing the Wizzrobes is next to impossible thanks to the Miniblin, try to pick them off with Fire Arrows. Try not to focus on the Miniblin; only take them out if they keep you from locking onto the Wizzrobe. After both Wizzrobes fall, a ladder drops down. Climb it and enter the next room, which contains two more torches that light up. The chest here contains the Platform Chart, which shows which quadrants contain Sea Platforms and how many there are. -SEA HEARTS CHART- Requirements: Treasure Chart 32, Grappling Hook Chart Location: Boating Course (G6) This Chart is obviously the treasure of Chart 32. It�s the counterpart to the Island Heart Chart, and shows the location of every Treasure Chart whose reward is a Piece of Heart. -SECRET CAVE CHART Requirements: Treasure Chart 13, Grappling Hook Chart Location: Overlook Island (A7) Pull up the treasure of Chart 13 to get the Secret Cave Chart. It shows exactly which islands contain a Secret Cave. (Secret Caves in Pawprint Isle�s case) -SUBMARINE CHART- Requirements: Boomerang, Deku Leaf, Wind Waker Chart Location: Boating Course (G6) Land on the Boating Course, set the wind to blow north, then jump off the Course�s accessible islands and use the Deku Leaf to glide under the banner to the smaller island. Chop down some foliage here, then drop into the island�s Secret Cave. In this cave, you�ll have to hit 3 Crystal Switches on 3 ledges to trigger the chest�s appearance. Sounds easy, right? There�s one catch: you�ll constantly be under attack from swarms of Miniblin while trying to trigger it. Try to stay around the center of the arena as you wipe out all nearby Miniblin with sword strikes. Then face in a switch�s general direction, quickly get out your Boomerang, and aim. Hopefully you�ll be able to target a switch and throw the Boomerang before a Miniblin pokes you. It may take some practice, but after you hit all 3 switches, the chest containing the Submarine Chart appears. As its name suggests, it shows what quadrants to find Submarines in. -TINGLE�S CHART- Requirements: Must have freed Tingle Chart Location: Varies After you *shudder* free Tingle from Windfall Jail, he sends to this Chart in the mail the next day. Because it�s so easy to get, this Chart is fairly worthless. It only contains a rough (and I mean very rough) drawing of Tingle Island�s location relative to Windfall Island, and the locations of the two Rupee upgrade Great Fairies. ------------------------------------------------------------------------------- 10. The Nintendo Gallery (Tniga) The Secret Cave underneath Forest Haven is home to the longest sidequest you�ll face in the Wind Waker. Also known as the Nintendo Gallery, it�s the home of the renowned sculptor Carlov. If you present him with a color Pictograph of just about anything you find in the game, he�ll have it turned into a figurine within a day. You�ll definitely want the Song of Passing to make this process quicker. If you feel you�re up to the challenge, try to get all 134 figurines to complete the Nintendo Gallery! Some tips for taking good Pictographs: always include as much of your subject as possible, try not to include any other subjects, and also get a Pictograph of from the front. If necessary, �Picto- snipe� by taking the Pictograph from far away and zooming in. Lastly, always, always, ALWAYS keep missable Pictographs in mind!! If you don�t get them at a certain time, you�ll never be able to fill the Nintendo Gallery! I�ll list them here for quick reference: Tetra and Pirates: Great Sea Room Big Octo: Forsaken Fortress Room Wizzrobe (Miniboss): Forsaken Fortress Room Cyclos and Zephos: Dragon Roost Island Room Helmaroc King: Forsaken Fortress Room Kogoli: Dragon Roost Island Room Phantom Ganon: Forsaken Fortress Room Knuckle: Great Sea Room Puppet Ganon: Forsaken Fortress Room One other thing: there are several figurines whose subjects can�t be Pictographed by any means. To get these figurines, buy legendary Pictographs of their subjects from Lenzo for 50 Rupees. (ever noticed that Carlov always accepts legendary Pictographs, even though they�re black and white?) The Pictograph he sells depends on the phase of the moon. Here�s a list of what Pictographs he sells under which phases of the moon: Full Moon: Ganondorf Left gibbous Moon: Great Fairy Left half Moon: Jabun Left crescent Moon: Fairy Queen Right crescent Moon: Fado Right half Moon: Laruto Right gibbous Moon: King of Hyrule Before you can even start collecting figurines, you�ll have to gain entry to the Nintendo Gallery first. Because it�s tall and impassable at first, you can�t just land on the island where it is and enter. To enter the Gallery, first progress through Forest Haven as you did to enter the Forbidden Woods. When you go out onto the ledge high up on the Haven, look to the north (or northwest). You�ll see the tall, tree-covered island the entry to the Gallery is on. Set the wind to the north or northwest and use the Deku Leaf to float to it. Before you go, zoom in on the minimap so you can see when you�re floating over the island and drop quickly. Once you get to it, you�ll find that a hatch still seals the entry. A young boy named Manny is obsessed with gaining entry, but as usual does nothing about it. Use your Telescope to scan the side of Forest Haven; you should see a switch in a small alcove high up, to the left of the ledge you jumped from. Use a Hyoi Pear to take control of a seagull and ram it into the switch to open the hatch and drop a ladder to allow for easier entry. Now, here are descriptions of all the subjects Carlov will sculpt, separated by the themed rooms they�re placed in. +-----------------+ |FOREST HAVEN ROOM| +-----------------+ >ALDO Appearance: A short Korok wearing a heart-shaped, light green leaf mask with 5 eye slits Aldo is one of the Korok spirits that left Forest Haven to plant new Deku Trees. After you beat the Forbidden Woods and watch the Korok�s ceremony, he�s found on top of Cliff Plateau Isles tending a withered Deku Tree. (you�ll have to beat the Cliff Plateau Isles Secret Cave to reach him) He can probably also be found around Forest Haven before the ceremony, but I�m not sure where. >CARLOV THE SCULPTOR Appearance: A grey-haired human wearing a beret and apron Since you�ve already started the Nintendo Gallery, Carlov needs no introduction. This should be one of the first figurines you get. Just take a Pictograph of Carlov (or what you can see of him above the counter) and show it to him! If he rejects it, immediately try again. >DEKU TREE Appearance: A giant tree with an ugly face The Deku Tree is a powerful spirit who watches over the Koroks. Ancient, wise, and immobile, he is the holder of Farore�s Pearl. Luckily, you only need to a take a Pictograph of the Deku Tree�s face, not his trunk. Try getting one from the lilypad you talk to him on, or the ledge outside Hollo�s shop. >DRONA Appearance: A short Korok wearing a bright yellow leaf mask Drona is the Korok assigned to watch over the Deku Tree at the Private Oasis. Like all the other Koroks, he is also found around Forest Haven before you beat the Forbidden Woods. >ELMA Appearance: Mid-height Korok wearing a round, green leaf mask Elma was sent to plant a forest of Deku Trees at Needle Rock Isle. Like all the Koroks, he isn�t too hard to get a Pictograph of. >FADO Appearance: A Kokiri with blond hair holding a violin Fado is the ancient Sage of Wind assigned to maintain the Master Sword�s power from the Wind Temple. Ganondorf sent his minions to storm the Wind Temple and kill Fado, and now only his spirit remains, seeking to train a new Sage of Wind. Because he�s a spirit and only appears in cutscenes, you have to buy Fado�s legendary Pictograph from Lenzo for 50 Rupees when the Moon is a right crescent. >HOLLO Appearance: A tall Korok wearing a Dairy Queen logo-shaped brown leaf mask and holding a stick in either hand Unlike most of the Koroks, Hollo doesn�t leave Forest Haven to plant a new Deku Tree. Instead, he stays behind and continues his job: turning Boko Baba Seeds into valuable Blue Potions. For only 4 seeds, you can have some of his blue goodness for yourself. He isn�t hard to Pictograph; enter the room whose entrance is in front of the Deku Tree to find him. >IRCH Appearance: A mid-height Korok wearing a tell, oval-shaped green leaf mask Irch flies to Shark Island and plants his Deku Tree there, near its �tail.� >LINDER Appearance: A tall Korok wearing a butterfly-shaped light green leaf mask You can find Linder tending his Deku Tree on Great Fish Isle, on top of the spiral island. >MAKAR Appearance: A very short Korok wearing an upside-down heart-shaped leaf mask and holding a violin Makar is one of the main characters of the game. He�s a skilled violinist and directs the music during the forest ceremony. He�s also impulsive and none too cautious; Link rescues him twice during his adventure. Later in the game, you find that he�s destined to replace Fado as the new Wind Sage. The earliest you can get a Pictograph of Makar is just after you beat Kalle Demos. After the forest ceremony, he�s found on the right side of the ramp leading to Hollo�s shop, tuning up on his violin. After you meet Fado, he�s in a private cave under a waterfall outside Forest Haven. Lastly, he�s found in the boss room of the Wind Temple after you beat Molgera. >MANNY Appearance: A young boy with blond hair and a satchel Manny is an obsessed follower of Carlov. He�s extremely interested in the Nintendo Gallery and can be found dementedly walking around it after you open it up. His Pictograph is even easier to get than Carlov�s. >OAKIN Appearance: A tall Korok wearing a light green, winking leaf mask Oakin, the ugliest Korok, is found on Star Island after the forest ceremony. >OLIVIO Appearance: A mid-height Korok wearing a heart-shaped red leaf mask Olivio flies off to Eastern Fairy Island after the forest ceremony. >ROWN Appearance: A tall, big-headed Korok with a five-pointed leaf mask Lastly, Rown is found on Child Isle tending his Deku Tree. +------------------------+ |DRAGON ROOST ISLAND ROOM| +------------------------+ >BAITO Appearance: A shirtless, bearded human Baito is a human who was shipwrecked on Dragon Roost Island and now helps Koboli with the mail. He still longs for his family, though. Baito is found at the mail-sorting counter on Dragon Roost Island. It may take a few tries to get a successful Pictograph because he�s behind a counter. >BASHT AND BISHT Appearance: Two Rito with backswept hair and black-ringed eyes Basht and Bisht are two skilled members of the Rito police force. One is found outside the passage leading to Dragon Roost Cavern; the other is outside the doorway from the Chieftain�s room. >CHIEFTAIN Appearance: A bearded Rito with a crown and robes In case you couldn�t tell, the Chieftain is the lord of all Ritos. Though very strong and wise, he also manages to care for his son, Komali. The Rito Chieftain is found standing in a room through a doorway on the spiral ramp guarded by Hoskit. >HOSKIT Appearance: A serious-looking Rito with a spear Hoskit is always looking for ways to impress his unseen girlfriend. He rewards you for helping him out with 20 Golden Feathers. Hoskit is always guarded the entrance to the Chieftain�s room. >ILARI Appearance: A wide-eyed Rito with big hair Ilari is the postman who unsuccessfully tries to deliver mail to Maggie�s Father. He�s found standing on the leftmost flight dock outside the doorway next to the mail-sorting area. Getting his Pictograph can be surprisingly tricky, though, because you�d have to stand on air to be at the right distance and get a Pictograph of his front. If you try to talk to him to make him face you, he takes off for the Bird-Man contest! To solve this, set the wind to the east or northeast and look over for a low, circular rock between some higher ones with Kargarocs. Glide over to this rock. After fighting off any Kargarocs, zoom in as far as possible and take Ilari�s Pictograph. >KOBOLI Appearance: A tiny-eyed Rito Koboli is a descendent of a postman from long ago, and is Dragon Roost Island�s chief mail sorter. (until you show up) He�s found to the left of Baito behind the mail-sorting counter. >KOGOLI Appearance: A wide-eyed Rito Kogoli the Rito is found standing on the middle flight dock outside the mail- sorting center. That is, for a while. Kogoli is one of the missable Pictographs; get his as early as possible, before you play the Earth God�s Lyric to Medli!!! After that, he mysteriously disappears forever! With that said, Kogoli�s Pictograph isn�t too hard to get. Stand next to Ilari on the left flight dock, zoom in slightly, and take his Pictograph. Get it before he�s gone! >KOMALI Appearance: A young Rito boy Komali is the Chieftain�s son, but has been unable to grow his adult wings because of the aggressive state Valoo is in. Because of this, he�s trapped in a world of self-pity and depression. Only his prized possession, Din�s Pearl, keeps him company. By the time you can take his Pictograph, Komali will probably be standing in the clearing at the bottom of the ramp leading up to the main part of Dragon Roost Island. He�s pretty hard to miss. >LARUTO Appearance: A robed Zora holding a harp Like Fado, Laruto was one of the ancient sages sent to protect the Master Sword�s power. She met the same unfortunate fate as Fado, and is now only a spirit. She teaches you the Earth God�s Lyric to play to the new Earth Sage. Since she only appears in cutscenes as a ghost, you have to buy Lenzo�s legendary Pictograph of her under a right half Moon. >MEDLI Appearance: A young Rito girl with a red ponytail, holding a harp Medli is the new attendant of the great Valoo, and takes responsibility for the rage he�s in when you arrive at Dragon Roost Island. After you beat Gohma and calm down Valoo, Medli helps Komali grow into an adult. After that, nothing much happens until you discover she�s the new Sage of Earth. At the start of your journey on Dragon Roost Island, Medli is found in the Chieftain�s room. I actually can�t remember where to find her after you defeat Gohma (E-mail me on it to get credit) but after you speak with Laruto she�s found playing her harp up on a high rock to the right of the flight docks. After you beat the Earth Temple, she�s found in the boss room. >NAMALI Appearance: A Rito with parted hair holding a letter Namali is a busy Rito who is found carrying letters around the Rito�s cavern. He starts out walking up the ramp from the ground floor. >OBLI Appearance: A Rito impersonator wearing goggles and a mustache Obli is one of the two Rito impersonating brothers that run the Flight Control Platform. He�s also the current champion of the Bird-Man Contest. As part of a cruel marketing gimmick, his blackmailing brother Willi forces you to pay the 10 Rupees to get to the part of the platform where Obli is. >PASHLI Appearance: A pointy-haired Rito holding a letter Like Namali, Pashli is quite busy. He�s found walking out of the storeroom and down the ramp with a letter. >QUILL Appearance: A serious-looking Rito with pointy hair Quill is the postman Aryll spots at the start of the game. He�s a very wise and courageous Rito, and helps you several times during your quest. Because he only appears in cinematic scenes, his figurine is included when Carlov carves the Chieftain�s figurine. (If you start a new game after beating it, you can also get his Pictograph at the beginning) >SKETT AND AKOOT Appearance: Two Rito with spikey hair Skett and Akoot are two childhood friends who stand guard by the back door of the Chieftain�s room. Get a Pictograph of either of them. >VALOO Appearance: A big red dragon Valoo is an ancient sky guardian that watches over the Rito from the top of Dragon Roost Island. His scales are used by young Rito to grow their adult wings. Lately, Valoo has been in a rage because something is messing with his tail. Anyway, Valoo�s Pictograph can be surprisingly tricky to get. I�m not sure, but you might be able to get it after you beat the Moblin n top of Dragon Roost Island. If not that, sail out a good distance from Dragon Roost Island, zoom in with the Deluxe Picto Box, and get his Pictograph from there. Don�t worry of you can only see his silhouette. >WILLI Appearance: A fat Rito impersonator with goggles Willi runs the admission process for the Flight Control Platform. His Pictograph is pretty easy to get. >ZEPHOS AND CYCLOS Appearance: Two red or green frogs riding on green riding or purple clouds Zephos and Cyclos are two spirits who control the winds. Zephos teaches you the Wind�s Requiem when you visit their shrine on Dragon Roost Island. Cyclos is upset that his monument was broken, and now wreaks havoc on sea travelers with giant waterspouts. He teaches you the Ballad of Gales after you shoot him with 3 arrows before he sucks you in. Be very careful to get his Pictograph before this; you won�t be able to get this figurine after you learn the Ballad of Gales! +------------+ |DUNGEON ROOM| +------------+ >ARMOS Appearance: A small, horned statue with a circular black panel on its middle Armos are seemingly mundane statues that come to life and attack when you get near. The best place to find Armos is in the Tower of the Gods. When you find one that comes to life, leave the room, reenter, and get its Pictograph when it� lifeless. There are also a few good Armos Picto opportunities in the Wind Temple. >ARMOS KNIGHT Appearance: A large, horned statue with a gaping mouth and single eye Armos Knights are bigger, tougher versions of Armos. They are also even rarer. The best place to Pictograph one is in the room west of the giant scale room in the Tower of the Gods, behind the cracked wall. As long as you stand next to the door, they won�t activate and attack you. >BOKO BABA Appearance: A colorful flower with a yellow tongue Boko Babas are vicious, man-eating plants found in Forest Haven and the Forbidden Woods. Getting their Pictograph is easy. Approach one so that it extends out of its bud, but not close enough that it eats you. You only need to Pictograph its head. >BOKOBLIN Appearance: A small, impish creature with pointy ears, carrying a weapon These little guys are very common enemies throughout your journey. You can find some good Pictograph subjects almost anywhere; the ones in the first room of Dragon Roost Cavern do nicely. >CHUCHU Appearance: Different colored slime monsters Like Bokoblin, Chuchus are very common. It should be easy to find some to Pictograph, but a good place to try is the Secret Cave under Pawprint Isle. Stay away from the Chuchu as you prepare to take its Pictograph. >FLOORMASTER Appearance: You either have to be very quick or very lucky to get a Pictograph of an extended Floormaster. A good place to look if all else fails is the room in the Wind Temple with the 5 cracked panels. Use the Iron Boots to break through the middle one and you�ll fall among some Floormasters that eagerly extend from a good distance. >GYORG Appearance: A sharklike monster Gyorgs are vicious monsters that sometimes attack you at sea. As good place to Pictograph one is at Tingle Island. I was lucky enough to get a shot of one jumping out of the water, but the Pictograph should be accepted even if they�re submerged. >KARGAROC Appearance: A mid-sized, colorful bird Kargarocs aren�t very common enemies, and it can be tough to get a Pictograph of one before it attacks you. Try getting a shot of the patrolling one on the back side of Dragon Roost Island. Get onto the low shore here on the island�s east side. Stay to the south part of this shore and the Kargaroc should ignore you so you can try to take a Pictograph of it. >KEESE AND FIRE KEESE Appearance: Small-yellow-eyed bats Keese are very common, weak enemies. Try getting a Pictograph of one of the Keese patrolling the main room of Dragon Roost Cavern. If you�re farther in the game, you can take a Pictograph of one of the Keese hanging on the Hookshot target arch along the path to Ganon�s Tower. >MAGTAIL Appearance: A long, red-glowing centipede Magtails are fairly common around Dragon Roost Cavern. A good place to easily Pictograph one is in the southernmost room of the Cavern�s second floor, where a Magtail guards a lava geyser. Like with most enemies, you can also look in the Savage Labyrinth. >MINIBLIN Appearance: A small, bucktoothed, impish creature holding a tiny trident Miniblin are extremely annoying, weak enemies that regularly attack you in swarms. They are hard to Pictograph because they are always on the attack, impossible to sneak up on. Try to only fight a few at a time, then backflip away, quickly whip out the Deluxe Picto Box, and shoot away. It�ll take a little luck. >MORTH Appearance: Small, one-eyed spikes balls Morths are tiny little spike balls that serve only to slow Link down. They�re the larvae of Mothulas. You can find some in a log in the area where you first found Tetra, and there are also plenty in the Forbidden Woods. >OCTOROK Appearance: Large, squidlike monsters with either spiked or rounded heads Octoroks are sea monsters that like inaccurately firing projectiles at Link from a distance. The spike-headed Sea Octoroks bother Link on the Great Sea, while round-headed River Octoroks fight him in small bodies of water in or near dungeons. A good Octorok to get a Pictograph of is the first of two River Octoroks you encounter on the way to Forest Haven. If you stay on the ledge before the waterfall and Grapple point, the Octorok won�t attack; zoom in and get a good Pictograph. >PEAHAT Appearance: Strange, seedlike monsters with yellow helicopter blades Peahats are floating enemies that mainly inhabit the Forbidden Woods. They can easily be found in there, or near the Woods� entrance. You can zoom in and get a Pictograph of one from the tall island you float to just before reaching the Woods. Later, you can easily take a Pictograph of one in the Wind Temple or on the way to Ganon�s Tower. >POE Appearance: Jumpsuit-wearing masked ghosts Poes are ethereal monsters that you mainly encounter in the Earth Temple. To find some Poes that can easily be Pictographed, head across the bridge with the two Blue Bubbles in the basement of the Earth Temple. In the room with two Redead, go through the south door. This room should have several Poes in it that ignore you if you stay by the entry door. >RAT Appearance: Cartoonized rats. What did you expect? The cunning Rats are annoying little guys that you�ll fight in several levels. The regular Rats like to steal your Rupees, and the pyromaniacal Bombchus throw Bombs at you. Once you stop the water from pouring from the center mouth in the Tower of the Gods lobby, enter the mouth and go into the room beyond to reach a tall room with a Beamos and two Rats. They all ignore you if you stay in the gray-floored part of the room, by the door. Assuming you can aim at the Rats, it�s pretty easy to Pictograph them. >RED AND BLUE BUBBLES Appearance: Floating skulls enveloped in orange or blue flames The Red and Blue Bubbles are ghostly creatures you�ll mainly find in the Tower of the Gods and Earth Temple. You can pretty easily Pictograph a Blue Bubble in the first room of the Earth Temple�s basement (with the bridge over the nasty evil fog) and like all enemies, you can find plenty of Bubbles in the Savage Labyrinth. >REDEAD Appearance: Greenish zombies with giant earrings Ranking among the game�s spookiest enemies, the Redead are also some of the toughest in the Dungeon room. You can find two of them in the second room of the Earth Temple�s basement, inactive as long as you don�t approach them. If you want, run over and kill one, then Pictograph the other from where it stood. >SEAHAT Appearance: Large, ugly fish with giant helicopter blades The Seahats are the sea monster cousins of the Peahats. Though they are much, much larger, they�re defeated in mostly the same way. They can be found swarming around many of the Great Sea�s Island; they aren�t very hard to find. Try heading over to Horseshoe Island; there are dozens of Seahats swarming around there. Try either getting a zoomed-in Pictograph from far away, or landing on the island and getting one from there, where the Seahats can�t attack you. Be careful of the Cannon Boat nearby, though. +----------------------+ |FORSAKEN FORTRESS ROOM| +----------------------+ >BIG OCTO Appearance: A giant, many-eyed squid The leviathan Big Octos are huge creatures that lie waiting to fight you around certain Islands of the Great Sea, surrounded by circling seagulls. Defeating them always yields a great prize. Look for rings of seagulls around Seven-Star Isles, Tingle Island, Fire Mountain, Private Oasis, Diamond Steppe Island, or Two-Eye Reef to find one. Remember to take a Pictograph of a Big Octo before you kill them all; their figurine is missable!!!! >DARKNUT Appearance: Heavily armored warriors carrying huge swords The powerful Darknuts are some of the strongest, and most fun to fight enemies you�ll meet. Highly trained and well-equipped, they can provide quite a challenge. Finding a regular Darknut can be tough at times. Although it takes a while to reach, you should be able to find one on the path to Ganon�s Tower. If possible, try to Pictograph the one in the Tower of the Gods or one of the Darknuts in Hyrule Castle. >DARKNUT WITH BUCKLER Appearance: A Darknut carrying a round shield The most common type of Darknuts carries a large, round buckler that it can block your attacks with. Darknuts with bucklers are easy to find. The Secret Caves under Overlook and Stone Watcher Islands both have some; try to eliminate all but one first. You can also easily find a single Darknut with a buckler in the Secret-Secret Cave under Ice Ring Isle. >GANONDORF Appearance: A tall man wearing dark robes with red hair and beard Ganondorf is the great king of evil, the main villain in almost every Zelda games. He�s responsible for the monsters that plague the Great Sea and its islands, and wields the Triforce of Power. The easiest way to get Ganondorf�s figurine is to buy a Legendary Pictograph of him from Lenzo under a full Moon. If you like doing things the hard way, you can try and get a Pictograph of Ganondorf during your final battle with him on top of Ganon�s Tower. Try to take one of him as after Zelda fires a Light Arrow at him. He�ll either be stunned by it or execute a huge backflip to dodge the attack. Either way, you�ll have a few seconds to get a shot of him. After you get a good Pictograph, save and quit, then return to Carlov. >GOHDAN Appearance: A giant stone head and pair of hands Gohdan is a massive guardian who resides on top of the Tower of the Gods, waiting to test the skill of the new Hero. You can take his Pictograph during your fight with Gohdan, but it�s easier to get one of him on the wall after you beat him. >GOHMA Appearance: A giant, heavily armored scorpion Gohma is the overgrown Magtail responsible for enraging Valoo. It�s the first boss you�ll fight, and unless you�re playing the second quest, you won�t be able to get a Pictograph of it. To get Gohma�s Pictograph and figurine, you�ll have to wait until the end of the game, when you fight it in Ganon�s Tower. (strange how Carlov accepts a color Pictograph of a black-and-white enemy, but not a black-and-white Pictograph of a color enemy) As with all huge enemies, stay as far away from Gohma as possible to include most of it in a Pictograph, and try to mainly include its upper body. If possible, get its Pictograph from one of the wooden platforms. >HELMAROC KING Appearance: A giant, colorful masked bird The Helmaroc King is Ganondorf�s vicious pet. He sent it off to seek out and kidnap Princess Zelda at the beginning of the game. The only time you can get a good Pictograph of the Helmaroc King is during your battle with him on a high platform above the Forsaken Fortress. It�s pretty easy to Pictograph the King as he�s swooping and circling around the platform, but you should also try to get one of him when he�s landed. Be very sure to get this figurine; you only get one chance to take the Helmaroc King�s Pictograph! >JALHALLA Appearance: A huge, fat ghost carrying a lantern Jalhalla is one of Ganondorf�s elite minions who was sent to guard the seal on the Master Sword power at the Earth Temple. He�s made up of many Poes, and fights you much like they do. Jalhalla�s Pictograph isn�t too tough to get. You can take it during your first battle with him ,or in Ganon�s Tower. Try to include his whole body in the Pictograph by running to the other side of the room first. >KALLE DEMOS Appearance: A huge, hanging flower surrounded by long vines Kalle Demos is a huge, mutated Boko Baba, the boss of the Forbidden Woods. Though you can have the Deluxe Picto Box in time to get Kalle Demos� figurine during your first battle with it, it�s easier to wait until Ganon�s Tower. Try to get a picture of the massive Flower surrounding Kalle Demos from the edge of the arena, and also one of the Boko Baba inside it. You can try to snap the Pictograph as you enter the boss room, before the battle starts. >MIGHTY DARKNUT Appearance: A caped Darknut in red armor, holding a shield The elite Mighty Darknuts are the toughest normal enemies Ganondorf sends at you. A red cape protects the armor straps on their backs, and they have huge amounts of HP. The first opportunity you get to Pictograph these rare enemies is in the basement of Hyrule Castle, after getting all 8 Triforce Shards. Try to dash away from the Darknuts after you knock them down to get a good shot. If you miss this opportunity, there are two just before the door in Ganon�s Tower leading to your battle with Puppet Ganon. If you kill these ones off, they never come back. The only place to find reappearing Mighty Darknuts is in the shadow maze underneath Ganon�s Tower. To find them, take these turns after entering the first correct door: left, straight, left, straight. >MINIBOSS WIZZROBE Appearance: A Wizzrobe wearing an orange robe, with an ornate headdress This powerful Wizzrobe guards the Hookshot in the Wind Temple. He can summon any normal enemy in the game or shoot fireballs, making the battle with him very chaotic. Be very careful to get his figurine before you kill him; you only get one chance at this! Try to Pictograph him from several angles early in the fight. Only attempt this when you�re well away from the enemies he�ll summon. >MOBLIN Appearance: A large, piglike creature holding spears and wearing a Skull Necklace The big, dumb, and ugly Moblins are tough enemies that start fighting you in large numbers in the later levels. They can do heavy damage to Link with their powerful spears. If you�re far enough in the game, Moblins are easy to Pictograph. Try to get a good shot of one from the beginning of the second room of the Earth Temple. There are also two you can easily Pictograph in the woods where you found Tetra, on Outset Island. >MOLGERA Appearance: A huge, wormlike monster Molgera is the boss of the Wind Temple; a giant sandworm resembling Twinmold from Majora�s Mask. Like with the other 3 main bosses, you can either take Molgera�s Pictograph in his Temple, or in Ganon�s Tower. Try to get a variety of Pictographs with it, including one of the boss flying around the room and one of his head projecting out of the sand. Stay away from the sand holes Molgera makes and its larvae when getting the Pictograph. >MOTHULA Appearance: Colorful, mothlike monsters The Mothulas are insectoids that you mainly fight in the Forbidden Woods. They can come with or without wings, and they both create Morths to slow you down. You can find an easily Pictographed Wingless Mothula in the woods on Outset Island where the Helmaroc King dropped Tetra. Try to take its Pictograph from a ledge above the area you fight the Mothula in so it can�t ram you. >PHANTOM GANON Appearance: A shadowy warrior holding a huge sword This powerful spirit is a creation of Ganondorf you�ll fight in the Forsaken Fortress and Ganon�s Tower. Although it�s pretty tough to do so, it is possible to miss getting Phantom Ganon�s figurine. Pictographing him is pretty easy wherever you are, as he always stays plenty far away from you. Remember to get his figurine before you defeat the final one with Light Arrows. >PUPPET GANON Appearance: A huge, horned monster supported by strings Before you have your final battle with Ganondorf, he morphs into the gargantuan Puppet Ganon to fight you. He takes on 3 forms over the course of the battle; you must shoot the blue orb of the tail of each form with a Light Arrow 3 times to beat him. Getting a Pictograph of Puppet Ganon�s piglike first form is easiest. Stay on the other side of the arena to get all of him into the shot, and remember to dodge his slow-moving punches. >STALFOS Appearance: A huge, ugly skeleton carrying a mace Stalfos rank with Darknuts as some of the strongest enemies you�ll face. Hefting massive clubs, they can pulverize Link with ease if he gets close. Luckily, they move incredible slowly. The easiest place to Pictograph one is in the second room of the Wind Temple. Keeping out of its range shouldn�t be a problem; you�ll get plenty of time to get a good shot. >WIZZROBE Appearance: Toucan-like wizards in dark robes carrying wands The maniacal Wizzrobes are some of the most annoying monsters you�ll ever find. They teleport around the room and shoot fireballs at you; the yellow ones can even summon weak monsters. A good place to Pictograph a Wizzrobe is in the same room as a Stalfos; the second one in the Wind Temple. You�ll have a few seconds to zoom in and aim at the fiend before it attacks. Use the Boomerang to stop it from shooting fireballs if you want. +--------------------+ |WINDFALL ISLAND ROOM| +--------------------+ >ANTON Appearance: An orange-haired man with a green vest and striped shirt Anton is an active resident of Windfall Island who can be found walking around it all day. He secretly loves Linda, but without your help he never gets around to telling her. >CANDY Appearance: A bearded sailor with a brown vest Candy is a wise sailor who stands at the end of Windfall dock during the day. He�s an experienced seaman, and readily tells Link everything he knows about the closest island in the direction the wind is blowing. To get a good Pictograph of Candy, you�ll have to sail out in the KoRL in front of him. >CANNON Appearance: A short man with enormous ear hair The fittingly named Cannon runs the Bomb Shop on the ledge on the other side of Windfall Island from the town; he isn�t hard to Pictograph at all. Cannon starts out as a corrupt bomb salesman, charging huge prices and extorting all the poor, innocent, pyromaniacal citizens of Windfall Island. After he gets tied up and robbed by Tetra�s pirates, he turns good and gets a haircut. >DAMPA Appearance: A sailor with a short black beard and red cap Dampa is found standing on the field of Windfall Island between the dock and Bomb Shop. He loves pigs, and he lets you play his Piggy-Sitting minigame if you give him 3 Skull Necklaces. >DOC BANDAM Appearance: A bald man with goggles on his forehead and a bucktooth The mad scientist Doc Bandam inhabits the potion shop near the Windfall Island gate. He�s obsessed with creating new potions out of Chu Jelly. >GARRICKSON Appearance: A mean in red overalls with blue hair and a mustache This Mario impersonator is found nervously walking around Windfall to send love letters to someone. He stops walking whenever Link approaches, and he�s the subject of Lenzo�s first Pictograph quest. If you want to have some fun, run up and talk to him as he�s mailing a letter. >GILLIAN Appearance: A yellow-haired woman in a blue dress Gillian is the bartender at the Windfall cafe above Zunari�s shop. There have been rumors that she has a boyfriend; she keeps it a secret, but the Merman at Rock Spire Isle seems to know something... >GOSSACK Appearance: A bald, red-nosed man Gossack is found hanging around the Windfall cafe by day. He looks unassuming, but he�s easily startled by loud noises... >GUMMY Appearance: A sailor with a tan shirt and suspenders Gummy is found standing on the wall overlooking the Windfall entry arch. Getting a good Pictograph of him is surprisingly difficult; you can�t get a good distance in front of him without walking on air, but if you try to take a picture of him from further down the wall you won�t get his front in. It�s best to try and find him at the nighttime auction, where he has suspiciously large amounts of Rupees to spend. >KAMO Appearance: A brown-haired young man Kamo is a hopeless romantic who is found sitting on some steps near Zunari�s shop. He gives you a Piece of Heart if you give him a color Pictograph of the full moon. >KANE Appearance: A green-shirted sailor Kane is a sailor turned art critic, found outside the entry arch. If he likes how you�ve decorated the arch (put a Shop Guru Statue on it), he gives you a Purple Rupee. It actually isn�t a very good deal, as Shop Guru Statues cost 200 Rupees. >KILLER BEES Appearance: A gang of four young boys The Killer Bees are 4 inseparable troublemakers: Ivan (the tree-climbing leader), Jin (Ivan�s quick-witted second in command), Jan (the thug who pretends to be cute), and Jun-Roberto (who secretly hopes to replace Ivan as leader). Together, they love to spread mischief around Windfall Island. They especially despise their teacher, Miss Marie. >KREEB Appearance: A man wearing a yellow cap Kreeb is always standing on the windmill balcony. He�s fascinated with it and the lighthouse. If you can get it working, he gives you a Piece of Heart. >LENZO Appearance: An elderly man in yellow robes with a Pictograph Box around his neck and a brown beard Lenzo is a master Pictographer who runs a shop in Windfall. If you can accomplish his 3 tasks and bring him a multicolored Forest Firefly from Forest Haven, he�ll give you the Deluxe Picto Box, the key to beginning your hunt for Nintendo Gallery figurines. He also sells you Legendary Pictographs. >LINDA Appearance: A blue-haired woman in an orange dress Linda is standing near the windmill entrance. She and Anton both secretly love each other, and after you get them together, they stand under a tree near Mrs. Marie�s school. >MAGGIE Appearance: A brown-haired girl wearing an expensive dress Along with Mila, Maggie was mistakenly kidnapped by the Helmaroc King in its search for Princess Zelda. After she was freed, her impoverished father made a fortune off the Skull Necklaces she brought back, allowing them to live in the luxurious auction house. She spends her time daydreaming about Moe, a Moblin that she fell in love with in the Forsaken Fortress. >MAGGIE�S FATHER Appearance: An old man dressed in rags/and expensive red outfit Maggie�s father was desperately poor, with nothing to give his daughter�s would-be rescuers except his pleas. After Maggie is rescued, he becomes filthy rich overnight from the Skull Necklaces she brought back. He also becomes a postman-hating old coot. >MILA Appearance: A blonde girl dressed in rags Mila was also kidnapped by the Helmaroc King and imprisoned in the Forsaken Fortress. Her rich father spent all his money trying to get her back, and after she was rescued they both had to live in poverty. Mila supports them by working at Zunari�s shop. >MILA�S FATHER Appearance: A portly man with a gold mustache and beard Mila�s father used to be extremely rich, and lived in the auction house. When his daughter was rescued from the Forsaken Fortress, he had to live up to his promises and pay all his money to the pirates for her return. He�s found hanging out under the tree near the docks. (he can�t work because of his so- called bad back) >MINENCO Appearance: A brown-haired old woman Minenco is the glamorous winner of the Miss Windfall Island contest... From 40 years ago. She is interested in Pictography like Lenzo, but hangs around Doc Bandam�s shop. >MISSY Appearance: A black-haired old woman Missy, Dampa�s mother, is one of the hardest-to-find people on Windfall Island. She is found looking out to sea on a dock reached via a concealed ramp next to Zunari�s shop. To get a good Pictograph of her, cruise out in front of the dock on the KoRL. >MISS MARIE Appearance: A pink-haired woman wearing a Joy Pendant around her neck Miss Marie is a teacher who runs the School of Joy near the windmill entrance. She has a weakness for Joy Pendants; after you reform the Killer bees, you can give them to her to get rewards. The first Joy Pendant earns you a Red Rupee, the next 20 the Deed to her private Cabana, and another 20 the super-cool Hero�s Charm! >POMPIE AND VERA Appearance: Two middle-aged women talking to each other Pompie and Vera always love to spread gossip about Windfall�s citizens, especially Lenzo and Minenco. They are found spreading �news� near Zunari�s stand and Kamo. >POTOVA AND JOANNA Appearance: Two little girls Potova and Joanna are two deceptively cunning little girls who are found in the School of Joy or a patch of Flowers on the edge of the field outside the entry arch. Many fear they�ll grow to be Windfall�s next Pompie and Vera. >SAM Appearance: A man with sideburns and a brown vest Sam is a proud member of the Joyous Volunteers, a society devoted to spreading joy in the form of small decorations around Windfall. If you decorate every outdoor holder in the town, Sam gives you a Piece of Heart. He is always sitting on a bench looking out to sea near Zunari�s shop. >TOTT Appearance: A big-haired man in a disco suit Tott the Elvis impersonator is one of the more disturbing citizens of Windfall. He�s found practicing his moves on the ledge above where you met the KoRL, next to a gravestone. If you show him your Wind Waker, he teaches you the Song of Passing. >ZUNARI Appearance: A short man in an enormous parka Zunari is an ambitious merchant from a frigid land. He sells a variety of goods, including the Sail, trade sequence decorations, and other items in the nightly auction he runs. If you complete his trading quest, Zunari�s shop expands to an outdoor megamall, and he gives you the Magic Armor. It�s a little known fact that Zunari wears pigtails under his hood. +------------------+ |OUTSET ISLAND ROOM| +------------------+ >ABE Appearance: A stern, brown-haired man with a beard The hard-working Abe cares about nothing more than his wife, Rise, and two children. He�s tending to his enormous pig (assuming you brought it to Rose) in the daytime, and is in his house (on the end of the path behind Orca�s house) at night. >ARYLL Appearance: A little girl with blond pigtails Aryll is Link�s sister. Soon after she loans you her telescope at the beginning of the game, the monstrous Helmaroc King kidnaps her. Link�s journey to defeat Ganondorf begins when he sets off with the pirates to rescue Aryll. You get her figurine automatically with Grandma�s. On your second quest, you can also try to Pictograph her before she gets kidnapped. >CRAB Appearance: A purple crab. What else? The crabs are found on the shore of not only Outset Island, but many other islands as well. They scurry away from you on the sand, and burrow down if you get too close. Take a zoomed-in Pictograph from afar. >GRANDMA Appearance: A short old woman with white hair in a bun Link�s Grandma takes care of him and Aryll in her house on Outset Island. She sets him off on his quest by providing the Hero�s Clothes and Shield, and is always eager to support him any time. She can always be found in Link�s house. Later in the game, Grandma becomes ill and delusional. If you cure her by standing next to her and releasing a Fairy, she supplies you with powerful Elixir Soup. >JABUN Appearance: A huge fish with a glowing lure in front Jabun is the new name for Jabu-Jabu, a leviathan fish-god from Ocarina of Time. He used to reside in the appropriately-named Greatfish Isle, but after the isle was torn apart by Ganondorf�s curse, he moves to a cave behind Outset Isle. He is also the bearer of Nayru�s Pearl. Since you only encounter him in a cutscene, you must buy his Legendary Pictograph from Lenzo under a left half- moon. >JOEL Appearance: A young boy with a white shirt and brown hair Joel is Abe and Rose�s elder son. He looks up to Link, especially his jumping ability. He�s found on the bridge connecting the halves of Outset Isle at first, and later in Abe�s house. >MESA Appearance: A lighthearted man in an orange shirt Mesa is a bit of a slacker who lives in a house near the lookout tower. His vegetable patch is continually overrun with weeds; you can cut them down for item refills and rupees. Mesa is apparently nocturnal; you can only Pictograph him in his house at night. >ORCA Appearance: An old, bearded man with a harpoon Orca is an old master of the sword (even though the harpoon is his weapon of choice) who teaches Link to fight early in the game. He�s always willing you test your skill in his two-story house near Link�s. (Orca resides in the bottom floor) He also teaches you the Hurricane Spin in exchange for 10 Knight�s Crests. >ROSE Appearance: A fat woman with yellow hair Rose is Abe�s wife, and Joel and Zill�s mother. She loves animals; if you give Abe the wild black pig at the start of the game, Rose raises it into a giant hog. She�s found in her house at all times. >SEAGULL Appearance: For all you landlubbers, seagulls are white seabirds Seagulls are found almost everywhere on the Great Sea. Circles of them indicate hiding Big Octos; they also like to follow your boat as you sail. The best place to Pictograph them is the Outset watch tower. >STURGEON Appearance: A huge-headed old man with glasses and a staff Sturgeon is Orca�s wise older brother. He lives in the upper floor of their house, where he�s often bothered by Orca�s practicing shaking the house. He and the papers on his wall are filled with fairly obvious tips for your adventures. >SUE-BELLE Appearance: A blue-haired young woman with a pot on her head Sue-Belle is Sturgeon�s granddaughter. She is found walking around Outset, expertly carrying a vase of water on her head. She fines you 10 Rupees if you break it. >WILD PIG Appearance: A giant black pig Later in the game, Abe and Rose raise a small black wild pig from the island into a giant hog, keeping it in their pen. It�s pretty easy to Pictograph. >ZILL Appearance: A little boy with some mucous hanging from his nose Zill is Joel�s disgusting younger brother. He�s found near Mesa�s weed patch at first, and later with Joel in Abe�s house. Don�t let him get too close or he�ll RUN HIS NOSE ON YOU! DISGUSTING! +--------------+ |GREAT SEA ROOM| +--------------+ >ANKLE Appearance: Like Tingle, in a pink jumpsuit Ankle is Knuckle�s twin brother, and Tingle�s younger brother. He�s more hardworking than Knuckle. (he has to be; Tingle forces him and David Jr. to endlessly slave turning the Tingle Tower that is the landmark of Tingle Island) >BEEDLE Appearance: A shirtless man with a brown cap Beedle is a strange man who owns a floating chain of Shop Ships across the Great Sea. He�s always willing to sell his merchandise to Link, and is responsible for giving him many important items, like the Bait Bag. Some notable places to find him are Outset and Dragon Roost Islands, Forest Haven, Rock Spire Isle, and Windfall island, only at night. >DAVID JR. Appearance: Like Tingle, but sterner-looking and in a white jumpsuit David Jr. set out in his father�s footsteps to hunt down the Ghost Ship�s treasure some time ago. He had the misfortune of winding up on Tingle Island, where he was enslaved and assimilated, and forced to turn the Tingle Tower to this day. >FAIRY Appearance: A tiny fairy dressed in white The tiny Fairies have been healing Link for years, and they continue this job in The Wind Waker. They are found in Fairy Fountains after the Great Fairy has given you its gift, and also scattered across dungeons, particularly before bosses. Touching one restores 10 hearts to Link instantly. If you don�t run into one, you can instead capture it in a bottle and save its healing power for later. If you keep a Fairy in a bottle, it will automatically heal Link if he loses all his life. When Pictographing one, try your best to get one of its front. Zoom in if you have to, and take several Pictographs for a better chance of getting a good one. Fairy Fountains can be found on all the Fairy Isles, Mother & Child Isle, and Outset Island. >FAIRY QUEEN Appearance: A grey, ghostly young girl holding a Great Fairy doll Though she looks like an ordinary little girl, the Fairy Queen, obviously, is the ruler of all Fairies. She resides within the tall rock walls of Mother & Child Isles. If you use the Ballad of Gales to visit her after beating the Forsaken Fortress, she grants Link the Fire and Ice Arrows. Since you can only meet the Fairy Queen in a cutscene, you�ll have to buy her Legendary Pictograph from Lenzo under a left crescent moon. >GONZO Appearance: A green-shirted pirate with a red bandana Gonzo is Tetra�s second in command. He looks tough, but this isn�t always the case. You get his figurine with Tetra�s Pictograph. >GREAT FAIRY Appearance: A four-armed being with black skin and pupil-less eyes The seven Great Fairies are extremely powerful beings hidden in 7 Fairy Fountains across the Great Sea. Once Link finds one, she will gladly increase the capacity of Link�s Bomb bag, Arrow quiver, Rupee wallet, or Magic meter. To find out which Great Fairy does what, check out their section. Since you only meet each Great Fairy once in a cutscene, buy their Legendary Pictograph from Lenzo under a left gibbous moon. >KING OF KYRULE Appearance: A crowned man in a red robe and white beard The King of Hyrule, AKA Daphnes Nohansen Hyrule or the King of Red Lions, ruled over this ancient land when Ganon invaded it long ago. He and his subjects caused Hyrule to be flooded rather than fall into Ganon�s hands. No one has seen or heard of him or Princess Zelda ever since. The King is still alive, however, and communicates with the surface through an enchanted figurehead... You�ll have to buy his Legendary Pictograph from Lenzo during a right gibbous moon. >KNUCKLE Appearance: Like Tingle, in a blue uniform Knuckle is Ankle�s lighthearted brother, who carved Tingle Tower back when he was 10. He hid on Outset Island when Tingle defaced the tower by claiming it for himself. He�ll appear in a flower patch on Tingle Island if you use the Tingle Tuner to accomplish his crazy quests on Outset. Be careful; if you don�t do this and get his figurine before you get all the others, you�ll never be able to! >LINK AND THE KING OF RED LIONS Appearance: If you don�t know this, stop playing WW right now. It just isn�t for you. Link and his happy magic talking boat need no introduction. You�re playing as them, after all! To get this figurine of yourself, you need to first get every other figurine. (except Knuckle�s, which isn�t required for this one) After that, Carlov will leave the Nintendo Gallery and proclaim that you are its new master. He leaves behind this figurine. >LOOT Appearance: A sailor with a white shirt and hair in a dark ponytail Loot is an experienced sailor who runs the Boating Course in square G6. At night, he spends his earnings from it at the Windfall Cafe. >MAKO Appearance: A short pirate with a thick book and glasses As you may tell from his appearance, Mako is the brains of Tetra�s pirate crew. He�s normally meek, but those who make him angry may find themselves on the receiving end of the dagger he hides in his book. Like all of Tetra�s pirates, you get his figurine with hers. >MERMAN Appearance: A brightly colored fish with a paintbrush in its mouth The Mermen are talking mapmaker fish that inhabit every one of the 49 quadrants of the Great Sea. They provide a wealth of information about the tile they inhabit and give you a map of it if you feed them with All-Purpose Bait from your boat. If you scan the horizon with your telescope from around any island, you should be able to find its resident Merman leaping out of the water. After you�ve fed any Merman once, you can do it again to play an extremely hard arrow minigame for Rupees. Try to take a Pictograph of a Merman from afar as he jumps out of the water, though it might be possible to get one of him underwater, swimming near your boat. >NIKO Appearance: A short, bucktoothed pirate with a blue cap Niko is the lowest ranking of Tetra�s pirates, at least until you show up on board. It�s his job to teach the new �swabbie� the basics of the game in the pirate ship�s high-tech hold. You get Niko�s figurine with Tetra�s. >NUDGE Appearance: A pirate with long black hair and a yellow cap Nudge is one of Tetra�s most trusted pirates. He�s assigned to guard her cabin. Strangely enough, Nudge also likes sewing. You get his figurine along with Tetra�s. >OLD MAN HO-HO Appearance: A short man with a telescope and tall blue hat in a white robe Old Man Ho-Ho is found on several islands of the Great Sea, notably your Private Oasis, Outset Island, and Bomb Island. He�s always peering through his telescope at something interesting; it�s a good idea to follow his example. >PRINCESS ZELDA Appearance: A young girl with blond hair, in a pink dress with the Triforce emblem on it As the namesake of the entire Zelda series, Princess Zelda is obviously a very important character. She is the heir to the Hylian throne and the keeper of the Triforce of Wisdom. However, no one has seen or heard of her ever since Hyrule was flooded. The easiest way to get Zelda�s figurine is by getting the King of Hyrule�s legendary Pictograph, but you can also take a Pictograph of her during your battle with Ganondorf. If you do, save and quit, then leave Ganon�s Tower and head for the Nintendo Gallery. >SALVAGE CORP. Appearance: 4 divers on a boat with a crane The Salvage Corp. is obsessed with finding treasure from the seafloor, but so far they�ve only recovered enough Rupees for their diving suits. They give you Treasure Chart 34. They can be found floating around Pawprint Isle or Eastern Triangle Isle. >SALVATORE Appearance: A bored-looking man leaning on a counter Salvatore is the hilarious owner of the Squid-Hunt minigame in the windmill on Windfall Island and the Cannon minigame on Spectacle Isle. He uses various masks to simultaneously make his games more real and degrade himself. >SENZA Appearance: A black-shirted pirate with blue hair and a beard Senza is the pirate steward, in charge of keeping the ship in top condition. He�s also an excellent speaker. His figurine comes free with Tetra�s. >TETRA Appearance: A dark-skinned young girl with blond hair and pirate�s clothes The mysterious Tetra is the leader of the pirate crew and ship she inherited from her late mother. She continues her mother�s quest for a legendary treasure under the Great Sea. Tetra is normally bossy, but mysteriously has a soft spot for Link. This is because she is actually Princess Zelda, transformed by her lack of the Triforce of Wisdom. Like Maggie and Mila, Tetra was kidnapped by the Helmaroc King in his search for the Princess (and he was actually right this time) but was dropped into some woods above Outset Island after the pirate ship fired at the Helmaroc King. Tetra continues to help Link out during his adventure. Tetra�s is one of the one-time Pictographs, two-time if you�re on your second quest. Normally, you have to take Tetra�s Pictograph when she follows you into Hyrule Castle after beating the Forsaken Fortress. Try to run and roll a good distance away from Tetra, then Pictograph her as she catches up. Don�t save until you have her figurine! If you�re on your second quest, you can also take Tetra�s Pictograph as she waits on the beach of Outset Island before taking you on the pirate ship. Either way, you also get figurines of all her pirate crew with her figurine. >TINGLE Appearance: A short crazy man in a green bodysuit with red underpants Tingle is a crazy, fairy-obsessed weirdo. Although he�s one of the game�s most disturbing characters, Tingle is also an expert mapmaker and is the only one who can decode the Triforce Charts for no less than 398 Rupees per chart. (talk about extortion) Tingle is first locked up in the Windfall jail for stealing the Pictograph Box. After you free him, he�s found, obviously, on Tingle Island, where he forces the unfortunate ankle and David Jr. to turn the tower made in his image. Tingle also gives Link the Tingle Tuner, which lets you use the GBA to have Tingle help Link out with a variety of services. (see the Tingle Tuner section for more) >WANDERING MERCHANT Appearance: A Goron in a button-up shirt and tall hat, with an enormous backpack The 3 Wandering Merchants are all that is left of the Goron race. They are found loitering around on Bomb and Greatfish Islands, and Mother & Child Isles. They are trading partners with Zunari; you�ll have to consort with all 3 of them to expand his emporium. >ZUKO Appearance: A short pirate with a red cap and sideburns Zuko is the pirate�s keen-eyed watchman, but he�s slightly insane, so no one can tell what he�s seen. You get his figurine with Tetra�s. ------------------------------------------------------------------------------- 11. Enemies (Enmis) There are 3 main types of enemies Link faces during his travels around the Great Sea: land, sea, and Bosses. I�ve sorted them out by name (for land and sea) and order. (for bosses) Here are summaries of the difficulty scores I give: *-Grunt: As a basic grunt, this enemy is little more than an obstacle to you. With no resistance, they fall to just about anything in seconds. Unfortunately, they often attack in huge numbers. **-Peon: Enemies with 2 stars require a little thought to defeat. Sometimes they have to be weakened before you can kill them, and they can often take more hits then Grunts. ***-Toughie: 3-star enemies can be slightly difficult, especially in numbers. Don�t expect to get away with just hacking and slashing; you�ll have to make use of items before you can inflict any damage. ****-Warrior: These are the beginning of the enemies that stand out from the rest in difficulty. They have powerful attacks and large amounts of HP; in numbers they present a big challenge. *****-Elite: Few and far between, Elite enemies are the strongest you�ll face. Either a walking nightmare or a fun factory depending on how good you are, Elite enemies often serve as minibosses. Expect to lose plenty of hearts when first fighting these challenging foes. >LAND ENEMIES -Armos Weakness: Hero�s Bow Spoils: None Difficulty: ** Armos are living statues that are mainly found in the Tower of the Gods and Wind Temple. They come in living and non-living varieties, and look identical until you get close. While the non-living ones can be picked up and thrown like other objects, the living ones will make a distinctive noise when you approach, then steadily attack with a hopping charge attack. They rarely change direction, so as long as you keep your distance, this attack is easy to dodge. Their only weakness is a bulbous red crystal on their backs. One Master Sword hit to it will kill an Armos, but they rarely give you this opportunity. If you lock onto one and attack it�s �eye� on the front, the Armos is stunned long enough for you to attack its back. If you feel like testing your skill and saving arrows, try staying right in front of the Armos as they charge and sidestepping just as they pass. This gives you a brief opportunity to hit their crystals without wasting an arrow, but it takes practice. -Armos Knight Weakness: Bombs Spoils: None Difficulty: *** These massive statues are giant versions of Armos. Unlike the smaller variety, you�ll never have to worry about mistaking them for inanimate objects. Armos Knights will open their eyes and thunder towards you by hopping, as usual. They switch between trying to run you over and hopping up and down in place with their mouths open. Constantly hop/backflip away from the Knights when they charge, and when they stop and open their mouths either pull out a Bomb or pick a bomb flower and toss it from a short distance into their mouths. The Bomb explodes, killing them and sending them on a suicide rampage like regular Armos. As usual, step out of the way to avoid taking damage. You can still shoot the Armos Knight�s eye to stun them, and in this case make them open their mouths. This shouldn�t be necessary; Armos Knights aren�t nearly as tough as they look. -Beamos Weakness: Arrows Spoils: None Difficulty: ** Beamos are tower-like enemies mainly found in the Tower of the Gods. They are basically eyes on tops of pillars that can fire energy beams at you, and come in two varieties: rotating and fixed. Rotating Beamos have eyes that continually rotate to scan the room. To get past them without suffering a painfully accurate laser blast, watch the eye and time your movement so that you pass by the Beamos right after the eye scans the area you�re moving through. Rotating Beamos can only be killed by a well-timed and well-aimed Bomb to their eye, but the rarer fixed variety can killed much more easily. Fixed Beamos, as far as I know, are only found on the outdoor walkway leading to Gohdan�s Boss Door. They guard a narrow pathway, keeping a laser beam directly in front of you to block the path. To get rid of them, get up close so they fire a laser beam, (but don�t walk into it) then lock onto their eye and shatter it with an arrow. -Boko Baba Weakness: Deku Leaf, Boomerang Spoils: Boko Baba Seed, Boko Stick Difficulty: *-*** Boko Babas are common enemies in Forest Haven and the Forbidden woods. They look like reddish-tinged Boko Buds until you get close, at which point they rise from their buds and get ready to attack. If you stay too close to them for too long, they try and eat you whole, doing half a Heart of damage. (I think) It also looks funny. =) Anyway, when you first encounter Boko Babas, the only way to defeat them is to lock on and mash B to deliver a sword combo. The Baba�s big head blocks the first few hits, but it eventually gets stunned and lifts its head up. Quickly hit the Baba�s exposed stem to kill it. Defeating Boko Babas becomes easier once you get the Deku Leaf. Blow a blast of air at a Baba from a distance to easily stun them, then run in and slash their stem. They become still easier with the Boomerang; simply hit a Baba with it to instantly kill it. -Bokoblin Weakness: Boomerang Spoils: Joy Pendant, Machete, Boko Stick Difficulty: ** Bokoblin are some of the most common enemies in the game. These puny Moblins are found almost anywhere, even on the Great Sea. They are relatively weak and predictable. When you get within their short line of sight, they run up and attack with their weapon. This attack can be easily shielded against or dodged. Bokoblin can be hit right off the bat with your sword, but you may want to stun them first to prevent a counterattack. They also come in 3 types: normal, Shield, and Pirate. The normal Bokoblin are found in early dungeons, and can easily be dispatched. They wield weak Boko Sticks as their weapons. Shield Bokoblin come in later Dungeons. They attack with a stronger machete and also carry primitive shield to block some attacks. It�s recommended you stun them with the Boomerang first to make taking them out easier. Pirate Bokoblin are found on Sea Platforms and rafts. They act like normal Bokoblin, but wield telescopes instead of Boko Sticks. -Bubble Weakness: Arrows, Hookshot, Deku Leaf Spoils: None Difficulty: ** Bubbles are floating skulls enveloped in clouds of red or blue fog. They patrol various dungeons, mainly the Tower of the Gods and Earth and Wind Temples. They also come in red and blue. Both Bubbles can be stunned by either the Deku Leaf or Hookshot. The Deku Leaf simply makes the Bubble drop to the ground stunned. When stunned, they act just like any other skulls you�ll find lying around, and can be shattered just as easily. The Hookshot not only stuns Bubbles, but also pulls them within sword range, making it even easier to kill them. Red Bubbles are the easier kind. Their red fog sets you on fire if they touch you, but they have a short line of sight and they float at you slowly. If you have good timing, you can whack them with your sword as they approach. You can also stun them by making them hit your shield. Red Bubbles can also be taken out with a single well-placed arrow from the Hero�s Bow. Blue Bubbles can�t be attacked with your sword or Bow, and your shield doesn�t help either. If they touch you, they envelop you in nasty evil fog to keep you from using the B, X, Y, and Z buttons. Be very careful around them. They have to be stunned with the Deku Leaf or Hookshot before you can kill them. -Chuchu Weakness: Boomerang, Bombs, Skull Hammer Spoils: Red, Green, and Blue Chu Jelly Difficulty: * Chuchus are extremely common enemies found almost anywhere. They are also some of the simplest to defeat. Besides this, they take the prize for most varieties; you�ll face Red, Green, Yellow, Blue, and Dark Chuchus throughout your adventure. All Chuchus either rise from the floor or drop from the ceiling when you approach them; they can�t be seen or fought from far away. After they make their entrance, Chuchus (except the Red ones) move around as nearly invincible puddles of slime, and rise from the ground when they�re about to attack by leaping at you. Their attack can easily be parried or blocked. Since Chuchus are so hard to hit normally (except with the Bow), it�s a good idea to stun them before attacking when possible. A Boomerang hit, nearby Bomb explosion, or Skull Hammer whack does the trick; the latter two can stun multiple Chuchus at once. (The Deku Leaf can briefly stun multiple ones) The Grappling Hook also stuns Chuchus very briefly; it also steals their Jelly. Anyway, Red Chuchus are the weakest kind. They have half the HP of the other Chuchus, so one Hero�s Sword slash takes them out. Green Chuchus are the next step; they have twice as much HP as Red ones. They�re tougher at first, but you won�t even notice one you get the Master Sword. Stay close so they�ll make themselves vulnerable. Yellow Chuchus also have twice the Red�s HP, and they�re also surrounded by a bioelectric field that shocks you when you try to slash them. They have to be stunned before you can damage them. Blue Chuchus are also electrified, but they don�t jump at you to attack. They are found on many small islands and drop rare Blue Chu Jelly. Dark Chuchus are found in the Earth Temple, and are the toughest ones of all. Though Dark Chuchus can be stunned normally, they simply reform when you attack them. You�ll have to use either Medli�s harp or the Mirror Shield to temporarily petrify them with light (you only encounter them in rooms with light beams) and then smash them to bits with the Skull Hammer to get rid of them. You may not always want to do this; petrified Dark Chuchus are sometimes used to solve puzzles. -Darknut Weakness: Parry attacks, Boomerang Spoils: Knight�s Crest, Darknut Sword Difficulty: ***** Darknuts are Ganondorf�s elite soldiers, the toughest of his minions on the Great Sea. In other words, they�re the hardest, coolest, and most fun normal enemies you�ll ever meet. In appearance, they look like hulking Dobermans wearing massive armor and carrying huge swords. They�re well trained in sword fighting and martial arts; they are powerful and deadly enemies, especially in numbers. Because of their armor, Darknuts are invulnerable to attack at the start. (except of course from Light Arrows) Darknuts initially attack with powerful horizontal and vertical sword swings that deal heavy damage and send Link flying. If you later disarm them, they�ll try to get back to their swords quickly. If you stand in their way, they�ll fight with quick karate chops and kicks. Luckily, their attacks can still be blocked with your shield. To damage a Darknut, you first have to remove their armor. The easiest way to do this is with parry attacks. Stand close to a Darknut to induce it to attack with a horizontal slash, which lets you execute a jumping parry to knock their helmets off. They are now vulnerable to jump attacks and can be stunned with the Boomerang like any other enemy. Immediately slice at the red straps on their back to remove their armor. If you aren�t quick enough, hit their exposed noggins with the Boomerang, then circle around and slice their armor straps. After that, use the standard stun and slash pattern to kill them. They have lots of HP and can nimbly dodge some attacks with their armor off, though, so this can take a while. It�s also possible to defeat Darknuts without parry attacks, although it isn�t easy. If you keep close to a Darknut and roll under its horizontal slash, you have a bit of time to get to their backs and slice their armor off. You have to be very quick, though. Later in the game, you�ll encounter Darknuts carrying round buckler shield. The use the shields much like Shield Bokoblin; they can block your sword attacks even after you take their armor off. You�ll need to stun them to inflict any damage. The highest rank of Darknut is the Mighty Darknut. Sporting more HP than their subordinates, these Darknut commanders wear ornate red armor and capes to protect their armor straps. You�ll have to sever their capes with multiple rolling parries to get at their armor. You can also shoot them with a Fire Arrow to burn the capes off. -Floormaster Weakness: Boomerang Spoils: None Difficulty: **** The infamous Floormasters are only found starting in your second visit too the Forsaken Fortress, but they are some of the most annoying enemies in the game. From afar, Floormasters are black vortexes in the ground, and either stay in one place or patrol a predetermined path while making their distinctively queasy-sounding noise. When you get close, the Floormaster itself, a long arm and hand, rises from the hole. Floormasters can only damage you by throwing nearby pots or other objects at you, but they can do something much worse than damage. If you don�t attack a Floormaster soon after it appears or step directly onto its hole for too long, the Floormaster grabs you and drags you down into its nether-realm. You reappear at the beginning of the room you visited before the Floormaster room. Obviously, this can be quite annoying and debilitating, especially when dealing with large numbers of Floormasters. The best way to defeat a Floormaster is to first inch towards its hole. Depending on their difficulty, Floormasters may raise their vulnerable hands out of the hole when you are still a ways away, or directly within grabbing range. Either way, quickly L-target the Floormaster as soon as it appears and stun it with the Boomerang. Hit it 1 or 2 times with vertical sword slashes, then stun it and repeat. It takes 6 Master Sword hits to defeat a Floormaster, making them annoying AND tough. If you have magic and arrows to spare, you can also use an Ice Arrow to freeze a Floormaster solid, then shatter it with the Skull Hammer. Unless you stun it with the Boomerang first, the Floormaster can only be frozen when it�s grabbing you. -Grabbing Hand Weakness: None Spoils: None Difficulty: ** Grabbing Hands are rare variants to Floormasters found in the Forbidden Woods and Wind Temples. They are hands attacked to long, extending arms (sound familiar?) and attack by grabbing onto you. (where have we heard this before?) Luckily, this attack doesn�t damage you but instead drains your magic power and forces you to run in place. (now that I think of it, Grabbing Hands might make nifty treadmills) You�ll probably be needing some magic soon, so slice them with your sword to get rid of them. (they can�t be L-targeted, though) Be quick; Grabbing Hands grow back after a few seconds. Maybe it�s just because they look like something from my nightmares, but Grabbing Hands are the scariest enemies for me. -Kargaroc Weakness: Hero�s Bow, Boomerang Spoils: Golden Feather Difficulty: ** Kargarocs are miniature versions of the Helmaroc King. They are found patrolling many outdoor locations, and have a liking for high spires. They make a cawing sound when gliding around, and another sound when they spot you and descend to attack. Their only move is an easily blocked or dodged swooping attack. Kargarocs are vulnerable to almost anything from the start. Two Hero�s Sword hits or one Master Sword hit kills them up close, but it�s recommended that you fight them with the Boomerang after you get it to easily take them out in two hits. If they�re too far away for this, (as they often are at islands like Needle Rock Isle and Bird�s Peak Rock) a well-aimed arrow destroys a Kargaroc. Kargarocs also sometimes serve at transporters to carry other enemies into battle. -Keese Weakness: Boomerang Spoils: None Difficulty: * These small, batlike minions of Ganondorf are some of the weakest enemies in the game. They start out either hanging from the ceiling or patrolling an area, and flap around you when you get close. (it�s never hard to tell when Keese are near) Though they are extremely simple alone, you�ll often fight them in large (or even ridiculous) numbers. A hit of just about anything kills a Keese, but the Boomerang is recommended as soon as you get it. Practice rapidly L- targeting a Keese, killing it off with the �Rang, and repeating the cycle in about a second. With practice, you�ll be able to mow through Keese by the dozens with ease. In later levels you�ll meet some Fire Keese, which can deal extra damage by setting you on fire. They are killed the same way as regular Keese. -Magtail Weakness: Parry attacks Spoils: None Difficulty: ** Although you don�t need to parry to defeat these red-hot centipedes, it definitely helps. Magtails are quite slow; they crawl around the room at a snail�s pace on their many legs and provide you with plenty of warning before attacking. They are only vulnerable when they rear up and expose their eye to attack. If you hit them with a weak weapon (namely the Grappling Hook; sword thrusts also work) they will fly backward and curl up into a ball. They are sometimes used to solve puzzles in this state, so keep aware of any switches around you. They can be repeatedly attacked in ball form to deal damage, but they have a sizeable amount of HP. The bast way to defeat a Magtail is to parry its lunging attack. (the timing is quite easy to get down) This always kills the Magtail in one hit, so always parry when there are no nearby switches. Also, Magtails can regenerate their health in magma; make sure to kill them in one hit in case you knock them into it. -Miniblin Weakness: None Spoils: None Difficulty: * These nimble, impish creatures are without doubt the most annoying foes in the game. They attack in long, often endless onslaughts and seem to appear out of nowhere. Though their tiny tridents are quite weak, Miniblin often serve as a distraction to keep you from accomplishing something else. Two Hero�s Sword or one Master Sword hit kills a Miniblin, but it�s likely another will take its place. Learn to dread the Miniblin�s distinctive �da-da!� chatter; it signals the start of another near-endless swarm of the bucktoothed little guys. -Moblin Weakness: Boomerang Spoils: Skull Necklace, Moblin Spear Difficulty: **** Moblins are some of the toughest enemies you�ll face in the game; the brutes rank up with Wizzrobes and Redead. Basically resembling buffoonish pigs, they carry passive spears and often lanterns. Moblins have a large line of sight, and waste no time charging at you when you approach. If they are patrolling a dark area and carrying a lantern, they�ll throw it at you to deal extra damage and set you on fire, so keep moving. After that, Moblins attack with sweeping spear attacks that can send you flying backwards. If you deliver a sufficient beating to knock their spears away, LET THEM GET THE SPEAR BACK! If you get in their way, they�ll attack with a ridiculously strong, quick punch that easily sends you flying across a whole room and is even stronger than a spear attack. Like with all tough enemies, you can�t just attack Moblins from the start; the block your sword blows with their spear handles. As usual, the best way to defeat Moblins is to L-target one, stun it with the Boomerang, and deliver a powerful sword combo. It will probably take two combos (even with the Master Sword) to beat a Moblin. Though you only fight one Moblin before getting the all-important Boomerang, the fight can be hard if you don�t know what to do. Strafe around the Moblin with your shield out, staying just within spear range. As soon as they deliver a failed attack, rush in at slash at them. Repeat until the beast dies, and be careful not to get hit. If fighting multiple Moblins, it�s a good idea to fight them with their own spears; they can quickly defeat Moblins from a great distance. -Morth Weakness: Spin attack Spoils: None Difficulty: * Morths are the tiny larvae of Mothulas. They are the most harmless enemies in the game, and only serve to slow you down. Morths will jump onto Link and cling like burrs. Although the little guys are covered in spikes, they don�t damage Link. Instead, they slow him down. The more Morths on Link, the slower he moves. Morths can be shaken off with a roll attack, but the best way to dispose of them is with a spin attack, which instantly destroys every Morth clinging to Link. -Mothula Weakness: Deku Leaf, Fire Arrows Spoils: None Difficulty: **-*** Mothulas are large insectoids that mainly populate the Forbidden Woods. Most Mothulas are wingless, grasshopper-like monsters, but a few do have wings. Wingless Mothulas are easy to beat. They are vulnerable to any attack, and two Hero�s Sword slashes destroys one. They can still be tough, however, because they are quick and charge without warning. Keep moving very fast to hopefully dodge. This can be hard, because Mothulas also drop Morths around the arena as they move. Be prepared to take some damage when fighting Wingless Mothulas. The winged variety are actually easier, though they take longer to beat. Winged Mothulas attack with easily dodgable, rocket-powered charges that sweep the whole room as they drop Morths in their wake. The charge is pretty easy to jump out of the way of, if you�re L-targeted. To damage, a Winged Mothula, you�ll first have to attack it to remove its wings. The easiest way to do this is to stun them with a Deku Leaf wind blast, which makes them slowly float to the ground waiting for you to jump attack them. Keep this up until you slice off all their wings, then deal with them like a Wingless Mothula. They become much easier once you get Fire Arrow. Blast a Winged Mothula with a Fire Arrow and it instantly goes down in flames. -Peahat Weakness: Deku Leaf, Boomerang Spoils: Golden Feather Difficulty: ** Peahats are strange, helicopter-like monsters you�ll mainly find in the Forbidden Woods. They leisurely float around a room, and attack with a ramming charge when you get close. This charge can get hard to dodge when fighting them in groups; keep moving at all times. Peahats are invincible until you remove their helicopter blades. The beast way to do this is to hit them with a Deku Leaf wind blast or Boomerang toss from afar. After that, they drop to the floor helpless, and almost anything finishes them off. -Poe Weakness: Mirror Shield Spoils: None Difficulty: *** Bizarre, jumpsuit-wearing ghosts that haunt the Earth Temple, Poes are tricky enemies. They start out in a (what else?) ghostly state that keeps them from being hit by any attack. (except Light Arrows) To make Poes vulnerable, locate a nearby light beam and have you or Medli shine light on the spirits. After keeping the beam trained on them for several seconds, Poes become corporeal and start running around the room in panic. A Boomerang hit and two Master Sword slashes then takes out a Poe. Some Poes carry lanterns around. They can toss these lanterns at you like Moblins to set you on fire, or charge at you. You can also make them drop their lanterns by hitting them with the Boomerang three times. Be careful of the fire it creates. When they don�t have a lantern, Poes will run after you in an attempt to possess you. When Link is possessed, all his controls are reversed. (and his eyes wiggle around; funny!) Often, you�ll actually want Poes to possess you; they new control scheme isn�t too hard to figure out, and Poes must sacrifice themselves to do it. Letting them possess you is the only way to kill Poes before getting the Mirror Shield. You can remove them by walking to some light or waiting. -Rat Weakness: Boomerang Spoils: None Difficulty: * Rats are pretty self-explanatory in appearance, and patrol just about every level. They normally keep running along floors, walls, and ceilings, and can be tough to hit. They will mug you if you get too close. Yes, mug you; several of your Rupees fly out when a Rat attacks, and it will get away with some of them if you don�t kill it! The Boomerang is the best way to exterminate Rats, but you may want to manually aim at them from far away. Later in the game, Rats are replaced by the pyromaniacal Bombchus, which are basically Bomb-carrying Rats. (whose idea was that?) Rather than mugging you, they instead toss their explosive cargo at you. Dodging Bombs can be tricky; always keep moving when fighting Bombchus and kill them with the Boomerang. Where you find Rats, you almost always find rat holes as well. If you toss some All-Purpose Bait in front of one, the rats will stop attacking you and even offer to sell you bait, potions, or refills! -Redead Weakness: Mirror Shield Spoils: None Difficulty: **** Undoubtedly the creepiest enemies in the game, Redead are luckily mainly found in the Earth Temple. They start out looking lifeless and benign, but they awaken when you approach. Almost immediately after, Redead will issue a terrifying scream that freezes Link in his tracks. After that, you�re forced to watch helplessly as the Redead inches toward Link. If the scream doesn�t wear off before they reach Link, the Redead will grab onto Link and bite at him repeatedly. To shake them off, mash random buttons. (especially A and B) If the Redead fails to reach Link and the scream wears off, good. Quickly lock onto the Redead and kill it with a sword combo. Once you have some practice, you can also try using a jump attack just as the Redead screams. If you timed it right, you�ll sink your sword into it while it�s doing so, which interrupts the attack and gives you a head start in killing the monster. The best way to take out Redead, however, is to find a nearby light beam and stun it by shining some light onto it, then quickly run up and kill it. If all these plans sound too risky, you can kill a Redead with 3 Bomb explosions; no other projectile (except Light Arrows) harms them. -River Octorok Weakness: Hero�s/Mirror Shield, Boomerang Spoils: None Difficulty: ** Like Sea Octoroks, these rock-spitting monsters are little more than an annoyance. They are only found in a few places and are easily dispatched. Once you get the Boomerang you can just hit them with it to easily take one out. Before that, draw your sword and block their attack with your shield. It�s reflected back at the Octorok, killing it. -Stalfos Weakness: Bombs Spoils: Stalfos Mace Difficulty: ***** The tremendously ugly, skeletal Stalfos are some of the strongest enemies Link fights, ranking right up with Darknuts. (in my opinion, Stalfos are the hardest normal enemies n the game) Wielding huge maces, they can send Link flying across the room with one swing. They can be extremely tough up close, but luckily Stalfos are some of the slowest enemies. It should be a cakewalk to keep your distance from them. Besides normal swings, Stalfos can also use a devastating spin attack that can propel them across the room, making it very hard to dodge and serving as their only real means of moving. To defeat a Stalfos, you have to attack its head. To do this, you�ll need to first take them apart to get their heads at sword level. There are two ways to do this. The most economical (and riskiest) way is to briefly stun a Stalfos with the Boomerang, then mercilessly attack their legs with sword combos until they fall apart. If you don�t stun them frequently they�ll cheaply counter with a spin attack, and this method is next to impossible when fighting groups of Stalfos, so it isn�t recommended. The best way is to toss a Bomb just in front of them. (so they inch onto it) The Bomb will blow the Stalfos apart instantly. Either way, once their head is bouncing around on the floor, stun it with the Boomerang and slash at it until the Stalfos dies. Be quick at this, or it will reassemble itself and attack again. A far easier way is to simply stun the head, then smash it instantly with the Skull Hammer. Very nifty. -Wizzrobe Weakness: Hero�s Bow Spoils: None Difficulty: **** Wizzrobes are some of the most annoying enemies in the game, ranking right under Miniblin. These crazy wizards wear toucan-like masks and colored robes; after fighting them you�ll undoubtedly think twice about opening that box of Froot Loops I know you�re holding. They love to teleport around the room erratically. This is accompanied by a very distinctive sound, so you�ll know when you�re fighting one. They will pause for several seconds after this, then fire a triple fireball blast. (which is accompanied by ecstatic cackling) You�ll need quick reflexes and good coordination to dodge this attack, but the Mirror Shield can sometimes block them. After beating the miniboss of the Wind Temple, you�ll also start running into yellow-robed Summoning Wizzrobes along with the regular red-robed kind. They have all the abilities of normal Wizzrobes and twice the HP, but they can also summon weak enemies into combat. Obviously, you should take care of them quickly before they get this chance. When fighting single Wizzrobes, the best thing to do is to simply run up to the Wizzrobe, stun it with the Boomerang, and then attack it normally. If it appears floating in midair, stun it to make it disappear harmlessly. When dealing with multiple Wizzrobes, the Hero�s Bow is the weapon of choice. A Fire Arrow instantly takes out a normal Wizzrobe; two destroy a Summoning Wizzrobe. Strangely enough, the Hookshot also damages Wizzrobes, although it takes a while to kill one this way. At sea, you�ll fight white-robes Wizzrobe Acolytes. Except their colors, they are the same as red-robed ones. >SEA ENEMIES ~Big Octo Weakness: Boomerang Difficulty: ***** These leviathan squid are floating minibosses. Although there are only 6 across the Great Sea, each one puts up a good fight and a better reward. The Big Octos wait under the sea�s surface until you get close to them. You can tell where a Big Octo is because an especially large amount of seagulls circles around the spot. Once you get close, the Big Octo rises from the depths and creates a whirlpool to suck you towards it. When it does, whip out your Boomerang and use the cursor to target some of the Big Octo�s many yellow eyes. Release it and let the Boomerang beat the Big Octo around. After it returns, repeat the process. Big Octos have 4, 8, or 12 eyes, and each eye takes 3 or 4 hits t kill. They should be easy if you work fast, and they always leave behind some kind of reward. ~Cannon Boat Weakness: Bombs Difficulty: *** Although Ganondorf�s fell monsters are the main scourge of the seas, cannon- happy pirate ships can also be a menace. They patrol around some islands and inside Reefs and fire Bombs at you when you get close. They are heavily armored, and it takes 3 direct Bomb hits to sink one. Try to quickly sail up close to one, then get out your cannon and quickly hit them 3 times at point- blank range. Don�t get too close, or the explosions from your Bombs will hurt you. ~Gyorg Weakness: Boomerang Difficulty: ** These patrolling sharks are rare enemies on the seas, but they can be annoying. They start by surfacing and zooming ahead of your boat, then slowing and staying a good distance ahead. When you change speed or direction, (or sometimes for no reason) they leap out of the water and charge. They also charge erratically when you�re stopped. Although these charges can be dodged pretty easily, it�s best to L-target them and attack with the Boomerang; two hits will take out a Gyorg. They�re only dangerous in groups. (be careful, as they sometimes attack in fives) ~Seahat Weakness: Boomerang Difficulty: ** Seahats are huge, ugly mutations of Peahats. Although they are about 50 times bigger than their flying cousins, Seahats can still be taken out with two Boomerang hits. The Seahats attack with a thundering charge attack. It�s unlikely they�ll hit you when you�re moving, but if one knocks you overboard several more can team up to hit you. Be quick when attacking so this doesn�t happen. ~Sea Octorok Weakness: Boomerang Difficulty: * These smaller, spikey-haired Octoroks rise from the sea like their giant relatives. They don�t conjure whirlpools; instead they fire Bombs at you. They can�t hit you at all if you just keep sailing, so all you have to worry about is running into one. Though I�ve never bothered to kill one, they�re probably weak to the Boomerang. >BOSSES +-----+ |GOHMA| +-----+ Difficulty: * This giant scorpion is a very easy boss if you know the right way to beat it. Without one, Gohma is nearly impossible. Basically a huge Magtail, it�s been spewing lava around its cavern and tormenting Valoo, even solidifying some rock around his tail. If you want to calm Valoo and get Din�s Pearl, you�ll have to defeat Gohma. -Defensive Strategy- First, its attacks. Gohma has four attacks. Its main attack is to slam one of its claws at you. Don�t L-target Gohma; instead, run around and roll when you hear Gohma grunt and prepare to attack. Its second attack is identical to the first, but it gets its claw stuck in the ground for some time, which is very helpful later. I don�t know exactly what determines when its claw gets stuck; if you do, E-mail me about it. Its third attack is a cheap, quick claw attack that�s nearly impossible to dodge unless you roll as soon as you hear the distinctive sound. It also sometimes attacks with its two claws, embedding them on either side of you, then belches forth fire breath to toast you. This attack isn�t too tough to dodge, and is actually quite desirable. When it uses the preliminary claw attack, roll through the openings under either of Gohma�s claws before it attacks with its fire breath. (you have plenty of time) With practice, you�ll be able to anticipate Gohma�s attacks merely by the sounds associated with them. Also, one other thing of note; don�t worry about falling into the lava Gohma swims in; you won�t have to restart the battle if you do. (you�ll still take damage) -Offensive Strategy- As with all Dungeon Bosses, you�ll use the item you got in the Dungeon to make Gohma vulnerable, then unload a beating on it with your Hero�s Sword. The strategies I provided for dodging Gohma�s attacks are all well and good, but with a method partially of my own invention, you won�t need any of them. As the battle starts, quickly whip out your Grappling Hook and look above Gohma. You�ll see Valoo�s tail, twitching and whipping around in pain. Quickly move the cursor to the general area where the spiked end of Valoo�s tail is until you get the symbol indicating a Grappling target. Toss the hook so it grabs onto Valoo�s tail. Swing over Gohma on the rope, then let go as you reach the other side. Your weight makes the rock Valoo�s tail is embedded in fall, right onto Gohma�s ugly mug. This cracks its hard exoskeleton, and makes it fall back into the lava. As it builds up strength and rears up to replace the rock, get your Grappling Hook back out and move the cursor to approximately where Valoo�s tail will be when Gohma rears back up. As soon as the rock is back in place, throw the Grappling Hook again and repeat the cycle. The only way Gohma can complicate things is by interrupting Grapple mode by hitting you with one of the flying fireballs as it drops back into the lava, though this doesn�t happen all the time and can be prevented by standing next to the wall. If this happens, you�ll probably notice that Gohma�s normal claw strike hits you too fast and often for you to Grapple Valoo�s tail again. Instead, run to the wall on the outer rim of the arena. Gohma�s claw attacks can�t hit you here, and if it tries to use its fire breath, you can simply roll out of it and Grapple Valoo�s tail. You don�t even have to wait, however. Inch away from the wall until you�re just barely far enough to Grapple Valoo�s tail yet not be in reach of Gohma�s claws. (to do this, alternate between slowly walking away and trying to aim at Valoo�s tail) If you perfect this method, Grappling Valoo�s tail is easy no matter what. Drop the rock on Gohma a total of three times to break its armor completely off. After that, lock onto the beast and use your Grappling Hook on its eye to yank it over to you and stun it, then attack it with your sword. Repeat this attack three times to defeat it. One other thing of note: there are wooden platforms placed all over the cave. If you manage to Grapple onto one, good for you. Gohma has a much harder time attacking you up there (though I think it can eventually burn them off) so you�ll have more time to Grapple onto Valoo�s tail. There are also pots with Hearts on these platforms. +-----------+ |KALLE DEMOS| +-----------+ Difficulty: ** Kalle Demos is a mutated Boko Baba shrouded within a massive, tentacled Baba Bud. It�s the master of the Forbidden Woods, and also ate the hapless Korok Makar. As usual, it�s up to you to utilize the Dungeon item to defeat it, restore peace to the nearby Forest Haven, and get Farore�s Pearl. -Defensive Strategy- Kalle Demos� attacks both involve the waving tentacles surrounding the main flower. It either whips across the battlefield with one tentacle or attacks with several from underground. A tentacle flashes yellow when it�s about to attack. Both attacks can be avoided by running around Kalle Demos. Don�t stay still too long, or you�ll get whipped. If you�re running low on health and Potions/Fairies, cut the bushes around the edge of the arena to find Heart refills. -Offensive Strategy- As long as Kalle Demos is suspended from the ground, it�s invulnerable to attack. Its weak spot are the vines attaching it to the ceiling. As the battle starts, whip out your Boomerang (don�t target Kalle Demos; go into first-person mode) and quickly pass the cursor over at least five vines to target them. Release the Boomerang, and quickly sidestep and jump around Kalle Demos as it weaves through and cuts some of the vines suspending it. Once your Boomerang returns, you should be at a new position, quickly get it back out and repeat the process on more vines before it attacks you. Continue cutting its vines with the Boomerang until they�ve all been severed. At this point, the massive flower crashes to the ground and opens up to reveal the vulnerable Boko Baba inside. Draw your sword as you run up to it, and unload everything you have on the Baba. (make sure to Z-target it) Kalle Demos only stays open like this for a few seconds before it closes and reattaches to the ceiling, so be quick about attacking it. If you�re standing on it when it closes, it engulfs you and you take damage, but this is an acceptable trade-off to get some extra damage done. Repeat this process until it dies; it will likely take you 2-3 rounds of severing all the vines and attacking it with your sword before Kalle Demos dies, depending on how fast you are. Also, remember to cut its vines quickly; they eventually reattach themselves. +------+ |GOHDAN| +------+ Difficulty: ** Unlike the other Bosses, Gohdan isn�t a minion of Ganondorf but an ancient guardian created by the gods to test the strength of the new hero. In essence a massive, floating head and pair of hands, Gohdan is one of the stranger Bosses you�ll fight. -Defensive Strategy- As you begin the battle, Gohdan�s hands will attack you. They slam you or try to push you off the arena, into the electrified pit around the edge. Keep moving and L-targeted constantly to try and avoid them. Try to anticipate which way the hands will sweep and run! You shouldn�t have to dodge the hand�s attacks, as you can take them out very quickly. After you�ve taken the hands out of commission, (more on that later) Gohdan�s head will attack. Be careful and get away when it opens its mouth and shakes off your L-targeting! Gohdan is preparing to fire a barrage of fireballs in a line. If you start running and rolling away when it opens its mouth, you should be able to avoid the attack. (unless it has you trapped against the door; be careful to stay out of the electrified pit) -Offensive Strategy- You�ll not only be using the Hero�s Bow for this battle; you�ll also need Bombs. As the battle starts, L-target one of Gohdan�s hands and start firing arrows at the gem on its palm as you dodge the hand�s attacks. Fire arrows pretty rapidly; two will temporarily deactivate a hand. After that, quickly stun the other hand. Be careful not to mistakenly fire when a hand is attacking or you�ll most likely miss. After that, its head enters the fray. L-target each eye and take them out in the same way. Make sure to fire from a good distance away and not too fast, so that your shots are sure to hit. Like with its hands, Gohdan�s eyes close when it uses its fireball attack so you can�t target or hit it. After you�ve deactivated the head, it floats down to the ground and its mouth opens. L-target the mouth and throw a Bomb in, as you did against Armos Knights. (from a distance, not from directly next to the head) After the Bomb explodes, Gohdan will (finally) be damaged. Repeat this process twice more to defeat Gohdan and prove yourself to the gods. Also, because Gohdan is only testing your courage, he�s glad to sneeze up (literally) extra Bombs or Arrows if you run out of either. Just be careful when claiming them. +-------------+ |PHANTOM GANON| +-------------+ Difficulty: * This shadowy spirit is a mysterious figure created by Ganondorf in his image to guard the Forsaken Fortress. You�ll have to get past him to claim the Skull Hammer and save your sister. Also, remember to take his Pictograph here or in Ganon�s Tower. -Defensive Strategy- Phantom Ganon, like most bosses, (although he�s technically a miniboss) has two attacks. In his first and rarest, he materializes next to you and shortly attacks with his shadowy sword. As soon as he appears, run, jump, or flip away; the sword attack is devastatingly powerful! His most common attack, however, is to charge up a ball of energy and throw it at you. Veterans of Ocarina of Time should know what to do here; either dodge the attack or deflect it with your sword or an Empty Bottle. When you fight him in Ganon�s Tower, he has two more attacks. He can charge up multiple, homing red energy balls to throw at you. These can�t be deflected; un-target him and roll away to dodge them. He may also appear surrounding you with four copies of himself. Quickly roll out of this circle before they all attack where you were with their swords! -Offensive Strategy- Your defensive strategy for Phantom Ganon�s energy ball if also your main offensive strategy for the fight. When he lobs the ball, don�t run away; draw your sword, L-target him, and press B to attack just before the ball hits you. If your timing was right, you�ll strike the energy ball, sending it flying back at Phantom Ganon. Strangely enough, you can also use an Empty Bottle for this, (I did my second time through) although the timing is harder to get. Don�t expect it to end after you deflect it once, though. Phantom Ganon will hit it back, and you�ll have to return it again. Every time the ball is returned, it moves slightly faster, so start hitting B, Z, Y, or Z earlier and earlier to hit it back. Continue this bizarre and deadly tennis match while approaching Phantom Ganon until one of you (hopefully Phantom Ganon) misses, getting hit by the energy ball. If it was you, you�ll take damage; if it was Phantom Ganon, he�ll be stunned by the attack and float down to the ground. Now is the time to slash him with your sword; try hitting him with a jump attack as you approach him. Also, when fighting in Ganon�s Tower, you can hit him after he does his group slash. The four fake Phantom Ganons disappear a second or so before the real one; you get a brief chance to hit him before he disappears. +-------------+ |HELMAROC KING| +-------------+ Difficulty: *** The Helmaroc King is a massive, colorful, and masked bird who serves as Ganondorf�s most loyal servant. He kidnapped your sister at the beginning of the game, and after you beat the Forsaken Fortress it�s time for revenge! Remember to take the Helmaroc King�s Pictograph when you fight him, preferably while he�s circling the arena! -Defensive Strategy- Before you can even fight the Helmaroc King, you�ll have to escape it and the room you found your sister in, After everyone else leaves, a drain opens up and it starts filling with water. After you regain control of Link, quickly start running and rolling along the walkway around the edge of the tall, cylindrical room. You�ll have to keep ahead of the Helmaroc King�s incessant pecking and the rising water to survive. If you keep up the pace and don�t make any mistakes, you should be able to do it. If you fall behind and the King pecks away a wooden walkway ahead of you, wait for the water to rise enough to swim to the other side. After a while, the water stops rising. If you slow down and he pecks away a platform ahead of you now, quickly get out your Grappling Hook and swing across the gap before he pecks you again. You�ll also encounter Bokoblin cleverly hiding in pots along the walkway and jumping at you when you get close, but ignore them and roll past; you can�t waste any time. As you reach the top of the tower, the King blocks the entire pathway off from you. Get out your Skull Hammer and give his mask a good whack to knock him into the water. Continue on and climb up to a large, spike-lined platform above the tower. Triple doors start to close around where you came out, but the Helmaroc King zooms out at the last moment to fight you. Now that the battle has begun, the Helmaroc King has three attacks. He begins by (and spends most of his time) swooping around the arena, periodically raking his claw across it. Run and roll to one side as he approaches, and you�ll easily dodge the attack. After he eventually gets tired of this, he lands and engages you more closely. Keep close to the King; if you�re far away he starts beating his wings to push you into the spikes around the arena. If he does, run and roll towards him to avoid getting skewered. When you�re closer, keep moving; he�ll try to peck you. When he rears his head back to prepare for this, start side-hopping and the attack should miss. -Offensive Strategy- To defeat the Helmaroc King, you�ll need your Skull Hammer. (what else?) Dodge his attacks until he starts trying to peck you again. (I think you can induce this by running around close to his feet) When he misses, his beak gets stuck in the floor. Get out the Skull Hammer and give his mask a good whack to crack it. Wait for him to peck again and keep doing this three more times until his mask breaks off. (he�s pretty ugly under there; no wonder he wore a mask!) Keep having him miss pecking you and get stuck, but this time attack his head with your sword. 10 good sword hits defeat the big bird. +--------+ |JALHALLA| +--------+ Difficulty: ** Like many Bosses, Jalhalla is a giant version of one of his minions, in this case Poes. He�s been left by Ganondorf to guard the seal on the Master Sword�s power in the deepest room of the Earth Temple. -Defensive Strategy- Jalhalla has four attacks to speak of. In his first, he sucks up air around him to drag you closer, then fires a blast of fire from his lantern. Run and roll away from him when he does this to hopefully avoid the attack. He also uses an outward wind gust to blow you towards the spikes lining the room; run and roll towards him in this case. At close range, he can also shoot fireballs from the lantern. This attack can be tough to avoid; your best bet is to run away. Finally, he can jinx you like any other Poe if you get too close to him. (unfortunately, he doesn�t sacrifice himself to do this) In general, always keep a good distance away from Jalhalla and the spikes around the room. -Offensive Strategy- Like with normal Poes, the secret to defeating Jalhalla is in the light beams the periodically appear and disappear around the room. When you see one, quickly run into it, face Jalhalla, and start reflecting light onto him. The beam won�t disappear once you start shining it on Jalhalla, so don�t worry. As usual, this makes him physical. Run over and pick him up with the Power Bracelets, then turn and throw him at one of the spiked pillars around the room. When he hits it, he briefly splits up into 15-20 regular Poes, who start running around and can be killed like any other Poes. You can attack them normally with the Boomerang and Master Sword, but this will take much too long. Instead, charge up a Hurricane Spin (you DID get it from Orca by now, didn�t you?) as Jalhalla helplessly rolls towards a pillar and inch after him. Once he splits into regular Poes, let the Hurricane Spin fly! If you control Link well during this, you should be able to take out a good portion of the Poes over a few seconds this way. Once they reform, find a beam of light and repeat the process until you�ve destroyed all of Jalhalla�s Poes. +--------+ |WIZZROBE| +--------+ Difficulty: * Unlike the other levels, the Wind Temple has an actual miniboss instead of a normal enemy. (or three) He�s basically a stronger version of the Summoning Wizzrobes you�ll start seeing after you beat him, and is recognizable by his orange robes and golden headdress. Before you start finding out how to beat him, TAKE HIS PICTOGRAPH! You only get one shot to take it per game. Try to kill off all his summoned enemies first. After you�ve taken three good Pictographs of him, save and quit to return to the Dungeon entrance, leave and go to your boat, warp to Forest Haven, and pay Carlov a quick visit to see if he accepts it. If not, try again; if he does, keep reading. -Defensive Strategy- The Wizzrobe�s first attack is a triple fireball attack, just like any other Wizzrobe�s. Your Mirror Shield can block it, but it�s easy to dodge from a distance. What really makes this battle hard is the enemies the Wizzrobe summons. Unlike Summoning Wizzrobes, it can summon anything, from Chuchus to Kargarocs to Darknuts! (he always begins by summoning a Summoning Wizzrobe and a Darknut) This can make finding and attacking the Wizzrobe tough, but you should ignore the Summoned enemies unless they�re starting to keep you from the miniboss. -Offensive Strategy- Beating the Wizzrobe is simple; just get out your Fire Arrows and shoot it three times. The only hard part is getting locked onto it with all the other enemies out to kill you. Always keep running to hopefully avoid them, and switch targets until you can lock onto him and shot a Fire Arrow. Like I said before, completely concentrate on the Wizzrobe unless it�s becoming impossible to get to him. If you have to, quickly exterminate all his summoned minions so you can keep him from summoning any more by interrupting the process with Fire Arrows. Also, remember that after you defeat the Wizzrobe, you�ll still have to take on all its protege. +-------+ |MOLGERA| +-------+ Difficulty: *** The Boss of the Wind Temple, Molgera is a giant sand worm reminiscent of Twinmold from Majora�s Mask. (luckily, there is only one worm) Like Jalhalla, it was assigned to guard the seal on the Master Sword�s power. -Defensive Strategy- Molgera begins by burrowing underneath the sand that fills your arena. He�s then rise out of the sand beneath you. You can tell where Molgera will appear because the sand over it darkens and starts to sink down. If it appears under you (as usual) run away and roll to escape. When it rises from the sand, its only attack is to eat you if you get close. Stay completely out of the sand hole except when you�re about to attack, or it will eat you, doing an entire two Hearts of damage! Molgera also sometimes rises out of the sand and somehow flies around roaring and showing off its ugliness, then tries to burrow down on top of you. The attack is easy to dodge if you keep track of Molgera. The biggest threat in this battle are the several worm larvae Molgera summons after you take away a quarter of its health. (most likely by reeling its tongue in once) These worms burrow in and out of the sand, trying to ram into you. They don�t attack often; their main purpose is to keep you from L-targeting Molgera. L-target them, drag them next to you, and attack them with your sword. Two sword hits defeats a Molgera larvae until Molgera dives under the sand and resurfaces. -Offensive Strategy- The secret to beating Molgera is much like that of Gohma, only more complicated. Like with Gohma, you have to drag its vulnerable part next to you (this time its tongue, with the Hookshot) and attack it with your sword. The only complication is that there are now extra targets to draw your fire. You�ll probably have to quickly slay a few larvae before you can target Molgera. They can drop hearts when you beat them. Stay well away from its sand hole as you do so, or you�ll turn into worm food. Molgera won�t move (I think) unless it gets a good bite out of you first. Once you can L-target it, repeatedly fire the Hookshot at Molgera�s tongue so you don�t get any closer than you have to be. Once you hit the tongue and drag it to you, attack it with your sword. You�ll have to drag its tongue to you and attack 4 times to defeat Molgera. +------------+ |PUPPET GANON| +------------+ As you confront Ganondorf for the final time at the top of Ganon�s Tower, he morphs into a gargantuan puppet! You�ll have to defeat all three of Puppet Ganon�s forms to continue on to your final showdown. One other thing to remember: take Puppet Ganon�s Pictograph! If you take one of his first form, you�ll have to be at the other side of the room to get his entire body. After you get one, return to the Nintendo Gallery as you did with Wizzrobe. FIRST FORM-THE MOBLIN Difficulty: *** Puppet Ganon�s first form resembles a Moblin, only about 100 times bigger. In difficulty, he�s the middle of the three forms; you shouldn�t have too much trouble with it. -Defensive Strategy- The first form�s only attack is a long-reaching punch. The attack is very easy to roll away from if you see it coming, but that can be hard to do when you�re attacking it. Luckily, Puppet Ganon can�t damage you by touching you. He can also summon Keese to fight you, but they are easily dispatched with the Boomerang or the Master Sword, if the �Rang�s busy. The Keese also drop refills sometimes. -Offensive Strategy- To damage any of Puppet Ganon�s three forms, you have to shoot the blue orb on its tail with a Light Arrow. Your battle against the Moblin form is much like your fight with Kalle Demos. You have to use your Boomerang to cut the strings Puppet Ganon is hanging from. Puppet Ganon doesn�t have as many strings as Kalle Demos had vines, but each string takes two Boomerang hits to cut. Remember, the red string supporting Puppet Ganon�s back can�t be cut, or locked onto. Also, likes Kalle Demos, Puppet Ganon�s strings come back if you take too long to cut them. Cutting the strings supporting Puppet Ganon�s head or legs does nothing except make him go limp. If you cut the strings holding his arms, he can�t punch you. The string you really want to cut, however, is the one supporting his tail. As you cut the others, Puppet Ganon�s blue-orbed tail starts twitching around faster and faster, making it impossible to hit. (you can�t lock onto his tail in any form, only his head or body) Once his tail string is cut, he hangs completely limp. Quickly run around to the back and shoot his tail orb with a Light Arrow before he retracts and reties some of his strings. Either way, he is raised up to the ceiling and comes back down as good as new. Repeat this process twice more; three Light Arrows to his tail defeats this form. SECOND FORM-THE TARANTULA Difficulty: *-*** Puppet Ganon�s second form is very easy. He takes the form of a huge tarantula now, but don�t worry; this battle won�t last long. -Defensive Strategy- The tarantula�s main attack is to lower itself down onto you. You should be able to avoid the attack by running to the side of the arena. Soon after lowering, he�ll retract the red thread and raises himself back to the ceiling. (you never got to say goodbye!) He leaves some Keese behind to keep you busy as he prepares to lower again. -Offensive Strategy- It seems impossible to hit the tarantula�s tail in the short time it lowers, but there�s a way. Use the C-stick to zoom the camera out as far as it will go. You can now see Puppet Ganon, reflected in the water! After it finishes spinning and is about to lower, quickly run so that the orb will be next to you when it lowers. Get out your Light Arrows, and shoot the tail orb. The only trouble you might have is getting out from under the Tarantula�s massive form in time, but this shouldn�t stop you. It couldn�t be simpler; this form won�t last long against you. THIRD FORM-THE SNAKE Difficulty: **-***** Making up for the easiness of the previous form, Puppet Ganon�s snake form is almost every sane Zelda player�s least favorite boss. (though they may not stay that way for long when trying to beat him) -Defensive Strategy- The snake form thunders around the arena quickly and unpredictably, dropping Morths as it goes. (like with the earlier Keese, these Morths drop refills) Run, roll, and jump away from the snake as fast as you can to hopefully avoid its rampage. It mainly starts by going to one side of the room, then turning around and in on itself to utterly clobber anything near it. It�s hard to escape this torturous battle without taking heavy damage, but try to avoid its attacks anyway. -Offensive Strategy- Hitting the orb on the snake�s tail is tough, as it almost never pauses. Hitting the beast�s head with the Master Sword, a Light Arrow, or a Bomb temporarily stuns it, but you�ll still have an extremely tough time hitting its tail before Puppet Ganon starts moving again. A slightly less risky strategy is to keep your distance locked onto Puppet Ganon, keep a light arrow ready, and shoot as the tail passes in front of you, hoping for the best. In my opinion, though, you don�t need to L-target. Instead, stand in one place and get ready to fire a Light Arrow. Keep in mind that wherever the Snake�s head goes, its tail must follow. If the snake�s head passes by your line of fire, you can be sure its tail will, too. If you have good enough timing and practice, you can hit the tail orb as it passes by with ease. I beat the snake easily and quickly with this method, so I highly recommend it to anyone who wants to escape this fight with little damage. It may still take some timing and several tries to hit the tail, and try to do it from as close to the snake as possible. Lastly, note the wooden platforms around the room. If Puppet Ganon ignores you for a few seconds, you can Hookshot to the side of one of these platforms and climb up. You�ll be safe from the snake here, but it�s also extremely hard to snipe the tail with Light Arrows. Lobbing Bombs down at him from above can stun him and give you a tiny amount of time. (Switch to and prepare a Light Arrow immediately after throwing a Bomb so you can shoot quickly if it hits his head) Either way, this battle is mostly luck and timing; it�s one of the hardest in the game. (of course, this isn�t saying much) If you have to, now is a good time to use the Potion glitch. (check out the Tips and Secrets section) +---------+ |GANONDORF| +---------+ Difficulty: **** After you reach the top of Ganon�s Tower, you have your final showdown with the Great King of Evil himself, Ganondorf! Rather than attack you with magic, he instead draws two samurai swords and swordfights you! At last, it�s time to have a civilized battle, where the only objective is to brutally slice the living **** out of each other. Strangely enough, this battle is nowhere near the difficulty or length of the last fight, but you�ll still likely take some damage. -Defensive Strategy- Since Ganondorf assaults you with his sword, simply L-targeting him and keeping your shield out protects you from most of his skillful attacks. (excepting a low kick) Unfortunately, you can�t do any damage to him this way. Constantly backing and jumping away from Ganondorf is the best way to avoid damage. -Offensive Strategy- If you try to attack Ganondorf, he blocks your attack and counters it. (you didn�t expect to get away with actually doing something, did you?) The only way to do any damage to Ganondorf to parry his sword attacks. Unfortunately, for some reason only the final attack in his combo can be parried. Try to back away from Ganondorf and/or sidestep to stay out of his reach, then quickly parry the final attack. (it doesn�t matter if it misses you) After you parry Ganondorf�s attack, he�ll be stunned, allowing you to unload a beating on him. Also, Zelda has taken your Hero�s Bow and Light Arrows for this fight. She circles around you and Ganondorf, trying to shoot him with Light Arrows. If he�s simply moving around or attacking, he�ll backflip across the arena to nimbly dodge the Light Arrow. If she hits him while he�s laughing in conclusion of an attack, however, he�ll be stunned as if you parried his attack, and you can hit him the same way. In rare cases, Zelda may miss and hit you, but this almost never happens. You shouldn�t depend on Zelda�s sporadic support to win, though. When Zelda blasts Ganondorf for the second or third time, he gets annoyed by her help and backhands her! You won�t be able to rely on her Light Arrows at all now, and Ganondorf�s attacks get slightly faster. Keep up your strategy, parrying his attacks and hitting him with your sword until this phase ends. Eventually, Zelda wakes up. Ganondorf gets even more skilled now, blocking your parries and her Light Arrows. Approach and talk to Zelda and she tells you she has a plan. She�ll reflect a Light Arrow off you Mirror Shield to take Ganondorf by surprise, letting you attack him again. Quickly shuffle across the wet arena so that you�re locked onto Ganondorf, with Zelda close to either side of him. Remember, she�s aiming at you, so keep your shield up or you�ll get hit! If you have your shield up, you�ll reflect the Light Arrow like any other light, directly at Ganondorf. Now that he�s stunned, it�s time to deliver the final blow. Approach Ganondorf with your sword out, and press A (yes, A, not B) when it turns into the splat icon. Link leaps over Ganondorf�s head, and drives the Master Sword into his forehead! Utterly defeated, Ganondorf turns into stone. Congratulations; you�ve beaten the game! Now, enjoy the ending! DO IT!!! ------------------------------------------------------------------------------- 12. Secret Caves (Scrcv) Secret Caves are large caverns located underneath many islands across the Great Sea. Recognizable by the roughly circular entry holes, Secret Caves can provide the most challenging battles or puzzles you�ll ever face. Once you solve the puzzle or defeat the enemies residing in a Secret Cave, a treasure chest typically appears to reward you. To exit a Secret Cave, step into the light... Go into the light... Move towards the light... Sorry. Anyway, it somehow causes you to float back to the surface as the lights in Boss rooms do. -STAR ISLAND SECRET CAVE- Requirements: Bombs, Boomerang recommended Reward: Piece of Heart To reach this Secret Cave, set sail for Star Island. (A2) Once you land there, Bomb the large, cracked rock on the island�s southwest �point.� Drop down the revealed secret cavern. Inside, defeat 3 Magtails, 2 Bokoblin, 2 Shield Bokoblin, and 2 Moblins, in that order. It shouldn�t be too hard at any point. After you�ve defeated them all, a chest containing a Piece of Heart appears. -OVERLOOK ISLAND SECRET CAVE- Requirements: Hookshot, Wind Waker; Boomerang, Bombs, and Fire Arrows highly recommended Reward: Triforce Chart 8 Set sail for Overlook Island (A7) to reach one of the most fun Secret Caves in the game. Get up onto the island much as you did Diamond Steppe Island; Hookshot onto the lowest palm tree from the rocky ground or your boat, then repeat this to climb the island to the top. (you�ll have to avoid some fired Bombs unless you sink the nearby Cannon Boats) Once you reach the highest part of the Island, the Secret Cave you drop into has the exact same layout and process as the one at Stone Watcher Island, except the enemies are tougher. As before, the 2 doors on either side of the entrance and exit doors lead to rooms containing enemies that you have to fight. Clockwise from the entry door: -3 Armos Knights: This room seems intimidating, but it doesn�t need to be hard. Keep moving away from the Armos Knights, but keep close enough to throw a Bomb into their mouths when they open. When you do, quickly sidestep to avoid being mowed down and repeat twice. If possible, try to use the bomb flowers near the corners of the room. -2 Stalfos: This can be a little tough. Either Bomb a Stalfos or stun it with the Boomerang and unload a sword combo to break it apart, then stun the roving head and attack it until it dies. Repeat with the other Stalfos. Be very careful not to get within clubbing range of one Stalfos as you attack another! -2 Summoning Wizzrobes: This can get ugly. As with all Summoning Wizzrobes, focus on them first and their spawn second. Quickly lock onto and attack both of the Wizzrobes with Fire Arrows as they appear. When they reappear, quickly repeat for both of them to kill them. If you were fast enough, they won�t get a chance to summon anything. After you�ve killed both the Wizzrobes and their summons, you can continue on. -5 Shield Bokoblin: This room seems empty at first; the Shield Bokoblin are hiding in pots. L-target before you approach a pot and to a jump attack to get closer. If you did it right, the Bokoblin will try to assault you from the pot, but get intercepted in midair by your attack. You won�t be able to do this for every pot; use the standard Boomerang-sword combo to finish them off. Once you beat all 4 rooms, 4 Darknuts instead of 2 await in the central room. This is going to be lots of fun... Take these Darknuts out as you did the 2 before. Focus on getting their armor off quickly and abuse your shield; they may knock each other apart and open up to attack if they hit each other. This battle really shouldn�t be too hard, and makes great practice for the final room of the Savage Labyrinth. Once you beat all 4, break the pillars that remain and then enter the final room and get the Triforce Chart as you did at Stone Watcher Island. -PAWPRINT ISLE SECRET CAVE #1- Requirements: None; Bombs recommended Reward: Piece of Heart, Joy Pendant, Purple Rupee At Pawprint Isle, (B5) land on the large �paw� isle and you�ll notice a strange dome. Cut aside the grass around it to reveal a tiny entrance you can crawl through, and then enter the Secret Cave through the hole inside. This cave is teaming with Red Chuchus and grass filled with Green Rupees and Bombs. Though there are cracked rocks in here, you don�t need Bombs to get this Piece of Heart. Defeat all the Chuchus in the two rooms you can access and the chest containing the Heart Piece appears. If you do have Bombs, you can blow open the rocks to reveal two passages leading to a Joy Pendant and Purple Rupee. -PAWPRINT ISLE SECRET CAVE #2- Requirements: Hookshot, Fire Arrows; Boomerang recommended Reward: Silver Rupee Pawprint Isle has the near-unique honor of housing two Secret Caves on its premises. Before heading to the harder second one, it�s a VERY good idea to sink the nearby Cannon Boat first, if you don�t want it taking cheap shots at you as you enter the Cave. Ones that�s taken care of, notice the strange tree on the �toe� second to the left. Use the Hookshot to reach the leftmost toe, then fire it again at the strange tree. Once you get up to that toe, drop into the Secret Cave. You�ll face a very tough and annoying battle here. You�ll fight a total of 6 Summoning Wizzrobes, in waves of 1, 2, and 3. The first two waves should be easy; if you�re quick, you should be able to kill them with Fire Arrows without them summoning anything. If they do, kill it quickly and then concentrate on the remaining Wizzrobes. The third wave can get tough. Even if you quickly lock onto and shoot 2 of the Wizzrobes, the third will still summon a weak enemy. Make killing the Wizzrobes your first priority no matter what. If the Cave is too hard, try coming back once you get the Light Arrows. -DRAGON ROOST ISLAND SECRET CAVE- Requirements: Bombs or Power Bracelets Reward: Purple Rupee Either blow up or lift and throw the giant, cracked rock on Dragon Roost Island (B6) near the Wind Shrine to reveal a Secret Cave. Once you enter the main room from the entry, the cave works much like Overlook or Stone Watcher Island�s caves. Entering one of the 4 side passages, strangely enough, brings you back to the main room, except with enemies. Because the reward is so much smaller for this cave, then enemies are all much weaker; you�ll face some Keese, Chuchus, or Miniblin. It should be pretty easy to go through all 4 doors, defeat the enemies that appear, and enter the final room to claim the 50 Rupees. -ROCK SPIRE ISLE SECRET CAVE- Requirements: Bombs; Boomerang recommended Reward: Treasure Chart 37 The Rock Spire Isle (C2) Cave�s entrance is on the highest spire on the Isle�s southwest side. Unfortunately, you�ll have to get to it by hopping across some other spires, which conveniently happen to be covered by cracked boulders. It seems like you have to start at the northeast and use proper timing to Bomb your way across, but don�t be fooled. Pull up on the KoRL on either side of the Isle, get out your cannon, and blow up each of the rocks. Once they�re all gone, come ashore and jump across to the Cave entrance. (by the way, don�t bother with the small, shorter spire on the southeast side of the Isle; nothing is under it) Once you get inside, check out the darkened cave. Oh, it�s one of those �light the torches to get something� deals! Grab a Boko Stick from the pot, light it on one of the torches near the light beam, and light the two unlit ones with it. Get ready for a shock; you�re rewarded by being assaulted by a ridiculously insane amount of Keese! Rapidly L-target a Keese and tap the �Rang button; keep up this cycle at a feverish pace until the Keese are dead. Expect to take some damage from the flying horde. After all the Keese are dead, a chest containing Treasure Chart 37 appears. -FIRE MOUNTAIN SECRET CAVE- Requirements: Ice Arrows; Boomerang highly recommended Reward: Power Bracelets The Secret Cave at Fire Mountain (C6) is one of the few required ones. It�s also one of the harder to reach. The Secret Cave entrance is at the top of the massive volcano, and conveniently enough it�s spurting out lava to block your entry. The lava pours down the sides of the volcano and prevents you from even climbing onto its shore. Pull out your Ice Arrows and shoot the huge plume of lava with one from your boat to cool the island down slightly. You now have 5 minutes to enter the Secret Cave and collect your treasure, the Power Bracelets. Quickly get onto the island and climb up its rocky exterior. The trail isn�t too hard, and you only have to worry about a lone Kargaroc trying to stop you. After you enter the mountain, you emerge in a lava-filled cavern with Fire Keese and Magtails. Quickly defeat the nearby Fire Keese with the Boomerang or your sword, then hop across some hardened rock on the nearby lava bed. Be quick; the platforms sink a few seconds after you step on them and the clock is still ticking! There are several Magtails in this clearing. Defeat them with parry attacks as usual. Once all the Fire Keese and Magtails are destroyed, an ornate chest appears on a plinth. Open it to receive the Power Bracelets. This stops the timer, so you don�t have to worry about the volcano erupting while you�re in it. Use your new accessories to lift a nearby stone head, revealing a tunnel leading back to the exit. -NEEDLE ROCK ISLE SECRET CAVE- Requirements: Fire Arrows Reward: Orange Rupee Once you have the Fire Arrows, you can use them to melt the ice covering a Secret Cave on the northwest side of Needle Rock Isle. (E1) When you drop down into the Cave, you don�t face a battle; instead you have to complete a puzzle with the fire arrows. The setup of the area is similar to the Diamond Steppe Island Secret Cave, except there are no Warp Jars, meaning you�re confined to a single clearing. From there, you have to find and light 6 torches hidden in the Cave with Fire Arrows. The pots around the room contain Magic and Arrow refills. The torch locations are: 1. Right in front of you as you come in. 2. Just beyond the railing you face when you enter the room. Move some pots aside from the left side of the railing and shoot the torch through it. 3. Behind a far railing up high, above a net and looking through the near railing. 4. On top of a tall shipwreck that�s to the left when you enter the Cave. 5. On the forward end of a smaller ship to the right of you when you enter. 6. High, high up and far, far away on top of a crow�s nest between torches 3 and 4. You�ll probably need the Telescope to see it. Once you light all 6 torches, a chest containing an Orange Rupee appears. -STONE WATCHER ISLAND SECRET CAVE- Requirements: Power Bracelets, Wind Waker; Boomerang and Fire Arrows highly recommended Reward: Triforce Chart 7 To get started on Stone Watcher Island�s (E3) Secret Cave, land on its shores and climb to the partially enclosed area on top. Once there, you�ll find the island�s namesake-a giant stone head. Use the Power Bracelets to lift and shatter the statue, then drop down into the Secret Cave. In here, you�ll encounter a mini-dungeon. There are 6 doors ringing the pillared central chamber. The one directly across where you entered from leads to the Chart, but it�s sealed at the start. The 2 doors on either side of it contain battles; the enemies appear as soon as you enter. Clockwise starting from the entry door, the rooms are: -4 Armos: This shouldn�t be hard. Draw your sword as they approach or before entering the room, lock onto one, and keep your shield up. Step (don�t jump) to the side as they charge, then quickly drop your shield and attack as they pass. If you timed your attack right, you�ll strike a crystalline posterior or two. If you�re having trouble pulling this off, stun the Armos from the front with an arrow first. Once all 4 are dead, collect the spoils and head to the next room. -2 Moblins: Also an easy fight. Since there are only two, rapidly stun one with the Boomerang, release and hit L, and stun the other. Then unload a sword combo on one or both of them. Keep your shield up when not attacking and repeat until both die. -3 Wizzrobes: This can get slightly annoying. As soon as you enter, lock onto a Wizzrobe and blast it with a Fire Arrow, quickly repeat, then dodge the fire blast of the final Wizzrobe. Stun this one with the Boomerang and finish it with the Master Sword. -5 Bokoblin: You might take a little damage here. Stun a Bokoblin, then kill it with a sword combo and repeat. Keep moving to avoid attack. After you beat each room, a flame above its door light in the main room. Once you beat all 4 rooms, you�ll return to the main room to find 2 Darknuts waiting for you. NOW things get fun. Use standard techniques on the Darknuts to beat them; keep close to your target so you�ll do a jumping parry. Once you�ve removed the helmets of each, stun them and remove their armor, then repeat and attack until they die. Also, take note that the pillars ringing the room and be destroyed by Darknut swords. (it doesn�t matter whether you or they wield them) After defeating both Darknuts, enter the now-unsealed door. Play the Wind�s Requiem on the Wind Crest and claim the Triforce Chart. -PRIVATE OASIS SECRET CAVE- Requirements: Grappling Hook, Cabana Deed, Skull Hammer, Wind Waker; Boomerang recommended Reward: Triforce Chart 2 After you�ve attained the deed to your Private Cabana, (E5) sail to it and enter. One inside, look up and you�ll see a Grapple switch like the one in Dragon Roost Cavern. When you Grapple onto it, a secret passage in the fireplace is revealed! Drop down the hole to enter your private dungeon. This place is basically a large maze filled with gates you have to open by pounding stakes. You�ll often find yourself crawling around the crawlspaces in the dungeon�s basement to get from room to room. Besides getting lost, your only concerns are some wandering Rats (keep your Boomerang ready) and two Redead you�ll encounter after dropping down an earthy hole. Luckily, they take a while to scream at you, so if you locate them quickly you should be able to take them out with a Master Sword combo. Rather than provide a walkthrough for the Cave, I�ll provide a map: PRIVATE DUNGEON FIRST FLOOR _____ / \ | LB | KEY | | L# = Ladder \ / G = Gate \ / S = Stake | | LB = Light Beam to Cabana | | H = Hole ____| | _______ R = Redead _____ | | | | T = Triforce Chart and Wind Crest | L2 | | __ | | L1 | V = Vases with Rupees | __| | || | | | C = Chest containing Orange Rupee | |_____| || |__| | | || G S S | | _________||___________ | | |__________ ____| G| | G S | | | |___ |_____ | L4 | ___| ||_______| | H | |_____ |____ | G___________ | | S |___ | L3 | | | | | | L5 T| |_______| |________| PRIVATE DUNGEON BASEMENT ___ _____ ____ | V | _____| L1 | | | | | | |_____| _| | |___| | | | | | | ___| | _|_ ________ |________| | C | | | | ___|_ | |______| | |___ | | | | ____ |L4 |___| | L3 | |______ | | |_______| |_____| | | | | ___ | | | R | |L5 | ______| | |____| | | _|_ |______| | |___| | | | | | | | | |L2 | | | | V | |___| |__________| |___| -BOMB ISLAND SECRET CAVE- Requirements: Bombs Reward: Piece of Heart Bomb the large boulder on top of Bomb Island (E6) to uncover a Secret Cave. Drop down into it to find a lava-filled secret cavern. In the first room, stun a Magtail with the Grappling Hook as it rears up to attack you, then pick it up and place it on the switch to open the door. Run through to the next room. In here, walk along the short, narrow pathway to the left. Be careful not to fall into the lava! Hit the switch at the end of the path to extinguish two rings of fire on a nearby path, then carefully walk back and head along the longer path to a large, open area. More Magtails attack you here. Stun them as before, but make sure there is plenty of room behind them so they don�t roll into the lava when you do. Once one is stunned, pick it up and throw it between either pair of torches on the edges of the area, into the rock of fire beyond. If you threw the Magtail right, it depresses a switch inside the ring and stays stunned for the rest of your time here. If you miss, try again. Once both switches are pressed, one more ring of fire goes out. Run along the narrow path to it and open the chest to claim a Piece of Heart. -BIRD�S PEAK ROCK SECRET CAVE- Requirements: Hero�s Bow, Hyoi Pear, Wind Waker Reward: Triforce Chart 3 The Bird�s Peak Rock (E7) Secret Cave isn�t hard at all; the challenge is getting in. Before attempting it, up on Hyoi Pears. Land on the small island southeast of the rock, and look to the bottom of a small plateau. The hole leading down to the cavern with the Triforce Chart is there, but it�s blocked off by a gate. To get there, you�ll have to hit crystal switches on top of each of the 5 rocks. Since this is obviously impossible by yourself, you�ll need to control a Seagull with a Hyoi Pear. Before you do, get out your Hero�s Bow and use it to snipe the 3 Kargarocs nesting on 3 of the peaks. (you may need your telescope to spot them) The highest peak and the nearest one don�t have Kargarocs. You�ll probably have to move around the island to get in position to hit all 3, and you might even have to Grapple onto the plateau by climbing up from the sideways post on its right side. After all the peaks are clear, (except a lone Kargaroc circling the highest peak) get onto the lower part of the island and use a Hyoi Pear. If you took out the 3 Kargarocs, the first 4 switches will be easy. After that, have the Seagull fly back over the island you�re on and flap to gain altitude until it�s level with the highest peak. Fly straight towards the crystal switch and try not to hit the Kargaroc. If you�re having trouble with this, try luring the Kargaroc near you with a seagull so you can kill it. After you hit all 5 switches, the gate blocking off the Cave opens. Drop down inside it and walk up to the pedestal. Grab the Rupees in the vases and play the Wind�s Requiem on the Wind Crest to make the chest appear. -DIAMOND STEPPE ISLAND SECRET CAVE- Requirements: Hookshot; Boomerang recommended Reward: Ghost Ship Chart To get the necessary Ghost Ship Chart, head to Diamond Steppe Island (F1) and sail up next to the lowest �step� on the raised island. Fire the Hookshot at the palm tree on this step from your boat to get up onto it. Repeat this process to climb the scenic island (be careful not to fall into the water) until you reach the highest step, where you�ll see the Secret Cave. Drop down into it. You�ll have to endure an ancient ship graveyard/Warp Jar maze filled with Floormasters to reach the Chart. If you enter a bad jar, you�ll return to the entrance and have to start over. (even worse, the Floormasters return) Here are the directions to reach the Chart: -Enter the lone Warp Jar ahead of you from the entrance. -In the next area, go around the wooden barrier ahead of you. There should be a Floormaster behind it; defeat it. Pick up and break the jar with a Boko Stick in it, then light it on a nearby torch, run back, and burn off the covering from the jar the Floormaster was guarding. -You�ll emerge near a small chest containing a Joy Pendant. After claiming it, drop off through a gap in the railing next to the wall. -Defeat the nearby Floormaster here, (and the other one if you want) break the Boko Stick jar, and use a lit stick to burn off the covering of the jar closest to where you dropped into the area and go in. -Defeat the nearby Floormaster on this platform and burn off the covering of the jar diagonally across from the one you entered in as you�ve done before. Then enter it. (what else?) -Finally, defeat the Floormaster here, climb the stairs, and circle around the railing ahead of you. Get the Ghost Ship Chart in the chest, then drop down through the gap and enter the light beam to return. -SHARK ISLAND SECRET CAVE- Requirements: Iron Boots, Skull Hammer, Boomerang highly recommended Reward: Silver Rupee The Secret Cave under Shark Island (F3) is completely optional, but it is one of the most fun areas in the game! The entrance to the cave is visible as soon as you come to the Island, but it�s surrounded by flames. To enter it, you�ll have to quickly activate all four switches around the islands: an Iron Boots switch, a crystal switch, a pressure switch, and a stake. There�s a time limit to this, so you�ll have to plan what you do. Before trying to activate the switches, cut down all the saplings and large bushes on the island; the hinder your movement and a rectangle of saplings near the pressure switch contains Green Rupees. After that, go to Shark Island�s �tail� and stand on the Iron Boots switch. Pop your Iron Boots on and off, then run and roll along the shark�s �body,� drawing your sword as you go. Once you reach the open area of the island (near the flaming Cave entrance) turn to the left and whack the crystal switch with your sword. Turn to the right, climb up the small ledge, and step on the pressure switch. Jump down and turn left, pull out the Skull Hammer, and whack the stake on the peninsula. This triggers two things; the disappearance of the flames and the appearance of a whirlwind off the island�s southwest coast. Use the whirlwind to reach a Blue Chuchu if you want, but then enter the Cave. (Random Trivia: The flames stay down forever after, but the whirlwind must be reactivated the same way at each visit) Once inside, inch forward and get ready. You�re about to fight a small army of enemies of many types; Miniblin, Shield and regular Bokoblin, Moblins, Red Wizzrobes, and even Darknuts. (with and without bucklers) You�ll fight an incredible amount of enemies here attacking you in multiple waves from all angles. Talk about a blast. As in just about everything in life, start small and end big; concentrate on any nearby Miniblin or Bokoblin before taking on the Moblins and Darknuts. Keep moving and keep your shield up when not attacking. Also, remember to take out the sporadically appearing Wizzrobes, with Fire Arrows or the Boomerang-sword combo. Even if you�re a Zelda master you�ll probably be hit a few times. If you do, feel free to break open a Treasure Sphere if you�re sure you can gather its contents (especially Heart refills and battle spoilers) quickly enough. There will be so many, the game can�t even support them anyway. If you�re having too much trouble, (this should be fun!) try coming back once you get Light Arrows to blast the Darknuts with. (and Moblins, if you wish) After you defeat all the enemies, a chest containing a Silver Rupee appears. It may not seem worth it, but the great battle was its own reward! -ICE RING ISLE SECRET CAVE #1- Requirements: Fire Arrows; Boomerang recommended Reward: Iron Boots Fire Mountain�s southern opposite is also surrounded in an extreme temperature. Subzero winds blast out of the dragon mouth on Ice Ring Isle; (F5) Link is frozen solid as soon as he steps on it. While floating on the northwest side of the ring, shoot a Fire Arrow at the plume of icy wind coming from the statue to partially defrost the Isle for 5 minutes. Quickly get out of your boat and climb onto the Isle. Although you�ve stopped the extreme cold, Ice Ring Isle is still covered in (what else?) ice. Tread briskly (no pun intended) but carefully to avoid falling off a ledge. If you get off the KoRL on the west side of the Isle, a series of ledges leading to the next level will be right in front of you. Turn to the right and carefully slide down two icy slopes. (stay to the left) After that, very carefully make your way around a narrow ledge just above the island�s shore. If you slip too much, try crawling over it. If you fall off the right, circle back around to the Isle�s west side and try again. If you ever all into frigid water at the center of the Isle, either swim back to the west side where you got up and climb some ledges, or get onto a low-floating circular platform in the lake. From there, jump onto a platform with a Blue Rupee and then to the icy ledge. From there Continue around the Isle until you reach an open clearing where the further way is blocked off by rough ice. To the left, jump onto a floating ice block; be very careful not to fall off! If you mess up, swim to the southwest to the series of ledges leading back up. Jump onto a moving block, then ride that one over and jump onto a third one and then to the stone dragon head. Climb some stairs and drop into the Secret Cave at the top. At the start of this icy Cave, climb up and slide down a narrow bridge ahead of you. If you fall, swim over to a ledge near where you entered and use the Grappling Hook the two wood poles above it to climb up. After that bridge, you�ll be at a small, near-circular ledge where a few flowers somehow grow around a frozen vase. You�ll probably have to deal with some Keese now, so dispatch of them with your sword or Boomerang. Climb up two ledges to the left and slide down the curving ice slide. Don�t bother trying to get the green Rupees you see here; focus on turning to the left and staying on the slide. After that, climb up onto another clearing. Open the ornate chest in the solid- ice dragon�s mouth to get the Iron Boots and stop the timer! Use them to walk across the extremely windy ledge leading back to the light beam and exit. If you want, enter the �Secret-Secret� Cave first. -ICE RING ISLE SECRET CAVE #2- Requirements: Iron Boots, Fire Arrows; Boomerang highly recommended Reward: Orange Rupee That�s right, Ice Ring Isle has a Secret Cave entrance in its Secret Cave. If you walk into the alcove the wind is coming out of on the ledge in the first Cave, you�ll find another Secret Cave entrance. Drop into it to emerge in a large room filled with icy fog. Several vases are frozen solid in the extreme cold, but the main attraction here are several frozen enemies! If you defrost and defeat all of them, a chest containing an Orange Rupee appears on a mound. (good luck finding it with the low visibility down here) From the left of you when you enter the Cave, the giant ice crystals contain a vase, a Moblin, a Darknut, 2 Shield Bokoblin, a vase, and another Moblin. After you defeat all the enemies and get the Orange Rupee, the light beam returns you directly to the surface. -FOREST HAVEN SECRET CAVE- Requirements: Deku Leaf, Wind Waker, Hyoi Pear, Deluxe Picto Box Reward: Nintendo Gallery Figurines The Secret Cave at Forest Haven (F6) isn�t exactly a cave; instead, it�s an underground museum! Also known as the Nintendo Gallery, it�s the home of the renowned sculptor Carlov. The Nintendo Gallery is so big, it has its own section; check it out to find out about it. Because it�s tall and impassable at first, you can�t just land on the island where it is and enter. To enter the Gallery, first progress through Forest Haven as you did to enter the Forbidden Woods. When you go out onto the ledge high up on the Haven, look to the north (or northwest). You�ll see the tall, tree-covered island the entry to the Gallery is on. Set the wind to the north or northwest and use the Deku Leaf to float to it. Before you go, zoom in on the minimap so you can see when you�re floating over the island and drop quickly. Once you get to it, you�ll find that a hatch still seals the entry. A young boy named Manny is obsessed with gaining entry, but as usual does nothing about it. Use your Telescope to scan the side of Forest Haven; you should see a switch in a small alcove high up, to the left of the ledge you jumped from. Use a Hyoi Pear to take control of a seagull and ram it into the switch to open the hatch and drop a ladder to allow for easier entry. Once you drop down, check out the Nintendo Gallery section to find out what to do. -CLIFF PLATEAU ISLES SECRET CAVE- Requirements: Deku Leaf, Fire Arrows, Boomerang recommended Reward: Joy Pendant, Treasure Chart 25 After landing on the smallest rock of Cliff Plateau Isles, (F7) jump over some more rocks, passing a Postbox, until you reach a Secret Cave. Drop down to enter into one of the more unusual Secret Caves. The first part of the cave is a large series or ponds with large, floating platforms on them. Jump from the hanging ramps on these platforms to get from one of the next; use the Deku Leaf if necessary. You can also use it to blow blasts of air at the leaves attached to the platforms to rotate them. Lastly, there are Rupees on the platforms of Green, Blue, or Yellow. What you want to do is reach the solid ground above the highest tier of floating platforms. (and maybe gather some Rupees) Once here, explore the lower area if you want to find some Boko Babas, but then go to the bottom of the ramp to the right. Some thorned vines spring up around you, but you can squeeze through them unharmed by keeping to the left side of the nearby tree trunk. There should be a Boko Baba just beyond this; defeat it and a Baba Bud pops out. It can pop you up to the tops of the two tree trunks dominating this part of the Cave. Fly up to the one to the left. (when approaching them from the floating platforms) Once there, get out to the edge of the walkway on it and drop off. You should be able to land next to a small chest containing a Joy Pendant, surrounded by vines. After you get it some vines disappear; go back and return to the tree trunks. On the one you dropped off of, shoot the boarded-up opening ahead with a Fire Arrow and float to it with the Deku Leaf. Once you get there, exit the Cave through the light beam to get to the highest plateau, where Treasure Chart 25 awaits. -HORSESHOE ISLAND SECRET CAVE- Requirements: Deku Leaf; Bombs recommended Reward: Treasure Chart 8 Before sailing directly to Horseshoe Island (G1) to gain entry to its Secret Cave, it�s HIGHLY recommended you defeat the nearby Cannon Boat first to prevent anything bad from happening. After that�s taken care of, land on Horseshoe�s southeastern shore. To get to the top cliff of Horseshoe Island, you�ll have to play a game of golf. Yes, golf. Deku golf, that is. As you try to walk along the island�s ramping surface, vines periodically rise out of the ground to block your way. To get rid of them, you�ll have to get a Deku Nut into the hole under the flag up ahead. Grab a Deku Nut and throw it at the flag. Hopefully it will go in. If not, try again or reposition it with the Deku Leaf. Once it falls into the hole, it hits a switch to drop the vines. Repeat this again on a narrower part of the walkway, and only one Deku Nut. The last Nut starts out beyond the vines, and the ledge is narrow. You�ll have to rely solely on your Deku Leaf to get it in; line up a good shot. It might take many tries, and you only have until the Deku Nut dries out, rots, and falls apart. Once you beat all three holes, continue up to the top of the island and drop into a Secret Cave behind Old Man Ho-Ho. Inside, defeat a Mothula and 2 Wingless Mothulas to create a chest containing Treasure Chart 8. (you may want the Fire Arrows to deal with the Winged Mothula) When you exit the cave, you�ll probably want to get Treasure Chart 28 while you�re here. -OUTSET ISLAND SECRET CAVE- Requirements: Deku Leaf and Wind Waker or Hookshot, Power Bracelets, Mirror Shield, Skull Hammer; Boomerang, Fire Arrows, Grappling Hook highly recommended Reward: About 1200 Rupees, Triforce Chart 6, Piece of Heart Outset Island (G2) is home to the game�s most extensive (and fun) Secret Cave: the Savage Labyrinth. The entrance to it is hidden under a stone head on a high plateau behind your Grandma�s house. To gain entry to this mini-dungeon, you have 2 options. The first way to reach the Labyrinth is to climb to the top of the island�s western mountain. Get on top of the rock you jump off to reach the forest, set the wind to the west, and glide all the way over to it. (use your Telescope to locate it if necessary) After landing, cut down some plants near a palm tree on the plateau to regain some magic. If you�ve done the Wind Temple, you can reach it much more easily. Stand on a raised rock behind your Grandma�s house and aim the Hookshot up. You�ll be able to latch onto the palm tree on the plateau and get up easily. Either way, after getting up, use the Power Bracelets to remove the huge stone head and drop into the Savage Labyrinth. Once in, get ready to face 51 floors of battles with nearly every enemy in the game! The Savage Labyrinth is so massive, it gets its own section; looks towards the bottom of the guide to find it or just search for it. -ANGULAR ISLES SECRET CAVE- Requirements: Deku Leaf and Wind Waker or Hookshot, Mirror Shield Reward: Silver Rupee In case you didn�t know, there is a Secret Cave entrance on the smaller Angular Isle. (G5) To reach this isle, you have two options. You can glide to this isle from the top of the larger one (by setting the wind to the northeast) and dropping as you get next to the palm tree, or use the Hookshot to get up from your boat. Once you reach the smaller isle, drop down the hole into the Cave. Rather than fight a battle in this cave, you have to solve a block puzzle to reach two crossing light beams up high. Here is a step-by-step walkthrough of the puzzle: 1. First, move the lone block to the left of the tall stack over to the right of it. 2. Climb on top of the block you just moved and pull out the next one half way. 3. Climb back down and pull the first block back halfway, out from under the second. 4. Climb back up and pull the second block out the other halfway. The 3 blocks above it all fall down into the newly opened space. 5. Climb on top of the second block and pull the fourth one out halfway. 6. Climb up on top of the fifth block using the new staircase you created. 7. You�ll be faced with a final stack of two blocks. Pull out the bottom one halfway (while defying the laws of physics) and climb up on top of it, then get up onto the highest block. If you mess up at any point during this process, leave and reenter the Cave to reset the blocks. Once you�re at the top, use the Mirror Shield to reflect some light from the intersection of light beams at a translucent chest in the central mouth/ledge. Once it�s solidified, you can reach it the same way you reach the smaller Angular Isle. From the top of the block stack, either glide to it with the Deku Leaf or Hookshot onto it. Either way, open the chest to get a cool 200 Rupees. -BOATING COURSE SECRET CAVE- Requirements: Boomerang, Deku Leaf, Wind Waker Reward: Submarine Chart Land on the Boating Course (G6), set the wind to blow north, then jump off the Course�s accessible islands and use the Deku Leaf to glide under the banner to the smaller island. Chop down some foliage here, then drop into the island�s Secret Cave. In this cave, you�ll have to hit 3 Crystal Switches on 3 ledges to trigger the chest�s appearance. Sounds easy, right? There�s one catch: you�ll constantly be under attack from swarms of Miniblin while trying to trigger it. Try to stay around the center of the arena as you wipe out all nearby Miniblin with sword strikes. Then face in a switch�s general direction, quickly get out your Boomerang, and aim. Hopefully you�ll be able to target a switch and throw the Boomerang before a Miniblin pokes you. It may take some practice, but after you hit all 3 switches, the chest containing the Submarine Chart appears. ------------------------------------------------------------------------------- 13. Sea Platforms (Seplt) Scattered across the Great Sea are Sea Platforms, heavily guarded centers of pirate activity. Visible from far away, these towering platforms are easily recognizable. They can be protected by wall-mounted cannons, and often have enemies on top of them. You�ll receive treasure for defeating the Platform�s defenses; several hold especially valuable treasures. Remember, when trying to shoot the wall-mounted cannons with Bombs, stay almost directly under the platform; the cannons can�t hit you there. When dealing with the enemies on the platforms, try to knock them off into the ocean. -STAR ISLAND SEA PLATFORM- Orientation: South of Star Island (A2) Number of Platforms: 1 Reward: Golden Feather The Sea Platform south of Star Island is a pretty typical one, but it slightly more heavily guarded. You�ll have to maneuver away from several floating mines as you approach the Platform to avoid damage. As usual, take out the 4 wall- mounted cannons from directly under the platform to avoid damage. Once that�s done, climb up onto the platform. 2 Pirate Bokoblin and a Shield Bokoblin await use. Keep moving and use your Boomerang to defeat them and claim your prize. -SEVEN-STAR ISLES SEA PLATFORMS- Orientation: South-southwest of Seven-Star Isles (A6) Number of Platforms: 3 Reward: Treasure Chart 16, Red Rupee, Golden Feather Near Seven-Star Isles you�ll find 3 Sea Platforms almost touching each other. They don�t have cannons, so you can just sail right up. Climb up onto the middle one and ready your Fire Arrows. (or at least Arrows) Soon after you climb up, special white-robed Wizzrobe Acolytes attack you. Physically, they are the same as normal red-hooded Wizzrobes, but they look cooler and like to float out over the ocean. You�ll first fight two waves of 1 Wizzrobe each. Keep moving and jump from platform to platform if necessary to quickly lock onto and shoot the fiends. The third wave sends two Wizzrobes at you. Kill one and dodge the other�s fireballs, then shoot it and claim your rewards. -PAWPRINT ISLE SEA PLATFORM- Orientation: Northeast of Pawprint Isle (B5) Number of Platforms: 1 Reward: Red Rupee The Sea Platform close to Pawprint Isle is extremely easy. It has no cannons, and you�ll only face two weak Pirate Bokoblin when you reach the top. Your Boomerang should make this a very easy fight. -WESTERN FAIRY ISLAND SEA PLATFORM- Orientation: East-southeast of Western Fairy Island (C1) Number of Platforms: 1 Reward: Skull Necklace The Western Fairy Island Sea Platform is pretty standard. If you defeat the 2 Pirate Bokoblin and 2 Shield Bokoblin on top, a chest with a Skull Necklace will appear. Be careful about the Platform�s cannons. -ROCK SPIRE ISLE SEA PLATFORMS- Orientation: Southeast of Rock Spire Isle (C2) Number of Platforms: 3 Reward: Red Rupee, Orange Rupee, Golden Feather Near Rock Spire Isle you�ll find 3 Sea Platforms of varying height, lined up. Destroy the cannons on each to make some Treasure Chests appear on top. There are two Pirate Bokoblin on each Sea Platform, and also 2 Shield Bokoblin on the center one. As the eastern and western Platforms are too far to jump to and don�t have ladders, you�ll have to set the wind to the east or west and glide to them with the Deku Leaf. The eastern platform is lower then the center one and is easy to reach, but the western one is higher up. You�ll have to use the whirlwind to gain enough height. Jump from the center platform when the whirlwind is almost halfway between being on the Platform�s left side and being right in front of you, like this: P W P The two Ps are the platforms; the W is the whirlwind. With good timing, you�ll be able to reach the upper one. You�ll find a Red Rupee on the middle Platform, an Orange Rupee on the eastern (lower) one, and a Golden Feather on the western (higher) one. -EASTERN FAIRY ISLAND SEA PLATFORM- Orientation: Northwest of Eastern Fairy Island (C5) Number of Platforms: 1 Reward: Boko Baba Seed After blasting the four cannons on this platform, climb up top and defeat the 3 Pirate Bokoblin. A chest containing a Boko Baba Seed is your reward. -FIRE MOUNTAIN SEA PLATFORM- Orientation: Southeast of Fire Mountain (E6) Number of Platforms: 1 Reward: Golden Feather Destroy the standard 4 cannons on the Platform near Fire Mountain to make a chest with a Golden Feather appear, then climb up on top to get it. Only a single Pirate Bokoblin tries to stop you. -STAR BELT ARCHIPELAGO SEA PLATFORM- Orientation: East of Star Belt Archipelago (C7) Number of Platforms: 1 Reward: Red Rupee You�ll have to brave a flock of Seahats to even reach this platform. Although 4 cannons and 2 Pirate and Shield Bokoblin each guard the Platform, a chest with a Red Rupee is there from the start. -CYCLOPS REEF SEA PLATFORM- Orientation: Northwest of Cyclops Reef (D3) Number of Platforms: 1 Reward: Golden Feather Like the previous Sea Platform, Seahats swarm around this one. There are still 2 Pirate and 2 Shield Bokoblin on top, and after you beat them a chest with a Golden Feather inside appears. -SIX-EYE REEF SEA PLATFORM- Orientation: South-southwest of Six-Eye Reef (D4) Number of Platforms: 1 Reward: Skull Necklace Destroy all 4 cannons on the Platform to make a chest with a Skull Necklace appear on top. Climb up to it and fight off 2 Pirate Bokoblin, then open it. -THORNED FAIRY ISLAND SEA PLATFORMS- Orientation: Northwest of Thorned Fairy Island (D7) Number of Platforms: 2 Reward: Golden Feather, Boko Baba Seed Like many Sea Platforms, Seahats swarm near this one. There are 2 Platforms here; the northeast one has cannons on it. Once you destroy its cannons, climb up and get the chest on it with a Golden Feather. After that, set the wind to the southwest and glide to the lower Platform. After you beat the 4 Pirate Bokoblin, you get a treasure chest with a Boko Baba Seed. -ISLET OF STEEL SEA PLATFORM- Orientation: Southwest of Islet of Steel (E2) Number of Platforms: 1 Reward: Skull Necklace This Platform has no cannons, but a tough battle awaits you on top. You have to fight 2 Bokoblin and 2 Wizzrobe Acolytes to claim a Skull Necklace. Try to quickly beat the 2 Bokoblin first, then attack the Wizzrobes with regular or Fire Arrows. Expect to take at least a little damage. -STONE WATCHER ISLAND SEA PLATFORM- Orientation: East of Stone Watcher Island (E3) Number of Platforms: 1 Reward: Piece of Heart, Red Rupee You�ll notice a difference when you approach the Stone Watcher Island Sea Platform. The platform is ringed by 8 cannons, not 4! As usual, stay almost underneath it as you blast the helpless cannons. After you manage to blow up all 8, a chest with a Piece of Heart appears on top, near an existing one with a Red Rupee. Once you climb up, defeat 2 Pirate Bokoblin and open both chests. -BOMB ISLAND SEA PLATFORM- Orientation: South-southwest of Bomb Island (E6) Number of Platforms: 1 Reward: Red Rupee This is another standard, boring Sea Platform. Blast the 4 cannons, then climb up the ladder, defeat the 2 Pirate Bokoblin, and get the Red Rupee. -FIVE-EYE REEF SEA PLATFORM- Orientation: Southeast of Five-Eye Reef (F2) Number of Platforms: 1 Reward: Golden Feather You�ll likely encounter a pack of 5 Gyorgs on your way to the Five-Eye Reef Platform. Pick them off one by one with your Boomerang. After you beat all the cannons, climb up and fight 4 Shield and 2 Pirate Bokoblin. -SOUTHERN FAIRY ISLAND SEA PLATFORMS- Orientation: Southeast of Southern Fairy Island (F4) Number of Platforms: 3 Reward: Skull Necklace, Treasure Chart 40 You�ll find 3 Platforms in a triangle shape near Southern Fairy Island. Destroy the cannons on the 2 Platforms that have ladders; this makes 2 chests appear on the lower, northeast one. Climb onto either of the 2 taller platforms, defeat the 2 Pirate Bokoblin, and use the Deku Leaf to reach the last one. Fight 3 Pirate Bokoblin and get your prize. -CLIFF PLATEAU ISLES SEA PLATFORM- Orientation: Southeast of Cliff Plateau Isles (F7) Number of Platforms: 1 Reward: Boko Baba Seed Be ready for a tough fight before you even get onto this Sea Platform. Besides the usual cannons, 2 Wizzrobe Acolytes appear around the Platform to fight you. Be quick with your Fire Arrows to shoot them. Try to stay under the platform as you fight them so the cannons don�t shoot you. After you beat both Wizzrobes, climb up on top. Defeat another Wizzrobe Acolyte and 4 Pirate Bokoblin, then get the Boko Baba Seed. -HORSESHOE ISLAND SEA PLATFORMS- Orientation: Southeast of Horseshoe Island (G1) Number of Platforms: 2 Reward: Skull Necklace, Golden Feather You�ll likely face some Seahats before you can start on the twin Sea Platforms near Horseshoe Island. Take out the cannons on each Platform, then climb onto one. Each has 2 Kargarocs and 2 Pirate Bokoblin on it, along with a switch. Hitting each switch makes a chest appear on the opposite Platform. It will take a while, but you�ll be able to get a Skull Necklace from the western Platform and a Golden Feather from the eastern one. -TWO-EYE REEF SEA PLATFORM- Orientation: South of Two-Eye Reef (G4) Number of Platforms: 1 Reward: Purple Rupee Although there are no Cannons on this Platform, an extremely tough battle awaits you at the top. 7 Pirate Bokoblin, 3 Kargarocs, and a Shield Bokoblin have been packed onto the Platform�s surface. Once you climb onto it, start mashing B and quickly changing targets. You�ll take a fair amount of damage fighting the enemies here. A chest with a Purple Rupee appears to reward you. If you have the Fire Arrows, you can defrost the 4 jars around the Platform�s central pillar to get some pickup items. -FIVE-STAR ISLES SEA PLATFORM- Orientation: Southwest of Five-Star Isles (G7) Number of Platforms: 1 Reward: Golden Feather You know the process for common Platforms; blast the 4 cannons, climb up, and kill the 2 Pirate Bokoblin before claiming the treasure, a Golden Feather in this case. ------------------------------------------------------------------------------- 14. Submarines (Sumri) Submarines are wooden vessels found floating near several islands on the Great Sea. Once you sail up to one and enter through a doorway on the raised section, you enter a long room with a large, lowered section containing an assortment of enemies or some other challenge. Once you complete the Submarine�s objective, a ladder drops down to allow passage to a small room in the back of the Submarine containing a reward. All the Submarines contain rare items; you�ll have to visit them all eventually. -PIRATE SHIP #1- Reward: Spoils Bag Though not technically a Submarine, the hold of Tetra�s pirate ship has the exact same layout. When you first set off with the pirate crew on Outset Island (G2), you�re challenged to prove yourself as a swabbie by passing a test Niko has set up. This challenge doesn�t involve fighting; instead, it tests your skill at swinging from ropes. When you hit the right-hand switch on the starting ledge, several platforms rise up from the ground to connect some swinging torches. You have 1 minute to navigate across them to reach the far ledge, where Niko awaits with your prize, the invaluable Spoils Bag. It shouldn�t be too hard to get from rope to rope; it�s just a matter of jumping to them. Keep the camera centered behind Link to line up your jumps. Though you can stop with R and line up your swing after you grab onto the torches, it�s far easier and faster to carefully aim your jumps before hand so you can immediately swing across, saving time. When you hear a clock start ticking, you have 20 seconds left. When the ticking quickens, you have 10 seconds. It will probably take a few tries to do, unless this isn�t your first time playing the beginning. If you mess up and fall before the platforms retract, climb the ladder to the starting ledge and hit the switch in front of it to retract the platforms and reset the timer so you can try again. Once you make it to the far platform, a dumbstruck Niko passes you and gives you your reward. -PIRATE SHIP #2- Reward: Bombs The when you enter the pirate ship a second time at Windfall Island (B4), Niko has set up a whole new challenge for you. This time around, there are no platforms; you must swing from rope to rope and the timer controls how long a metal door at the far end of the room stays open. You�re given just under 2 minutes this time, but the challenge is greater. Since you�ll spend the duration of the challenge swinging from ropes, you won�t get much of a chance to line up your swings. Make sure you stop and realign your trajectory quickly to keep swinging. The only time you can line your swings up is on the left side of the room, where a torch moves back and forth. Carefully swing onto it, then realign as the torch moves forward. This test isn�t too hard with practice; once you get to the far end of the hold, Niko gives you some of the Bombs the pirates stole. -GHOST SHIP- Reward: Triforce Chart 4 Like the pirate ship, the Ghost Ship also has a Submarine-like layout. Once you reach it with the Ghost Ship Chart for Diamond Steppe Island, you have to endure a traditional battle against some hostile spirits. Defeat a Summoning Wizzrobe (the Fire Arrows work wonders; try to defeat it first before it summons anything) and two Poes (using the light beam in the room) to drop the ladder leading to Triforce Chart 4. This battle should be relatively easy. -NORTHERN FAIRY ISLAND SUBMARINE- Reward: Treasure Chart 22 Use the Telescope to look around Northern Fairy Island (A3) for a Submarine and enter it. As usual, this Submarine�s challenge is unique. You actually don�t have to fight to beat this Submarine, just navigate over some torches to swing to the other end. If you mess up and fall, you�ll have to fight a total of 5 patrolling Moblins; you may want to dispatch them before trying to swing across. Even if you don�t fall, it�s still recommended you fight them to get experience and spoils. Try to stay in one spot so as not to engage too many at once. Treasure Chart 22 is in the far room of the Submarine. -CRESCENT MOON ISLAND SUBMARINE- Reward: Treasure Chart 9 Look carefully for a Submarine off Crescent Moon Island. (A5) If you can�t locate it, the island�s Old Man Ho-Ho is staring intently at it. When you board the Submarine, you�re assaulted by 4 waves of Miniblin. After you defeat each, a torch above the far end of the Submarine lights up. Like all Miniblin fights, this should be easy. Don�t L-target and use a Hurricane Spin if you can. Once all four waves are defeated, climb the ladder to Treasure Chart 9. -FLIGHT CONTROL PLATFORM SUBMARINE- Reward: Platform Chart To get the Platform Chart, you�ll have to endure a slightly tough battle in a Submarine southeast of the Flight Control Platform. (B7) Make sure you at least have the Hero�s Bow first; the Fire Arrows work even better. When you drop down to the darkened battle floor, press the switch in the center to light two skull torches and trigger an assault by a Wizzrobe. Defeat it either with a Fire Arrow or by quickly stunning and slashing it. After the Wizzrobe gets taken out, another one, accompanied by an assortment of Red and Green Chuchus, attacks. Try to take out the Wizzrobe first, or keep the camera centered on it as you defeat the Chuchus to avoid its attacks. Defeat this wave of enemies as you wish to trigger a final attack. This time, two Wizzrobes and an endless swarm of Miniblin go after you. Since stunning and slashing the Wizzrobes is next to impossible thanks to the Miniblin, try to pick them off with Fire Arrows. Try not to focus on the Miniblin; only take them out if they keep you from locking onto the Wizzrobes. After both Wizzrobes fall, a ladder drops down. Climb it and enter the next room, which contains two more torches that light up. The chest here contains the Platform Chart, which shows which quadrants contain Sea Platforms and how many there are. -SIX-EYE REEF SUBMARINE- Reward: Piece of Heart Look for a Submarine surrounded by 3 rafts, directly southwest of Six-Eye Reef. (D4) Sail up and enter it. Inside, you�ll fight a total of 3 Moblin guards, one by one. (no worries about being ganged up on here) There are also some Morths and Chuchus inside the barrels and pots in the Submarine. Try not to release any of them until you�ve beaten all 3 Moblins. After the Moblins are defeated, a ladder drops down. Climb it and enter the adjacent room to find a chest containing a Piece of Heart. -BOMB ISLAND SUBMARINE- Reward: Empty Bottle You�ll definitely want to visit the Submarine off Bomb Island (E6) near the center of the quadrant on your way to the Forest Haven; it yields a valuable Empty Bottle if you clear it. The Bokoblin pirates have set up living quarters here; you�ll fight 3 of them to claim your prize. Once all 3 go down, a chest containing the Empty Bottle appears on the floor. (aw, and you wanted to go to the back room, didn�t you?) There are also several Rats in the room; you�ll definitely want to defeat them before they steal your Rupees. You may want to come here after getting the Boomerang to make it easier. -HEADSTONE ISLAND SUBMARINE- Reward: Treasure Chart 14 Use your Telescope to seek out a Submarine north-northwest of Headstone Island. (G3) When you find and enter it, you somehow appear directly above the battle pit, giving you no time to prepare. You�re thrust directly into a Bombchu- infested bomb field. Obviously, this fight will be filled with explosions galore. Keep moving around and quickly lock onto Bombchus as you destroy them with the Boomerang. Don�t try to use your sword, or you�ll likely strike some Bomb Flowers. After you defeat all the Bombchus, the flames blocking the entry ladder go out, and a second ladder to the exit drops. In the next room is the Chart. -FIVE-STAR ISLES SUBMARINE- Reward: Piece of Heart In the extreme southeast of the Great Sea, south of Five-Star Isles, (G7) you�ll find a submarine. Enter it and jump down to fight some Keese and Bokoblin. The Boomerang is recommended for easily taking down the monsters in this Submarine. After they�re defeated, climb the ladder that lowers and get a Piece of Heart. ------------------------------------------------------------------------------- 15. Blue Chuchus (Blchu) The rare Blue Chuchus are your only source of valuable Blue Chu Jelly, used by Doc Bandam to make Blue Potions. There are a total of 23 of them scattered across the Great Sea, each dropping a Blue Chu Jelly. You can only get one Jelly from each Chuchu; after that they drop Yellow Rupees. (not too shabby) Remember, Blue Chuchus are surrounded by bioelectric fields, so stun them with the Boomerang before attacking. -STAR ISLAND BLUE CHUCHU- The Chuchu on Star Island (A2) isn�t obvious at first. Either Bomb or lift and break the cracked boulder on the island�s southeastern �point.� The Blue Chuchu is underneath it. -NORTHERN FAIRY ISLAND BLUE CHUCHU- As with all the Fairy Island Chuchus, the one on Northern Fairy Island (A3) is easy to find. Just walk around the perimeter of the island�s grassy surface until it appears. (I�m pretty sure the Chuchu is under a tree) -CRESCENT MOON ISLAND BLUE CHUCHUS- Besides the easy-to-find Treasure Chart on Crescent Moon Island, (A5) there are two easy-to-find Blue Chuchus on either side of it. -OVERLOOK ISLAND BLUE CHUCHU- The Blue Chuchu on Overlook Island (A7) is hard to miss. It�s on the second platform you can Hookshot up to. -MOTHER & CHILD ISLES BLUE CHUCHU- This Chuchu is on Child Isle (B2) on the lower part of the island. (not on the ledge with the Goron Merchant) -SPECTACLE ISLE BLUE CHUCHU- Look under the bridge on Spectacle Isle (B3) leading to Salvatore�s Cannon minigame to find this Blue Chuchu. -PAWPRINT ISLE BLUE CHUCHU- The Blue Chuchu on Pawprint Isle (B5) isn�t as easy as most of the others. There should be two rocks on this isle shaped like the tops of Chuchu�s heads. Backflip onto the top of the northeast one to trigger the appearance of a Blue Chuchu. Try to lure it off of the rock before defeating it. -WESTERN FAIRY ISLAND BLUE CHUCHU- Check under a tree on Western Fairy Island (C1) to locate this Chuchu. -ROCK SPIRE ISLE BLUE CHUCHU- You�ll need Bombs to get this Blue Chuchu on Rock Spire Isle. (C2) It�s on the southwest side of the isle, on the highest spire. Either throw Bombs at the cracked rocks on the spires with good timing or shoot them with your ship- mounted cannon to get rid of them, then hop across. The Chuchu is near the Secret Cave entrance. -TINGLE ISLAND BLUE CHUCHU- You�ll have to go to *shudders* Tingle Island (C3) to find this Chuchu. It�s on the grassy ring surrounding the Tingle Tower; quite easy to find. -EASTERN FAIRY ISLAND BLUE CHUCHU- Find this Chuchu under a tree like any other Fairy Island Chuchu; look for it at quadrant C5. -THORNED FAIRY ISLAND BLUE CHUCHU- Find this Blue Chuchu as usual at Thorned Fairy Island. (D7) Just watch out for the thorns. =P -NEEDLE ROCK ISLE BLUE CHUCHU- Search around the ring surrounding Needle Rock (E1) to find this Chuchu. It isn�t very hard to locate. -STONE WATCHER ISLAND BLUE CHUCHU- This Blue Chuchu appears behind the stone head on Stone Watcher Island. (E3) -BIRD�S PEAK ROCK BLUE CHUCHU- This Chuchu is on top of the small island off Bird�s Peak Rock. (E7) When in front of the doorway leading to the island�s Secret Cave, Grapple onto the overhanging wooden post, then climb up the rope and onto the top of the island. -DIAMOND STEPPE ISLAND BLUE CHUCHU- Hookshot your way up to the third �steppe� of Diamond Steppe Island. (F1) This Chuchu is on the north side of the river running down the steps. -SHARK ISLAND BLUE CHUCHU- The Shark Island (F3) blue Chuchu is the most inaccessible one of all. To get it, you�ll have to trigger the 4 switches around the island to create a whirlwind off the coast. Before trying to activate the switches, cut down all the saplings and large bushes on the island; the hinder your movement and a rectangle of saplings near the pressure switch contains Green Rupees. After that, go to Shark Island�s �tail� and stand on the Iron Boots switch. Pop your Iron Boots on and off, then run and roll along the shark�s �body,� drawing your sword as you go. Once you reach the open area of the island (near the flaming Cave entrance) turn to the left and whack the crystal switch with your sword. Turn to the right, climb up the small ledge, and step on the pressure switch. Jump down and turn left, pull out the Skull Hammer, and whack the stake on the peninsula. This triggers two things; the disappearance of the flames surrounding a Secret Cave and the appearance of a whirlwind off the island�s southwest coast. Stand on the Iron Boots switch on the shark�s �tail� and set the wind to blow southeast. Jump off the island towards the whirlwind and fight the wind to reach it. (constantly try to turn right to stay on course) Luckily, the whirlwind is stationary. After you hit it, turn left and glide to the island�s �head.� Besides the Blue Chuchu found here, you can also pick up 2 or 3 Yellow Rupees for your trouble. -SOUTHERN FAIRY ISLAND BLUE CHUCHU- Go to Southern Fairy Island (F4) and search for this Chuchu under a tree as you would any other. -CLIFF PLATEAU ISLES BLUE CHUCHU- This Chuchu, found on the Cliff Plateau Isles at F7, is one of the hardest to get. Follow the Cliff Plateau Isles Secret Cave walkthrough; the Chuchu is near the withered Deku Tree at the end. -HORSESHOE ISLAND BLUE CHUCHU- This Chuchu can only be found at night, at Horseshoe Island. (G1) It�s found to the right of the island�s second golf hole. -ANGULAR ISLES BLUE CHUCHU- Look for this Chuchu on top of the larger Angular Isle, (G5) near the chest containing the Piece of Heart. -BOATING COURSE BLUE CHUCHU- The final Chuchu (at least in my walkthrough) is on the smaller, northern half of the Boating Course. (G6) Set the wind to the north and glide to it with the Deku Leaf; the Chuchu is on top of a large, flat rock here. ------------------------------------------------------------------------------- 16. Big Octos (Bgoct) There are six massive Big Octos scattered around the Great Sea. Each one lurks hidden under the waves (except the flocks of seagulls that circle over their hiding spots) until you approach; it then rises up and creates a whirlpool that slowly sucks you in. If you don�t defeat it before this happens, it sucks you up and spits you out elsewhere, with less health. To defeat a Big Octo, whip out your Boomerang and use it to pummel its 4, 8, or 12 eyes. They each take 3 or so hits to be permanently destroyed; a defeated eye turns dark red. Once you�ve destroyed all its eyes, the Big Octo is no more and it sinks down, leaving behind treasure of some kind. Remember to get a Pictograph of a Big Octo before you defeat all 6. -SEVEN-STAR ISLES- (A6) Number of Eyes: 12 Reward: Piece of Heart -TINGLE ISLAND- (C3) Number of Eyes: 12 Reward: Piece of Heart -FIRE MOUNTAIN- (C6) Number of Eyes: 8 Reward: Silver Rupee -PRIVATE OASIS- (E5) Number of Eyes: 8 Reward: Silver Rupee -DIAMOND STEPPE ISLAND- (F1) Number of Eyes: 8 Reward: Silver Rupee -TWO-EYE REEF- (G4) Number of Eyes: 4 Reward: Magic Fairy ------------------------------------------------------------------------------- 17. Fairies (Fairs) The Great Sea is populated by 8 powerful Fairies, who are each willing to help you on your quest by upgrading your arrows, magic, bombs, or wallet. Visit them as early as you can. For the Fairies who upgrade your Bombs, Arrows, and Rupees, remember that you can visit them in any order. -FAIRY QUEEN- After beating Forsaken Fortress and learning Tetra�s true identity, use the Ballad of Gales to warp to Mother & Child Isles. The Fairy Queen appears resembling a little girl, and helps you by giving you the powers of fire and ice for your arrows! She also tells you that you�re just her type... 0_o -MAGIC FAIRY- Set sail for Two-Eye Reef (2 quadrants east of Outset Island) after beating the Forbidden Woods. Sail around the quadrant and use your Telescope to search out the circling seagulls indicating the presence of a Big Octo. Defeat it (it has only four eyes) and a Great Fairy rises from the waves! Grateful for her rescue, she doubles the size of Link�s Magic Mater! Check out the crazy look on his face afterwards... -RUPEE FAIRY 1- To reach this fairy, head straight to Outset Island. Climb up on top of the mountain, set the wind to the west, and from the small rock on top use the Deku Leaf to glide across the chasm where the bridge was. Enter the cave you rescued Tetra in. Defeat the wingless Mothula, then continue on until you see a cracked rock on your right. Blow it up with Bombs, then drop down into the Fairy Fountain. Approach it, and the Great Fairy there upgrades your Rupees. If you had no upgrades, you can now carry 1000 Rupees; if you got the other upgrade, you can now carry 5000! -RUPEE FAIRY 2- This one is pretty easy; sail to Northern Fairy Island, (at A3) then use Bombs up remove the cracked rock obstructing the entrance to the shell-like Fairy Fountain. Drop in, approach the pool, and the Great Fairy here upgrades your Rupees. -BOMB FAIRY 1- Head to Eastern Fairy Island, at C5, and once again blow up the rock in the shell entrance with a Bomb. It�s the same drill as before; the Great Fairy here upgrades your Bombs. You can now carry either 60 or 99, depending on whether this is your first upgrade. -BOMB FAIRY 2- This one works just like the previous Bomb Fairy, except that she is found at Southern Fairy Island, at F4. (just warp there) -ARROW FAIRY 1- This Great Fairy is at Western Fairy Island, at C1. You�ll need to retract the thorns blocking the way by whacking the nearby stake with the Skull Hammer. The Arrow upgrade levels are 60 and 99, like Bombs. -ARROW FAIRY 2- You�ll also need the Skull Hammer to access this Great Fairy, at Thorned Fairy Island. (D7) ------------------------------------------------------------------------------- 18. Islands (Islnd) The Great Sea is a truly massive place, populated by 49 islands, which are conveniently arranged in a 7x7 grid structure. Each island has unique attractions and challenges on it that are (almost) always worth investigating. Refer to this handy guide for a basic run-through of what you should look out for on islands. Check out the other sections of this guide for more details on what you�ll find. -A1/FORSAKEN FORTRESS- The ever-foreboding Forsaken Fortress is the Ganondorf�s surface base of operations, the roost of his pet the Helmaroc King, and the center of the newly arisen pirate activity on the Great Sea. Several sunken ships pollute the waters around the Fortress; not a good sign for would-be heroes. Inside, the Fortress is heavily guarded by the forces of Ganondorf. The centerpiece of the Fortress�s security is three sets of spotlights that continually seek out intruders. You�ll end up traipsing around the interior and exterior of the Fortress to save your sister and all of Hyrule. Late in the game, you can open up the portal to the surface from Ganon�s Tower, which leads to the flooded courtyard of the Fortress. [Items of Interest] >Piece of Heart: This Piece of Heart is the only one found in a Dungeon, and is quite easy to get. It�s in a dead-end room on the first floor of the Fortress, and is quite easy to get to after escaping from jail and running down the stone tunnel afterwards, drop off the wooden ledge into the jail room below. Lift and move aside some barrels in the northwest side of the room to expose a pressure switch. Hit it to open a jail cell door next to you. The chest containing the Piece of Heart is inside the cell. >Skull Hammer: A treasure chest containing the powerful Skull Hammer appears in the Fortress� courtyard after defeating Phantom Ganon at the start of your second journey through it. >Silver Rupee: Pull up Treasure 25 (found with Treasure Chart 25 from Cliff Plateau Isles) near the Fortress; you�ll get a valuable Silver Rupee. -A2/STAR ISLAND- Star Island is a relatively boring island obviously shaped like a star. (a six- pointed start, to be precise) There are large, cracked rocks on its points which sometimes hide objects. You probably won�t be spending much time on the island. [Items of Interest] >Blue Chuchu: Bomb the island�s southeastern boulder. Underneath it is a Blue Chuchu. >Piece of Heart: Either Bomb or lift and throw the large rock on the southwest point of the Star to reveal a Secret Cave entrance. Fall into it and get ready for a fight. Defeat the 3 Magtails, 2 Bokoblin, 2 Shield Bokoblin, and 2 Moblins consecutively. A chest with a Piece of Heart appears for you. >Sea Platform: Look south-southwest of Star Island for a Sea Platform. >Silver Rupee: With Treasure Chart 7 from your second victory at Windfall�s Squid-Hunt Minigame, you can pull up a Silver Rupee near Star Island. >Withered Deku Tree: One of the 8 Deku Trees planted by the Koroks after their ceremony is at the center of Star Isle. You�ll have to help it out with some Forest Water to get a Piece of Heart. -A3/NORTHERN FAIRY ISLAND- The small, heart-shaped Northern Fairy Island�s main attraction is the Fairy Fountain under the shell-like structure in its center. There isn�t much to do here. [Items of Interest] >Blue Chuchu: If you search under one of the island�s palm trees, you�ll find a Blue Chuchu. >Rupee Upgrade: If you have Bombs, you can blow up the boulder in the entrance to the Fairy Fountain. Drop down and visit the Great Fairy under the island to get a Rupee wallet upgrade. >Silver Rupee: Use Treasure Chart 24 (from Pompie and Vera on Windfall island) to pull up a Silver Rupee near Northern Fairy Island. >Submarine: Use your telescope to locate a Submarine containing Treasure Chart 22 near Northern Fairy Island. You have to swing over some patrolling Moblins to reach it, but if you�re good enough you don�t need to fight them. -A4/GALE ISLE- An ridiculously strong wind blows from the strange rock on this mysterious island. This island is the site of the Wind Temple, but you�ll need the Iron Boots to get anywhere near it. You can�t do much until you get them. Be careful of the Cannon Boat circling it. [Items of Interest] >Hookshot: After defeating the Wizzrobe deep in the Wind Temple, you�ll win the useful Hookshot, which lets you reel yourself up to targets, trees, or other select objects. >Triforce Shard: One of the 8 legendary Triforce Shards is hidden deep under Gale Isle�s waters. Use Triforce Chart 2 from the dungeon at your Private Oasis to find it. >Wind God�s Aria: After you get the Iron Boots, you can walk right up to the rock the gale of Gale Isle is coming out of and smash it with the Skull Hammer. Once the wind stops, enter the cavern behind it. You�ll emerge in a cave with a large stone tablet with musical notes on it. If you pull out your Wind Waker in front of it, the spirit of the ancient Kokiri Sage Fado will appear and teach you the Wind God�s Aria, which you�ll need throughout your journey through the Wind Temple. -A5/CRESCENT MOON ISLAND- The aptly named Crescent Moon Island, quite obviously, is shaped like a Crescent Moon. Visit it during a Crescent Moon to get the 00BER ARR0RZ!!!111!!1!!+1! (just kidding) You can break open the pots floating on barrels near the Island with the Boomerang for some minor rewards. [Items of Interest] >Blue Chuchus: On either side of the chest containing Treasure Chart 10, there is a Blue Chuchu. Defeat both of them for some Blue Chu Jelly. >Ghost Ship: The Ghost Ship appears near Crescent Moon Island under a full moon. (how ironic) >Piece of Heart: If you�ve opened Treasure Chart 11 from Dragon Roost Cavern, you can pull up a chest with a Piece of Heart off the coast of Crescent Moon island. >Submarine: Use your telescope to locate a Submarine northeast of Crescent Moon Island. After defeating 4 waves of Miniblin, you can get Treasure Chart 9. >Treasure Chart 10: Without a doubt the easiest chart to get, Treasure Chart 10 is in a chest sitting out in the open on Crescent Moon Island. Its only guardians are two easy-to-defeat Blue Chuchus. -A6/SEVEN-STAR ISLES- The Seven-Star Isles are seven closely grouped, inaccessible rocks. Their only inhabitants are a few patrolling Kargarocs. There isn�t much to see here; there are more attractions in the rest of the quadrants. [Items of Interest] >Big Octo: Look southwest of Seven-Star Isles for the ring of circling seagulls signifying a hiding Big Octo. Sail up the seagulls and defeat the 12- eyed behemoth to uncover a light ring. Pull it up to get a Piece of Heart. >Full Moon Light Rings: You�ll find 3 rings of light that mysteriously reappear under a full moon. Each hides a Red Rupee. >Sea Platforms: South of Seven-Star Isles is a trio of Sea Platforms. If you have the Hero�s Bow, climb up on top of them (they have no cannons). Defeat the 4 Wizzrobe Acolytes in 3 waves to summon 3 treasure chests; one contains Treasure Chart 16. >Triforce Shard: Open up Triforce Chart 7 from Stone Watcher Island, and a light ring hiding a Triforce Shard will appear off Seven-Star Isles. Pull it up as usual. -A7/OVERLOOK ISLAND- Overlook Island consists of several tall islands that rise high above the waves. If you want to get anywhere on the Isle, you�ll need the Hookshot. This Island hides the essential Triforce Chart 8, so don�t �Overlook� it! (I know, that was bad) A few Cannon Boats also patrol around the island. [Items of Interest] >Blue Chuchu: Once you have the Hookshot, you can use it to pull yourself onto the platforms of Overlook Island to climb its heights. Ascend to the second platform to encounter a Blue Chuchu. Be careful of the Cannon Boats when defeating it. >Secret Cave Chart: Use Treasure Chart 13 (found by clearing Two-Eye Reef) to locate and pull up the useful Secret Cave Chart. >Triforce Chart 8: Use the Hookshot to climb from platform to platform of Overlook Island, and drop into the Secret Cave on the second highest platform. This Secret Cave consists of a total of 5 battles against groups of tough enemies. Fun, huh? After you beat them all, you can enter the final room. Play the Wind�s Requiem on the Wind Crest here to summon the chest containing Triforce Chart 8. -B1/FOUR-EYE REEF- Four-Eye Reef is one of 6 hostile pirate hideouts filled with Cannon Boats and wall cannons. Like all the other reefs, you can get a Treasure Chart for clearing them out. [Items of Interest] >Great Fairy Chart: If you open up Treasure Chart 41 (attained from beating Five-Eye Reef), you can find the Great Fairy Chart in a sunken treasure chest near Four-Eye Reef with the Grappling Hook. >Treasure Chart 19: If you destroy all of Four-Eye Reef�s Cannon Boats and wall-mounted cannons, a treasure chest materializes on one of the �eyes.� Get up onto the reef wall, and use the Deku Leaf to glide to the chest from the highest point. Make sure to set the wind correctly. -B2/MOTHER & CHILD ISLES- As their name suggests, Mother & Child Isles are two separate islands next to each other. Mother Isle is surrounded by a tall rock wall and houses the Fairy Queen; the only way in is the Ballad of Gales. The smaller, more accessible Child Isle has a few other attractions. [Items of Interest] >Blue Chuchu: Search around Child Isle to find another Blue Chuchu. As usual, it carried some Blue Chu Jelly. >Cyclone: Before getting the Ballad of Gales, Mother & Child Isles is a good place to find one of Cyclos� cyclones. >Fire and Ice Arrows: When you use the Ballad of Gales to warp into Mother Isle after beating the Forsaken Fortress, the Fairy Queen will upgrade your Hero�s Bow to have the powers of Fire and Ice. Now you can charge up your arrows with either energy. >Silver Rupee: Use Treasure Chart 29 (found in Lenzo�s back room on Windfall Island) to find and haul in a Silver Rupee near Mother & Child Isles. >Wandering Merchant: After you start the trading quest with Zunari on Windfall Island, a Wandering Goron Merchant appears on the highest level of Child Isle�s rocky outcroppings. >Withered Deku Tree: After you beat the Forbidden Woods, another Withered Deku Tree appears on Child Isle. -B3/SPECTACLE ISLE- The tiny Spectacle Isle is basically two circular isles next to each other, connected by a beach and a wood bridge. There isn�t much to do here except the fun Cannon Minigame, but the island�s name raises a question: could it be the top of Spectacle Rock from A Link to the Past? [Items of Interest] >Beedle�s Shop Ship: Beedle runs a standard Shop Ship here, selling Hyoi Pears and All-Purpose Bait for 10 Rupees and 30 Bombs for 30 Rupees. >Blue Chuchu: Look on the beach under the bridge connecting Spectacle Isle�s two halves to find a Blue Chuchu. >Cannon Minigame: The hilarious Salvatore has set up shop on Spectacle Isle. Though his Cannon Minigame costs a hefty 50 Rupees per play, it�s worth every... Um... Rupee. This game challenges you to hit 5 floating barrel targets with 10 carefully aimed cannonballs. Though this can be hard at first, once you get a feel for what trajectories correspond to what distances, this minigame can be downright fun. Make sure to save before playing. You receive a Piece of Heart for your first victory, Treasure Chart 17 for your second, and an Orange Rupee for each subsequent victory. >Ghost Ship: Under a left crescent moon, the mysterious Ghost Ship sails around Spectacle Isle. >Silver Rupee: Use Treasure Chart 22 from a Submarine near Northern Fairy Island to locate a sunken Silver Rupee around Spectacle Isle. -B4/WINDFALL ISLAND- Windfall is a bustling island town, the most heavily populated place on the Great Sea. It�s filled to bursting with things to do, people to meet, and items to get. Make sure to visit Windfall Island often; there�s almost always a sidequest to do. [Items of Interest] >Beedle�s Shop Ship: Beedle sells 10 Arrows and All-Purpose Bait for 10 Rupees, and 30 Arrows for 30 Rupees at his Windfall Island location, but only at night. >Bomb Shop: Cannon runs a bomb shop on the southwestern side of Windfall, on a cliff away from the rest of the town. At first, the evil little man charges ridiculous prices for all his Bombs, keeping you from buying any. After you get some Bombs from the pirates, Cannon reforms and charges normal prices for his Bombs. (though the deals aren�t as good as Beedle�s) He sells Bombs for 1000 Rupees each at first. After he�s robbed by the pirates, he sells 10 Bombs for 20 Rupees, 20 Bombs for 35 Rupees, and 30 Bombs for 50 Rupees. >Empty Bottle: After you defeat the Helmaroc King at the Forsaken Fortress, the two girls he kidnapped from Windfall Island return. The daughter of the formerly rich auction house owner, Mila, is now working outside Zunari�s shop to attract customers. At night, she�s standing between the auction house and Potion Shop. If you talk to her now, she acts shady and tells you to get lost. If you walk up the steps leading to Zunari�s shop, Mila runs off in the opposite direction. Don�t move until she leaves, then quickly head for the steps to the second floor of the auction house. Get onto the side rail of the bridge leading to its door, and wait on the side overlooking Zunari�s shop. As you wait here, Mila is sneaking around town, heading for the safe at the back of Zunari�s stall. You�ll have a close call as she runs under the bridge, in which Link hilariously imitates a cat to hide. When Mila is about to reach the safe, jump down and run towards her. Talk to her when a thought bubble with a teardrop appears above her head. She asks you a series of questions; choose the first answer every time, no matter how funny the second one is. After she�s out of excuses, Mila decides to reform and gives you an Empty Bottle. >Green Rupee: Treasure Chart 18, won in the Windfall Auction, leads you to treasure right off the island�s coast! Unfortunately, you pay a price for this convenience; the treasure is a wimpy Green Rupee! >Lenzo�s Pictography Shop: The experienced Pictographer Lenzo runs a Pictography Shop on the western edge of the town. Obviously, you won�t really have any business with Lenzo until you get the Picto Box from Tingle Cell. (check out the items section for detailed instructions) After that, Lenzo will offer to make you his assistant if you can complete 3 of his Pictography tests. Once again, check out the Pictograph Box�s entry in the items section for details on these quests. Once you�ve completed them, catch a rainbow-colored Forest Firefly from Forest Haven in a Bottle and bring it to Lenzo to receive the color Deluxe Picto Box! After this, Lenzo starts selling different legendary Pictographs of characters you can�t normally Pictograph for 50 Rupees. A different Pictograph is available during each phase of the moon. >Picto Box: After you�ve *shudder* freed Tingle, you can enter his *shudders* cell. Push aside the crate at the back of it to uncover a crawlspace. While he was imprisoned, Tingle hid his stolen prize, the Picto Box, back here. From the start of this crawlspace, go right, left, straight, right, straight, right, right, straight, and to the room with the Picto Box. Make sure not to turn onto any paths with wooden floorboards; if you do, you�ll get onto a rat-operated trapdoor that drops you down where you first meet the King of Red Lions. You should emerge in a skull-filled cavern. On a stone pedestal in the center is a chest containing the Picto Box. >Piece of Heart #1: After you�ve beaten the Forsaken Fortress the second time, Maggie returns to Windfall Island and uses some Skull Necklaces to buy the auction house and live in it with her father. Talk to her on its second floor to discover that she�s bizarrely in love with Moe, one of the Fortress� Moblin guards. She asks you to mail him a love letter for her. Deposit the letter in the postbox just outside Windfall�s entry arch, then return to the auction house. As soon as you enter, you see Maggie�s father yelling at Ilari, the postman, and ordering him to get out. (he seems to hate postmen) Ilari leaves in a huff; follow and meet him at the cafe. Talk to him, and accept his request that you deliver his letter to Maggie. Maggie�s father stops, you but notices you aren�t the postman and lets you enter. When you deliver the letter to Maggie, she gives you a Piece of Heart. >Piece of Heart #2: After you�ve beaten the Forsaken Fortress, speak with the Killer bees, the gang of 4 boys outside the Windmill and School of Joy. Reminiscent of Majora�s Mask, they decide to play hide and seek with you, then go off to hide. Check out the Pieces of Heart section for more info; as a quick guide, roll into the tree outside the entry arch, look behind the bomb shop and grave stone, and behind a bush to your left as you go out onto the entry arch. Once you find each boy, you�ll have to catch him. Keep rolling and try to get closer to them as they turn. Once you�ve caught all 4, they give you a Piece of Heart. >Piece of Heart #3: If you talk to Linda, the woman in the orange dress standing in from of the auction house steps, she tells you that she secretly loves Anton, the orange-haired man walking around town. (strange, why does she tell a little kid?) To help Anton notice her, take a good color Pictograph of Linda and show it to Anton. Seeing it helps Anton make up his mind, and he decides to ask her out for coffee. Use the Song of Passing to wait a day of two, and check out the cafe above Zunari�s shop. If you talk to Linda, she gives you a Piece of heart for your help. >Piece of Heart #4: After you�ve done at least the first step of the trading quest, talk to Sam (the man sitting on the bench overlooking the sea to the northwest of Windfall near the caf�) to learn he�s one of the secret members of the Joyous Volunteers, dedicated to spreading joy around Windfall. As usual, he�s done nothing to accomplish this goal, so it�s up to you. Buy and place decorative items in all 14 metal holders around Windfall. (this doesn�t count the ones inside; they are found near Sam, on the entry arch, between the auction house and Potion Shop, on the wooden platform across the street from the last one, and in front of Zunari�s main counter) If you talk to Sam when all 14 holders are filled, he gives you a Piece of Heart for helping out the Joyous Volunteers. >Piggy-Sitting Minigame: If you give Dampa, the sailor standing between the docks and Bomb Shop, 3 Skull Necklaces, he�ll let you play a minigame with his 3 Pigs. To win the game, you have to bring all 3 pigs to Dampa in under 2 minutes. This can be easy to do if you bring all 3 pigs to his vicinity before the game starts to make them easier to locate. Remember to crawl towards the pigs so they don�t run away. If you win the game, you are awarded a Purple Rupee. >Potion Shop: After you go through the town�s entry arch, Doc Bandam�s Potion Shop is the first entrance on your right, directly after Minenco. His shop is a convenient way to quickly stock up on Potions, although Hollo�s shop is better for your Blue Potion needs. At first, Doc only sells Red Potions for 20 Rupees, a better deal than Beedle�s Shop Ships. After you bring him 15 Green or Blue Chu Jellies, however, he�ll make either a Green or Blue Potion out of them and give you a free sample if you have an empty Bottle. Afterwards, he sells Green Potions for a cheap 10 Rupees and Blue Potions for a hefty 60 Rupees. You can also get a free sample of any Potion already made by giving Doc 5 Jellies of the corresponding color. >School of Joy: After you get the Killer Bees� Piece of Heart by winning their hide and seek game, they hint that their teacher, Mrs. Marie, loves Joy Pendants. Head to the School of Joy near the square the Killer Bees hang around and talk to Mrs. Marie. Then, show her any Joy Pendants you have. In exchange for one of them, she gives you a Red Rupee; not bad! If you give her 20 more, she gives you the Cabana Deed, which makes you the owner of her Cabana in square E5. With 20 more, you get the Hero�s Charm, a cool mask that lets you see the life of any enemy you lock onto! If you don�t have enough Joy Pendants, try grappling 2 off of the Bokoblin in the first room of Dragon Roost Cavern repeatedly. >Song of Passing: Look on a long, overhanging ledge on the northwest side of Windfall Island to find the bizarre disco freak, Tott. He�s always dancing in front of a gravestone. (talk about disrespectful) If you pull out your Wind Waker by him and don�t press anything for a few seconds, he�s INSPIRED! The 3/4 tempo lets him come up with a new song, which he force-teaches you. Follow his movements with your Wind Waker to learn the Song of Passing, which turns day to night or night to day. You�ll need it for a lot in your adventure, namely the Nintendo Gallery. >Squid-Hunt Minigame: On the first floor of the windmill building, Salvatore runs the challenging Squid-Hunt game. You can try it out for an inexpensive 10 Rupees. The game plays much like Battleship; you are given 24 shots to sink hidden 2, 3, and 4-square long squid. Look at the Minigames section for more tips on winning. (though the game is mostly luck) The first time you win the game, you get a Piece of Heart. The next time, Salvatore hands over Treasure Chart 7. If you beat the current high score of 20 shots, you get the hard- earned Treasure Chart 23. After that, you get a Purple Rupee for winning and an Orange Rupee for setting a new high score. >Treasure Chart 2: After getting Maggie�s Piece of Heart, talk to her father to learn that he�s interested in Skull Necklaces, the trinkets that made him filthy rich after his daughter returned. If you show him at least 20 of the treasures, he gives you Treasure Chart 2. >Treasure Chart 24: After getting Treasure Chart 29, look between the two chests for a tiny crawlspace. Go through this, and you emerge out of a cunningly hidden exit in a picture frame above the bottom of the stairs. Drop or jump out, towards the stairs, not Lenzo�s front door! Look around the corner to find Lenzo talking with Minenco in front of his counter. Without getting too close, take a color Pictograph of both of them. After you have one, feel free to break up their talk. Anyway, take the Pictograph and show it to Pompie and Vera. They realize they�ve been spreading lies about Lenzo and Minenco. As thanks for showing them the truth, they give you Treasure Chart 24. >Treasure Chart 29: Through a screen in Lenzo�s second-floor gallery, you probably saw a back room with two treasure chests. To reach this back room, you�ll have to enter it from Lenzo�s balcony, above his front door. Climb up on top of the wooden railing lining the steps leading to the auction house�s second floor. Set the wind to blow northwest and use the Deku Leaf to glide to the balcony across the way. After you land on it, enter the door. You can now reach and open the chests; one contains a Purple Rupee, the other has Treasure Chart 29. Also, if you have the Deluxe Picto Box you should consider getting Treasure Chart 24 as long as you�re here. >Treasure Chart 31: Talk to Kamo, sitting on some steps near the auction house, to learn he�s been strangely depressed. As the Hero of Winds, it�s your job to help out everyone you meet with their problems, so it�s time to cheer Kamo up. If you visit Kamo at night, he�s sitting on top of the wall gazing at the moon, which happens to be his favorite thing. It shouldn�t be hard to figure out how to cheer Kamo up; play the Song of Passing until a full moon is in the sky. Take a good color Pictograph of the full moon and show it to Kamo to receive Treasure Chart 31. >Treasure Chart 33: Minenco, the woman standing outside the Potion Shop, is also the winner of the Miss Windfall contest...from 40 years ago. She�s as vain as ever, though. She seems to be turning narcissistic; if you give her a good Deluxe Pictograph of herself, she gives you Treasure Chart 33 as thanks. >Windfall Auction: Every night at the lower level of the auction house, Zunari holds, surprise, an auction. You�re free to participate, but make sure you have several hundred Rupees before trying. Though you should see the minigames section for proper bidding technique, here are the basics. The auctions each last one minute, but the timer stops whenever someone is bidding or Zunari is talking. You can make a bid by filling the meter at the bottom of the screen; do this by mashing A. Also, you can stun and confuse the other bidders for several seconds by making a bid that�s at least 125% of the current one. If you don�t want to do the math, just bid a huge amount. Try to gradually fill your bid meter so you make a bid during the auction�s final few seconds. (Zunari notifies you of the 30, 10, and 5-second marks) Make a huge bid to stun everyone else until the end of the auction and win the item! You can buy a Piece of Heart, and Treasure Charts 18 and 38 in the auction, but these aren�t the only prizes. If something undesirable is being auctioned, press B to exit the auction. Reenter and the item will have changed, hopefully for the better. >Windfall Jail: From Windfall�s entry arch, head up the ramp to the left. On the outer wall of the town, you�ll find a door leading into the Windfall Jail. In here, Tingle has been imprisoned for stealing the Pictograph Box. (I was expecting different charges) You�ll unfortunately have to release the little weirdo to get two key items. To open up Tingle�s cell, look to the left when you enter. Behind some pots is a pressure switch; step on it to open Tingle�s cell. He gives you the Tingle Tuner and Tingle�s Chart, then leaves. What have you done!? >Windfall Lighthouse: The massive windmill dominating Windfall�s skyline is the key to getting 2 Pieces of Heart. You can�t do anything with it until you receive the Fire and Ice Arrows from the Fairy Queen, however. Once you have them, head to the front door of the lighthouse near the School of Joy and Killer Bees, but don�t enter. On the left side of the lighthouse is a narrow ledge leading around it. Make sure the camera is facing the lighthouse as you walk along this ledge, or you may miss a small alcove on the lighthouse�s north side containing a ladder. Climb this ladder, and in the tiny room at the top step on the switch. While on it, pull out your Wind Waker and play the Wind�s Requiem to set the wind blowing northeast. This should cause the windmill to start spinning; hooray! Next, head back to the windmill entrance and enter it. Instead of playing a couple games of Squid-Hunt, climb the stairs to the left of Salvatore (his right) and go through the door near the top. Talk to Kreeb, standing on the balcony on the side of the windmill. Overjoyed to see it running again, he gives you a Piece of Heart! To get your next, you�ll have to light the lighthouse. Make sure it�s nighttime before the next step. Continue along the balcony, and as one of the windmill cars approaches you (strangely enough, it�s also a Ferris wheel), jump onto it. As you ride this car to the top of the lighthouse, aim a Fire Arrow at the yellow, rotating bell at the top. If you hit the grate in the middle with a Fire Arrow, it starts a fire that lights Windfall�s lighthouse! For some reason, it also makes a treasure chest off Windfall�s southwestern coast appear. You can use the Deku Leaf to glide to this chest, but it�s far easier to Hookshot to it after sailing to the island with your boat. This chest contains a second Piece of Heart. >Zunari�s Shop: The strange, parka-clad merchant Zunari runs an outdoor shop just beyond the door to the first floor of the auction house. The first item you�ll buy from him is your boat�s Sail. Later, Zunari starts selling decorations to place in the metal holders around Windfall and your Private Oasis. You�ll have to embark on a large trading quest that spans the Great Sea to expand his meager selection; a chart detailing this quest is found in the Items and Pieces of Heart sections. >Zunari�s Trading Quest: Despite Mila�s efforts to attract customers, business is slow for Zunari after you beat the Forsaken Fortress. When you talk to him across his leftmost counter, he asks you to help him trade with some Goron Merchants scattered across the Great Sea. If you accept, Zunari gives you his basic ware, the Town Flower, as trading bait. The 3 Wandering Merchants will now appear on Child, Bomb, and Greatfish Isles. To start with, take the Town Flower to Child Isle and trade it and a 20-Rupee fee with the Merchant for a Sea Flower. This creates a �Merchant�s Oath� between him and Zunari; a steady supply of Sea Flowers will now be sent to Zunari�s shop. Next, trade the Sea Flower with the Merchant on a raft next to Greatfish Isle. For 25 Rupees, he�ll give you an Exotic Flower and start shipping them to Zunari. The next step is on Bomb Island. For 40 Rupees, the Merchant here swaps your Exotic Flower for a Sickle Moon Flag. If you talk to Zunari now, he gives you the Magic Armor in exchange for the new business you�ve generated. If you want to continue the trading quest, check out the Items or Pieces of Heart sections. -B5/PAWPRNT ISLE- Like many other islands, Pawprint Isle is named for its shape. There�s a surprising amount of things to do on this island; its also a place to find the Salvage Corp. [Items of Interest] >Beedle�s Shop Ship: The Beedle at Pawprint Isle sells Hyoi Pears and All- Purpose Bait for 10 Rupees and 30 Bombs for 30 Rupees. >Blue Chuchu: You should find two strange rocks shaped like Chuchu�s heads on the larger isle. Backflip onto the northeastern one to trigger the appearance of a Blue Chuchu. It�s safest to lure it off the rock before fighting it. >Piece of Heart #1: If you clear the grass around the strange dome on the largest isle, you�ll find a small opening. Crawl through it and drop into the Secret Cave inside. The main attractions of this cave, besides the Piece of Heart, are the countless Red Chuchus and the Rupee-filled grass you fight them in. Get through two rooms of this and open the treasure chest in the second for the Piece of Heart. If you have Bombs, you can also destroy the boulders in the cave to find chests containing Joy Pendants and Purple Rupee. >Piece of Heart #2: Use Treasure Chart 30 from the Tower of the Gods to find a treasure chest containing a Piece of Heart sunken near Pawprint Isle. >Sea Platform: If you defeat the 2 Bokoblin on the Sea Platform northeast of Pawprint Isle, you can open a chest with a Red Rupee. >Silver Rupee: Before attempting to get this prize, make sure to sink the nearby Cannon Boat first. You�ll probably notice a bizarrely shaped palm tree on one of Pawprint Isle�s �toes.� You can sail up to this isle and Hookshot to the tree. There is a second Secret Cave entrance on this isle; drop into it. In this cave, you�ll fight a total of 6 Summoning Wizzrobes in waves of 1, 2, and 3 at a time. The first two waves should be easy, as you should be able to lock onto and shoot both Wizzrobes with Arrows or Fire Arrows repeatedly so they can�t summon anything. No matter how quick you are, you�ll have to face a few weak enemies on the third wave. Try to ignore them until you�ve taken out all 3 Wizzrobes. Once you beaten all the waves and Wizzrobe-spawn, a chest containing a hard-earned Silver Rupee appears. -B6/DRAGON ROOST ISLAND- Dragon Roost Island, so named because the sky dragon Valoo resides on top of it, is the home of the birdlike Rito, descendents of the Zoras. The game�s first real Dungeon, Dragon Roost Cavern, is found here. It will be one of the first destinations of your adventure. [Items of Interest] >Beedle�s Shop Ship: Beedle peddles Hyoi Pears and All-Purpose Bait for 10 Rupees, and 30 Bombs for 30 in his Dragon Roost Island location. >Empty Bottle: After you help Medli reach the high ledge just before the entrance to Dragon Roost Cavern, she gives you your first Empty Bottle. (how she does so from 30 feet away is anyone�s guess) >Grappling Hook: After you defeat the Moblin on top of Dragon Roost Cavern (and Island) and free Medli, she gives you her Grappling Hook. >Piece of Heart #1: On the highest part of the indoor Rito aerie, Koboli and Baito work hard to sort out all the mail that the Rito postmen deliver. If you talk to Koboli, you can help them sort the mail. You�re challenged to match up the symbols on letters with their corresponding boxes, doing as many as you can in 30 seconds. You first have to sort at least 10 letters; this should be incredibly easy. You�re given 1 Rupee per letter this time. Next time, you need to sort 20 letters for 2 Rupees per letter. This still shouldn�t be too hard. Next time, you have to sort 25 letters for 3 Rupees per letter. This time is actually hard; you�ll need some practice and luck to win. Check out the entry in the Minigames Section for more details. After you win the third time and impress Koboli, exit and reenter the aerie to find Baito at the counter. Show him your letter-sorting skill by repeating your 25-letter feat, and he�s extremely impressed. For no apparent reason, Baito now asks you to mail a letter to his mom. (how ironic...) Mail the letter in the postbox above the beach. A few days later, you get a letter from Baito and one from his mother. Baito�s has a Red Rupee; his mom�s has a Piece of Heart. >Piece of Heart #2: Talk to Hoskit, the guard outside the chieftain�s room, to discover he has a girlfriend who loves Golden Feathers, like most Rito girls. If you have at least 20 (try gathering them from the Kargaroc in between the rock spires behind Dragon Roost Island), show them to Hoskit. He gives you an Orange Rupee in thanks, but that�s not all. You get a letter from his girlfriend the next day with a Piece of Heart attached! >Purple Rupee: Look for a large, cracked boulder on the beach near the wind shrine on the southern part of Dragon Roost Island. If you bomb or throw aside this rock, you reveal a Secret Cave entrance. This Secret Cave is similar to the ones on Overlook and Stone Watcher Island, but the enemies are much easier. The rooms are confusingly linked, but you�ve cleared the rooms with torches above their doors. After you beat all 4 rooms, a fifth door is unlocked. Go through and get the Purple Rupee in the last room. >Orange Rupee: You can get a valuable Orange Rupee from the tall spires behind Dragon Roost Island after getting the Deku Leaf. First, go to the wooden ledge where Ilari is by exiting the Rito aerie through the door next to the Mail Center. Look northeast for a short, squat spire in the middle of the taller ones. Set the wind accordingly and glide over to it. Refill your magic with the bushes here and glide, north, then repeat to the west. On this ledge, enter the cave. Inside, the chest containing the Orange Rupee can be found. If you keep going, you can push a block forward to open up a hole in the cliff face. Strange, huh? >Silver Rupee #1: If you open Treasure Chart 39 from nearby Dragon Roost Cavern, you can pull up the usual Silver Rupee from near the Island. >Silver Rupee #2: Look high up on the cliffside above the Bomb Flowers to find a trail of the plants leading to a boulder. Look for it or a sign pointing upward underneath. If you have the Hero�s Bow, you can shoot any of the Bomb Flowers to trigger a chain reaction. The resulting trail of explosions is not only incredibly rewarding, it also drops a chest that was sitting on top of the boulder to the ground. The chest contains a Silver Rupee. >Wind�s Requiem: There is a shrine on the water just off Dragon Roost Island�s southern coast, through the tunnel near where you�ll likely first land. There are two blue tablets on the shrine dedicated to the wind gods Cyclos and Zephos, but Cyclos� right-hand one is broken. If you get out your Wind Waker in front of Zephos� shrine, he flies down and teaches you the Wind�s Requiem, an essential song that lets you change the direction of the ever-blowing wind. >Wind Waker: The King of Red Lions gives you the game�s namesake, the Wind Waker, when you first land on Dragon Roost Island. You�ll acquire its first song nearby. -B7/FLIGHT CONTROL PLATFORM- Just east of Dragon Roost Island, two Rito impersonating brothers run the Bird- Man Contest, set on the Flight Control Platform. This contest tests the ability to fly of all who enter. (luckily, no real Rito have come along yet) [Items of Interest] >Bird-Man Contest: Talk to Obli, the Rito impersonator at the foot of the ladder leading to the platform�s higher section, to enter the Bird-Man Contest for 10 Rupees. This contest challenges you to get as far out onto the course (marked off by red tape) as you can, without the use of steroids! (nooo!) Obviously, you�ll need your Deku Leaf and an extended Magic Meter to attempt this. In short, you have to use timing when you jump to try and glide through as many whirlwinds as possible. For more information, check the Minigames section. You have to beat Willi�s record of about 257 yards to win the prize: a Piece of Heart. Every time you beat your own record, you get a Purple Rupee. >Island Hearts Chart: Use Treasure Chart 19 from Four-Eye Reef to locate another chart, the Island Hearts Chart. >Submarine: Look southeast of the Flight Control Platform for a Submarine. It�s HIGHLY recommended you have the Hero�s Bow before trying this Submarine! Inside, everything is still until you step on a pressure switch in the middle of the lower level. This lights several torches and summons a Wizzrobe to attack you. It�s best to stun him with the Boomerang and slash him with your Sword rather than waste arrows. Next, you fight another Wizzrobe and some Red and Green Chuchus. Take out the Wizzrobe with arrows, then attack the Chuchus. The final wave consists of two Wizzrobes and an endless swarm of Miniblin. Take out as many Miniblin as you need to in order to be able to L-target the Wizzrobes, then shoot them with arrows. After they both die, finish off the Miniblin and claim your prize, the Platform Chart. -C1/WESTERN FAIRY ISLAND- As usual, this heart-shaped island is the home of a Great Fairy. You�ll need the Skull Hammer to visit her. [Items of Interest] >Arrow Upgrade: If you use the Skull Hammer to flatten the stake in the entrance of the conch structure, you can drop into a Fairy Fountain. The residing Great Fairy will give you an Arrow Upgrade. >Blue Chuchu: There is a Blue Chuchu to defeat under the island�s lone palm tree. >Sea Platform: There�s a standard-issue Sea Platform southeast of the island. Defeating the enemies on it nets you a small reward. >Silver Rupee: Use Treasure Chart 8 from Beedle�s Shop in at Rock Spire Isle to locate and pull up a Silver Rupee. -C2/ROCK SPIRE ISLE- Rock Spire Isle is a small, narrow island consisting of several rock platforms with cracked boulders on top. Its main attraction, however, is the Shop Ship offshore, where Beedle sells several exclusive items. [Items of Interest] >Beedle�s Shop Ship: At his Rock Spire Isle headquarters, a helmet-wearing Beedle sells some rare items: an Empty Bottle for 500 Rupees, a Piece of Heart for 950, and Treasure Chart 4 for 900. After you�ve bought him out, he sells 30 Bombs, 30 Arrows, or a Red Potion for 30 Rupees each. >Blue Chuchu: Once you reach the southwestern-most end of Rock Spire Isle, you can find a Blue Chuchu behind the Secret Cave entrance. >Piece of Heart #1: If you sink the Cannon Boats southwest of Rock Spire Isle, they leave light rings behind. You can pull a Piece of Heart and Orange Rupee from them. >Piece of Heart #2: Use Treasure Chart 2, from Maggie�s father on Windfall Island, to make a large light ring hiding a Piece of Heart appear. >Sea Platforms: Destroy the cannons on two of the Sea Platforms southeast of Rock Spire Isle to make treasure chests appear atop them. Then climb onto the middle platform and open the chest on it. From this platform, you can use the Deku Leaf to reach the other two. You can get an Orange Rupee here, among other things. >Treasure Chart 37: To get this Chart, you must enter a Secret Cave at the southwest end of Rock Spire Isle. You�ll have to get past the cracked boulders sitting on the spires to reach it. Don�t try to precisely time your Bombs to make your way across; instead, blast them with your boat�s cannon. After all the rocks are gone, jump across the spires and into the Secret Cave. Break the Deku Stick-holding pot and use one to light the two unlit torches on a mound of earth. When you do, you�re instantly assaulted by a horse of Keese! Quickly wipe them out with your Boomerang to make a chest containing Treasure Chart 37 appear. -C3/TINGLE ISLAND- This baseball diamond-shaped island is the home of the ultra-creepy fairy impersonator, Tingle. On it, �fairy magic� (actually two sweaty men in spandex) makes a bizarre totem pole in Tingle�s image continually spin. He returns to it after you free him from his jail cell At Windfall Island. The main purpose of this island, besides to creep you out, is to have Tingle decode the Triforce Charts you�ll find along your quest for a downright ridiculous 398 Rupees each, an essential (and costly) step in assembling the Triforce. Look out for Tingle�s attack Gyorg near the island, though. [Items of Interest] >Blue Chuchu: Look near the signpost on Tingle Island for a Blue Chuchu. >Big Octo: Look around Tingle Island for the ring of circling seagulls signaling a Big Octo�s presence. Use the Boomerang to defeat the 12-eyed leviathan as usual to create a light ring hiding a Piece of Heart. >Silver Rupee: Using Treasure Chart 10 from Crescent Moon Island to find the treasure near Tingle Island, a Silver Rupee. -C4/NORTHERN TRIANGLE ISLAND- Northern Triangle Island is one of the islands on which you have to place one of the Pearls you acquire early in your adventure to make the Tower of the Gods appear. Other than that, there isn�t much to do here. [Items of Interest] >Full Moon Light Rings: Under a full moon, 4 rings of light, each hiding a Red Rupee, appear near the island. >Octo Chart: Get Treasure Chart 26 from Six-Eye Reef, then use it to find a Big Octo Chart near Northern Triangle Island. -C5/EASTERN FAIRY ISLAND- Even though it isn�t very far east, you can still find a Fairy Fountain at Eastern Fairy Island. As usual, there isn�t much else to do here. [Items of Interest] >Blue Chuchu: Like with all the Fairy Islands, there is a Blue Chuchu under the palm tree. >Bomb Bag Upgrade: If you bomb the boards covering the Fairy Fountain entrance, you can enter and get a Bomb Bag upgrade from the Great Fairy. >Sea Platform: You can get a small reward for beating all the enemies on the Sea Platform west of Eastern Fairy Island. >Silver Rupee: The treasure at Eastern Fairy Island is a Silver Rupee, found with Treasure Chart 3 from Forest Haven. >Withered Deku Tree: After beating the Forbidden Woods, one of the 8 Withered Deku Trees is found here. -C6/FIRE MOUNTAIN- Fire Mountain is an active volcano, boiling the water surrounding it and shooting lava high into the air. Though it contains one of the game�s essential items, you can�t even set foot on it until you cool the lava down with an Ice Arrow. [Items of Interest] >Big Octo: There�s an 8-eyed Big Octo, under some circling seagulls as usual. When you beat it, a light ring appears over an Orange Rupee treasure. >Power Bracelets: To get the essential Power Bracelets, you�ll have to cool Fire Mountain off by shooting the erupting plume of lava with an ice arrow. This temporarily thaws it, allowing you to climb up its side and enter. The Power Bracelets are deep inside the Secret Cave; you�ll have to beat some Keese and Magtails to get them. The 5-minute timer of the mountain�s cooldown stops once you get the Bracelets, luckily. Check out the Secret Caves section for more detail. >Sea Platform: There is a Sea Platform east of Fire Mountain. Destroy all the cannons on it to make a chest appear. Climb up on top, defeat the enemies, and open it and a second chest for some minor treasures. >Silver Rupee: Open up Treasure Chart 37 from the Secret Cave under Rock Spire Isle to reveal a Silver Rupee treasure near Fire Mountain. -C7/STAR BELT ARCHIPELAGO- This collection of tall, impassable rocks looks strangely like the constellation Orion from above. You can�t do anything on the actual islands, but there are a few attractions elsewhere. [Items of Interest] >Full Moon Light Rings: Under a full moon, several rings of light appear around the Star Belt Archipelago. They hide Red and Purple Rupees. >Ghost Ship: Under a right half moon, the Ghost Ship appears near the Star Belt Archipelago. >Sea Platform: You don�t have to do anything to get the small treasure in the chest on the Sea Platform east of the island, but it helps to destroy the cannons, as usual. >Silver Rupee: Open Treasure Chart 27 from Cliff Plateau Isles to find the location of a Silver Rupee. -D1/THREE-EYE REEF- Like all the Reefs, Three-Eye Reef looks like a die from above. Also like all the Reefs, you can get a Treasure Chart for clearing it. [Items of Interest] >Piece of Heart: You can pull up a precious Piece of Heart after locating it with Treasure Chart 38, from the Windfall Island auction. >Treasure Chart 32: If you bomb all the Cannon Boats and wall-mounted cannons in the reef, a treasure chest appears on one of the �eyes.� Get up on a high part of the reef, set the wind, and glide over to the chest. Open it to get Treasure Chart 32. -D2/GREATFISH ISLE- Once the home of the great water spirit Jabun, Greatfish Isle was torn apart by Ganondorf�s curse. Jabun hasn�t been seen there since. [Items of Interest] >Beedle�s Shop Ship: At Greatfish Isle, Beedle sells 30 Bombs, Arrows and Red Potions, all for 30 Rupees. >Full Moon Light Rings: Under a full moon, four light rings hiding Red Rupees appear around Greatfish Isle. >Ghost Ship: Under a right gibbous moon, the Ghost Ship sails around Greatfish Isle. >Piece of Heart: There is a Piece of Heart cunningly hidden in a small cliff alcove on the center island. Set the wind to the northwest and glide to the cave, on the right cliff of the central island�s sandy path. >Triforce Shard: Using Triforce Chart 1 from the Islet of Steel, you can pull up a Triforce Shard near Greatfish Isle. >Wandering Merchant: There is a Goron merchant aboard a raft on the northeast side of Greatfish�s center isle. Lucky you can warp here, since you�ll be visiting him a lot during Zunari�s trading sequence. >Withered Deku Tree: On top of the spiral isle southeast of the central isle, there is another Withered Deku Tree to water. -D3/CYCLOPS REEF- Like with all the Reefs, there isn�t much to do here. A single, large �eye� is inside the Reef�s walls. [Items of Interest] >Light Ring Chart: Use Treasure Chart 21 (conveniently located right here at Cyclops Reef) to find a large light ring. It hides the Light Ring Chart. >Sea Platform: There�s a single Sea Platform northwest of Cyclops Reef. You can get a small reward by beating the Pirate Bokoblin on top. >Treasure Chart 21: Defeat all the Cannon Boats and wall-mounted cannons to trigger the appearance of a chest on Cyclops Reef�s lone �eye.� As usual, use the Deku Leaf to glide from the reef wall�s highest point to reach the chest. -D4/SIX-EYE REEF- Anticlimactically, the unimportant Six-Eye Reef is situated in the exact center of the Great Sea. Obviously, it is the most crowded of the reefs, with six �eyes.� [Items of Interest] >Sea Platform: Destroy all the cannons on the Sea Platform south of Six-Eye Reef to trigger a chest on top containing a minor treasure. >Silver Rupee: Use Treasure Chart 6 from inside the Tower of the Gods to find a light ring showing the location of a Silver Rupee, then pull it up with the Grappling Hook. >Submarine: There�s a Submarine southwest of Six-Eye Reef. Inside, you can defeat three Moblins to drop a ladder leading to a Piece of Heart. Be careful to stay away from the barrels lining the room; they all contain enemies. >Treasure Chart 26: Defeating all the cannons in Six-Eye Reef is an arduous task, but when you do, a treasure chest appears on the southwest �eye.� Use the Deku Leaf to float to this chest and claim Treasure Chart 26. -D5/TOWER OF THE GODS- The Tower of the Gods is a massive monument built long ago by the Hylians. It serves as the proving grounds for new heroes like you, but it�s nowhere to be found at the start of the game. You have to place the three Pearls into the arms of statues on the surrounding Triangle Islands to raise the Tower from the ocean. After you prove yourself worth by defeating the guardian, Gohdan, a portal to Hyrule appear in the Tower�s outer walls. [Items of Interest] >Beedle�s Shop Ship: At the Tower of the Gods, Beedle sells 30 Arrows, 30 Bombs, or a Red Potion for 30 Rupees each. Consider stocking up before you enter the dungeon. >Command Melody: Inside the Tower of the Gods, you�ll find a stone tablet that teaches you the Command Melody, which lets you mind control various objects. >Hero�s Bow: After you defeat the Darknut inside the dungeon, a chest with the Hero�s Bow appears to give you some ranged firepower. >Master Sword: Link can get the Master Sword, weapon of the Hero of Time, from a secret chamber in Hyrule Castle after beating the Tower of the Gods. >Silver Rupee: Use Treasure Chart 14 from the Submarine near Headstone Island to find sunken treasure near the Tower of the Gods. Pull it up to receive a Silver Rupee. -D6/EASTERN TRIANGLE ISLAND- Eastern Triangle Island is the site of one of the three statues you must place the Pearls in to raise the Tower of the Gods. Other than that, there isn�t much to do here. The Salvage Corp. can be found here, however. [Items of Interest] >Beedle�s Shop Ship: Beedle sells All-Purpose Bait and Hyoi Pears for 10 Rupees, and 30 Bombs for 30 Rupees at Eastern Triangle Island. >Silver Rupee: Use Treasure Chart 34 (given to you by the Salvage Corp. at Pawprint Isle) to find the sunken treasure near Eastern Triangle Island, a Silver Rupee. -D7/THORNED FAIRY ISLAND- Since all the cardinal directions were taken, this Fairy Island gets its name from the thorns on the conch shell entrance to the Fairy Fountain. [Items of Interest] >Arrow Upgrade: Pound down the spikey pillars blocking off the Fairy Fountain with your Skull Hammer (remember to keep your distance), then visit the Great Fairy to get an Arrow Upgrade. >Blue Chuchu: There�s a Blue Chuchu in the same place as always: under the palm tree. >Piece of Heart: Use Treasure Chart 5 (from the Wind Temple) to pull up a Piece of Heart from the waters near Thorned Fairy Island. >Sea Platform: There are two Sea Platforms north of Thorned Fairy Island. Destroy all the cannons on the armed one to trigger the appearance of a chest on top. Climb up and open it to receive a small reward, then use the Deku Leaf to glide to the other one. Defeat all the enemies on here to get another small reward. -E1/NEEDLE ROCK ISLE- The main part of Needle Rock Isle is shaped like a magnifying glass, but it gets its name from the tall, thin spire that dominates the island�s skyline. [Items of Interest] >Blue Chuchu: If you run around the ring of land surrounding Needle Rock, you�ll undoubtedly run into a Blue Chuchu. >Orange Rupee: When you have the Fire Arrows, use them to melt a big chunk of ice on the northwest side of Needle Rock Isle and drop into it. In this room, you have to use Fire Arrows to light six torches hidden around the room to trigger an Orange Rupee chest. The pots around the room contain refills. The locations of the torches are: 1. Right in front of you as you come in. 2. Just beyond the railing you face when you enter the room. Move some pots aside from the left side of the railing and shoot the torch through it. 3. Behind a far railing up high, above a net and looking through the near railing. 4. On top of a tall shipwreck that�s to the left when you enter the Cave. 5. On the forward end of a smaller ship to the right of you when you enter. High, high up and far, far away on top of a crow�s nest between torches 3 and 6. You�ll probably need the Telescope to see it. >Piece of Heart: Near the Withered Deku Tree, there is a treasure chest surrounded by flames. To extinguish them, you have to hit the crystal switch high on top of Needle Rock. First, run around the ring of land to get the attention of the lowest Kargaroc circling Needle Rock and defeat it. After that, head to the isle�s southern end and use a Hyoi Pear to mind control a seagull. Have it circle over you as it climbs to the level of the switch, but don�t go towards Needle Rock yet! When you�re high enough, head straight for the switch. Hopefully, the Kargarocs won�t be able to get the seagull until you�ve hit the switch. After this, go ahead and take the Piece of Heart. >Silver Rupee: As usual, you can get a Silver Rupee by pulling it up from the seabed. You�ll need Treasure Chart 28 from Horseshoe Island to locate it. >Withered Deku Tree: There is a Withered Deku Tree on the southern end of Needle Rock Isle. -E2/ISLET OF STEEL- This strange, circular island is made of metal, hollow inside and with a grassy hill on top. The entrance to its hollow interior is guarded by 3 Cannon Boats and wall-mounted cannons, and several Bokoblin guard the top. You can only get up there by mind-controlling a seagull. [Items of Interest] >Sea Platform: The Sea Platform south of the Islet of Steel has several enemies on top, notably two Wizzrobe Acolytes. Defeat them all to summon a chest with a small reward. >Silver Rupee: With Treasure Chart 35 from the Wind Temple, you can find the Islet of Steel�s treasure, a Silver Rupee. >Triforce Chart 1: This Triforce Chart is found on a rock inside the Islet of Steel, but a Cannon Boat blocks its entrance. Defeat this Cannon Boat (and preferably the other ones) and enter. Play the Wind�s Requiem on the Wind Crest to get the Triforce Chart. -E3/STONE WATCHER ISLAND- For all your gaming needs, look no further than E3! Wait... In The Wind Waker, E3 isn�t a gaming expo, but a circular island named for the stone head on top of it. [Items of Interest] >Blue Chuchu: Look behind the stone head to find a Blue Chuchu. >Sea Platform: The Sea Platform east-southeast of Stone Watcher Island is armed to the teeth with 8 cannons! As usual, get underneath the platform and destroy them all to trigger the appearance of a chest containing a Piece of Heart on top! >Triforce Chart 7: Use the Power Bracelets to lift the stone head on the island, and drop into the Secret Cave underneath it. In here, enter each of the 4 rooms to the side of the circular main rooms. In each, defeat the enemies (they�re pretty weak) to light a torch above each door. When all 4 torches are lit, defeat the 2 Darknuts that appear in the main room and enter the final room that�s unlocked. In here, play the Wind�s Requiem on the Wind Crest to make a chest containing Triforce Chart 7 appear. >Triforce Shard: Use Triforce Chart 3, from Bird�s Peak Rock, to find a Triforce Shard hidden beneath the waters of Stone Watcher Island. -E4/SOUTHERN TRIANGLE ISLAND- This Triangle Island is much like the others; the only difference is the small army of Seahats guarding it. Keep your Boomerang handy and reach the island quickly. [Items of Interest] >Beedle Shop Ship: Beedle sells both kinds of Bait for 10 Rupees and 30 Bombs for 30 Rupees at Southern Triangle Island. >Triforce Shard: Use Triforce Chart 6 (from the Savage Labyrinth on Outset Island) to pull up a sacred Triforce Shard here. -E5/PRIVATE OASIS- This small island in the site of a luxurious cabana owned by Mrs. Marie. Since you can�t get inside without the Cabana Deed, there isn�t much to do here for the first half of the game. You can still wade around the swimming pool to collect some goodies. After you get the deed, the island becomes your Oasis; you can then enter it to play a puzzle game and get Triforce Chart 2. [Items of Interest] >Big Octo: There�s an 8-eyed Big Octo in the sea near the Private Oasis. Look for the circling seagulls, and defeat it to get an Orange Rupee. >Silver Rupee: Use Treasure Chart 1, from the Forbidden Woods, to locate some sunken treasure near the Private Oasis. Pull it up with the Grappling Hook to get the standard Silver Rupee. >Sliding Puzzle Minigame: Once you get the Cabana Deed by giving Mrs. Marie 21 Joy Pendants, you can enter it and play the Sliding Puzzle Minigame to your right as you enter for Rupees. Look at the Minigames Section for detailed tips on winning. (it�s like the sliding tile puzzles you�ll find in real life) There are 16 puzzles; the first 15 each give you 50 Rupees for winning, and the last gives you 200 Rupees, a total of 950. >Treasure Chart 27: Once you have the Hookshot, stand on the back of the cabana porch, and Hookshot onto a palm tree on the raised land the waterfall pours down from. Up on this ledge, open the chest to get Treasure Chart 27. >Triforce Chart 2: In your Cabana, use the Grappling Hook on an elaborate post on the ceiling. This triggers the opening of a secret passage in the fireplace! The catacombs below hide Triforce Chart 2, and plenty of Rats and Redead. Check out the Secret Caves section for an ASCII map. >Withered Deku Tree: There is a Withered Deku Tree to be found by the pool on the Private Oasis. -E6/BOMB ISLAND- As its name suggests, Bomb Island looks like a bomb from above, complete with a fuse. There are several things to do here, including getting a Bottle. [Items of Interest] >Ghost Ship: The Ghost Ship appears near Bomb Island during a left half moon. >Piece of Heart #1: Use Treasure Chart 20 (from the Earth Temple) to find the sunken treasure off Bomb Island: a Piece of Heart. >Piece of Heart #2: What, did you think there wouldn�t be a Bomb-related activity on Bomb Island? Bomb the boulder on the main part of Bomb Island. There�s a Secret Cave entrance underneath; drop into it. In the first room, L- target one of the Magtails that will attack you. When it rears up to strike, hit it with the Grappling Hook or a sword thrust to stun it. Then, pick up the Magtail and place it on the switch by the door to unlock it. Go through to the next room. This room is filled with magma, so watch your step! First, walk down the narrow, winding left pathway and hit the switch at the end to extinguish two rings of fire that were blocking the other winding path. Return to the door, then go along this path. On the area here, Magtails constantly crawl out of the magma to attack you. Stun a Magtail with the Grappling Hook or sword thrust as you did before, but make sure to do it so that the Magtail doesn�t fly back into the magma. (do it with the Magtail�s back as far away from magma as possible) Once you stun a Magtail, throw it at either of the rings on fire that are on separate rocks, between two torches. Hopefully, the Magtail will fall into an indentation in this ring and trigger a switch. (a short cutscene will notify you if it does) Repeat this for the other ring of fire to extinguish some more fire between the switches. Walk up to the chest that was in the fire and open it to find a Piece of Heart. >Sea Platform: Defeat the enemies on top of the Sea Platform south-southwest of Bomb Island to summon a treasure chest. Open it to get a Red Rupee. >Submarine: Old Man Ho-Ho is gazing at a Submarine through his telescope from Bomb Island. Sail to the Submarine and enter it. Some Pirate Bokoblin are living in here; jump down and defeat them to make a chest containing an Empty Bottle appear. You�ll probably want to take care of the thieving rats in here, too. >Wandering Merchant: One of the Wandering Goron Merchants is here on Bomb Island. You won�t be visiting him much during the trading quest. -E7/BIRD�S PEAK ROCK- This tall island is actually two separate islands; one is a small, low piece of land while the other is made of 6 tall spires projecting out of an island. As its name suggests, there are plenty of Birds here; you�ll find lots of Kargarocs and seagulls. [Items of Interest] >Blue Chuchu: Bird�s Peak Rock�s Blue Chuchu is on top of the small, southeastern island. The raised part of the island can�t be reached normally; to get to it, look for a small post projecting from the rock wall and Grapple onto it from below. Climb your rope onto the post and then onto the plateau. You shouldn�t have trouble finding and defeating the Blue Chuchu from here. >Silver Rupee: Use Treasure Chart 36, from Ice Ring Isle, to find the standard sunken treasure off Bird�s Peak Rock, a Silver Rupee. >Triforce Chart 3: The Triforce Chart is within easy reach once you drop into a Secret Cave below the small part of Bird�s Peak Rock; the hard part is opening the gate blocking it off. To do this, you must trigger all 6 of the switches on top of each rock northwest of the small island. For starters, use the Hero�s Bow to shoot the 4 Kargarocs nesting on the mid-height rocks. You�ll have to move around the island to hit them all. Next, use a Hyoi Pear to control a seagull and hit the 5 lower switches, staying as low as you can, Then, fly back over the island you�re on and have the seagull climb up to the same height as the highest rock. Fly straight towards this rock, hopefully past the Kargaroc, and hit the switch on it before the monster attacks you. Once all 6 crystal switches are triggered, the gate in front of the Secret Cave opens. Drop down into it, and play the Wind Requiem on the Wind Crest inside to get the Triforce Chart. -F1/DIAMOND STEPPE ISLAND- Diamond Steppe Island lived up to its name; it�s diamond-shaped and has several levels to it, with a river running down the steps. You�ll need the Hookshot to get on top of it. [Items of Interest] >Big Octo: You know the drill; look for a ring of circling seagulls, then approach it to fight an 8-eyed Big Octo. Defeat it, and it leaves behind a light ring over an Orange Rupee. >Blue Chuchu: Look on the north side of the island�s third step for a Blue Chuchu. >Ghost Ship: The Ghost Ship appears at Diamond Steppe Isle under a left Gibbous Moon. >Ghost Ship Chart: Once you have the Hookshot, use it to climb the Island�s steps to reach the top, then drop down into the Secret Cave there. This cave contains the essential Ghost Ship Chart-look at the Charts or Secret Caves sections for more detail. >Piece of Heart: The sunken treasure near Diamond Steppe Island is a Piece of Heart; use Treasure Chart 23 from the Squid-Hunt Minigame on Windfall Island to find it. -F2/FIVE-EYE REEF- Five-Eye Reef, obviously, looks like the five-dotted face of a die. As usual, you can get a Treasure Chart here. [Items of Interest] >Sea Platform: You know the drill; defeat all the Bokoblin on top of this Sea Platform to get a Golden Feather. You�ll also have to fend off a pack of 5 Gyorgs on your way there. >Silver Rupee: Use Treasure Chart 12, found inside the Earth Temple, to find a sunken Silver Rupee inside the reef. >Treasure Chart 41: As usual, you can defeat all the wall-mounted cannons inside Five-Eye Reef to make a treasure chest appear on one of the �eyes.� (strangely, there are no Cannon Boats)Unlike with the other Reefs, you�ll have to land on one of the outer eyes, changes the direction of the wind, and then glide to the center eye to get the Chart. -F3/SHARK ISLAND- Unsurprisingly, Shark Island is named for its distinctive shape. The Secret Cave here is the site of one of the most fun battles in the game; don�t miss it! [Items of Interest] >Blue Chuchu: This Blue Chuchu is the hardest to reach in the game. It�s on a high plateau on the shark�s �nose.� To reach this Chuchu, first activate all 4 of the island�s switches as described in the Silver Rupee #2 strategy. This summons an updraft off the island�s southwest coast. Head to the island�s �tail�, near the Withered Deku Tree. Set the wind to the southeast, then jump towards the whirlwind. You�ll have to fight the wind to reach it; once you do, immediately turn towards the island�s tail and land on it. Besides the Blue Chuchu, there are 3 Yellow Rupees waiting for you up here. >Silver Rupee #1: As usual, you can find a Silver Rupee beneath the Great Sea, this time with Treasure Chart 16 from the Sea Platform at Seven-Star Isles. >Silver Rupee #2: This Silver Rupee is obtained in the Secret Cave underneath Shark Island, which unfortunately is blocked off by a ring of fire. To extinguish it, you�ll have to hit all 4 of the switches on the island within a time limit. Before you begin, cut down all the small trees on the island. Then, head to the Iron Boots switch on the island�s tail. Quickly slip the Iron Boots on and off, then run down the tail while drawing your sword. On the shark�s body, turn left and hit the crystal switch, then approach its head and step on the pressure switch. Lastly, get out your Skull Hammer and jump down to the shark�s other fin, where the stake is. Smash the stake with the Skull Hammer to extinguish the flames and summon a whirlwind offshore. Drop down into the cave, and prepare for the fight of your life. To summon the chest containing the Silver Rupee, you�ll have to defeat a small army of Miniblin, Bokoblin, Moblins, Darknuts, and Wizzrobes. You may want the Light Arrows for easily dealing with tougher enemies. After you win, a chest appears with your prize. >Withered Deku Tree: There�s another Withered Deku Tree to be found on Shark Island�s �tail.� -F4/SOUTHERN FAIRY ISLAND- There isn�t much more to say about Southern Fairy Island; like all the others, it�s the site of a Fairy Fountain. [Items of Interest] >Blue Chuchu: Look under the eastern palm tree for a Blue Chuchu. >Bomb Bag Upgrade: Use a Bomb to clear out the shell-like entrance to the Fairy Fountain, then enter it and visit the residing Great Fairy. She generously gives upgrades your Bomb Bag. >Piece of Heart: The sunken treasure here is a Piece of Heart. Use Treasure Chart 4 from Beedle�s Shop Ship at Rock Spire Island to find it. >Sea Platforms: There are three Sea Platforms southeast of Southern Fairy Island. Destroy all the cannons on the two higher platforms to make two chests appear on the lower one. Climb onto either of them, then glide to the third with the Deku Leaf. The chests contain Treasure Chart 40 and a Skull Necklace. -F5/ICE RING ISLE- Ice Ring Isle is the exact opposite of Fire Mountain in temperature. Subzero wind constantly shoots out of the dragon�s head on the center of this isle, making it too cold to even set foot on without getting frozen solid. Shooting a Fire Arrow at the plume of icy air shooting from the dragon�s head temporarily warms the isle long enough for you to claim its treasures. [Items of Interest] >Iron Boots: After parking your boat on the northwest side of Ice Ring Isle, warm things up for 5 minutes with a Fire Arrow by shooting it at the dragon�s mouth. Quickly get out of the KoRL and onto the Isle. Be careful when moving around; although things are warmer, the island is still covered in slippery ice. Climb up the ledges near where you get onto the Isle, then slide down the two slopes. You next need to traverse a thin ledge between the lower part of the Isle and a frigid pond. It�s best to crawl so that you don�t slip off. Next, jump from here across some floating ice blocks. Be very careful and line up your jumps, especially on the moving ice block. If you fall, swim back to the beginning of the upper ice ring and start down the slopes again. Once you�re on the third block, jump onto the stone dragon mouth, climb the steps, and drop into the Secret Cave the freezing air was coming from. Inside the cave, slide down a narrow ice slide and climb up onto an intermediate platform. You�ll probably have to fend off some Keese with your Boomerang. Climb up onto another ice slide and slide down it to the next ledge. If you fall here, swim to a small piece of land below the light beam and use the Grappling Hook to get back up. Open the chest inside the miniature dragon�s head to get the Iron Boots and stop the timer. >Orange Rupee: After getting the Iron Boots, look on a ledge between the chest and the light beam for an intense wind; this was what propelled the icy wind out of the dragon�s mouth. Put on the Iron Boots and walk into the alcove producing this wind, into a second Secret Cave. In this even colder room, several enemies are frozen solid in blocks of ice. Use Fire Arrows to thaw them as you want. Once all the enemies are defeated, a chest with an Orange Rupee appears. >Silver Rupee: A Silver Rupee is the sunken treasure at Ice Ring Isle. Use Treasure Chart 17 from Spectacle Isle to find it. >Treasure Chart 36: After thawing Ice Ring Isle, look around its beach. A Yellow Rupee and a chest are frozen solid around next to the upper ice ring. Use Fire Arrows to thaw the treasures; the chest contains Treasure Chart 36. -F6/FOREST HAVEN- The Forest Haven is a massive tree, bursting with life and serving as the home of the Deku Tree and Koroks. There are many things to do at this island; your second dungeon, the thorny Forbidden Woods, is a short distance across the sea from the Haven. [Items of Interest] >Beedle�s Shop Ship: Beedle circles around the Forest Haven shore. He sells Hyoi Pears and All-Purpose Bait for 10 Rupees, and 30 Bombs for 30 Rupees. >Boomerang: Deep in the Forbidden Woods, a winged Mothula guards the best dungeon item in the game, the Boomerang. Its stunning, multihitting power makes dungeons infinitely easier. >Deku Leaf: After you get rid of all the Deku Tree�s Chuchu acne, he grows a special leaf high up in his branches. Use the Boko Buds around him and your Grappling Hook to ascend to it. Remember to line yourself up carefully to avert a painful fall; if you aren�t facing the right way, don�t touch the control stick. >Forest Firefly: After you complete Lenzo�s Picto Box tests, he requests one last thing to create the Deluxe Picto Box: a Forest Firefly. Don�t mistake it for the tiny green lights that float all over Forest Haven; the Forest Firefly is larger, illuminates the area near it, and shines rainbow colors. Catch it in an Empty Bottle and bring it to Lenzo to receive the Deluxe Picto Box! >Hollo�s Forest Potion Shop: After you talk with the Deku Tree, one of the Koroks, Hollo, sets up a Potion Shop whose entrance is on a small hill. For only 4 Boko Baba Seeds, which can easily be collected on your way to his shop from the shore, he�ll make you a powerful Blue Potion! This is a much better deal than anything you�ll find at Doc Bandam�s shop on Windfall Island; visit Hollo often! >Nintendo Gallery: On an island north of Forest Haven is the Nintendo Gallery, the location of one of the biggest sidequests in the game. Inside, Carlov the sculptor can carve figurines of almost everything you�ll find in the game, provided you bring him a color Pictograph of the subject. Before you can embark on a quest to complete the Nintendo Gallery, you first have to reach it. First, get up onto the branch out found the Deku Leaf on. Near here is another Boko Bud on about the same level; glide to it with the Deku Leaf. From here, glide to a big ledge and then out the highest exit from Forest Haven. Outside, a cutscene will show you the Nintendo Gallery Island. Set the wind to the north and fly to it. Use the C-stick to move the camera right above Link, so you can tell when he�s directly above the island. You can also zoom in your minimap to tell when he�s above it. Once he is, drop down and use a Hyoi Pear. With your seagull slave, fly up to the side of Forest Haven and look for a crystal switch in an alcove. When you hit the switch with your beak, the hatch on the Nintendo Gallery Island opens and a ladder on the side drops down for easier access. You�re now free to enter the Nintendo Gallery! To become an official member, show Carlov, the man at the counter, a good color Pictograph of anything. >Piece of Heart: A valuable Piece of Heart is the sunken treasure off Forest Haven. Use Treasure Chart 31 from Kamo at Windfall Island to find it. >Treasure Chart 3: Look on a tall island south of Forest Haven for Treasure Chart 3. To reach it, start on the river path towards the Great Deku Tree. On the second Grapple Pole, don�t swing across to the Forest Haven entrance; instead, climb up on top of the pole. From there, set the wind to the south and use the Deku Leaf to glide over to the island. Like with the Nintendo Gallery, move the camera to be facing down from above Link, so you can track his shadow and drop down above the island. Once you�ve reached the island, open the chest to get Treasure Chart 3. >Withered Deku Trees Quest: In the cutscene following your victory over Kalle Demos, you�ll notice 8 Koroks flying out across the Great Sea to spread new Deku Trees. If you talk to the Deku Tree or visit any of the islands, you�ll find out that the trees aren�t doing very well. The only thing that can make them healthy is the water flowing through Forest Haven, but it only retains its magic for 20 minutes after being bottled. You�ll need an Empty Bottle and the Ballad of Gales to rejuvenate all the trees. First, start by bottling some Forest Water. You now have 20 minutes to water every tree. Using the following route, I was able to do it in 1. Cliff Plateau Isles (F7) After filling your Bottle with Forest Water, exit the Haven and left the river carry you down near your boat. Jump in, change the wind, and sail directly east to Cliff Plateau Isles. Climb onto the smallest isle, jump across a few more rocks, and fall down into the Secret Cave. Check out the Secret Cave section to see how to clear it. After exiting the Cave, the first withered Deku tree is nearby. Water it and jump back down to your boat. 2. Shark Island (F3) Warp to Southern Fairy Island next, then sail west to Shark Island. This withered Deku tree is much easier to reach; I think it�s around the island�s �tail,� near the Iron Boots switch. 3. Greatfish Isle (D2) Warp directly to Greatfish Isle for this one. The tree is on top of the corkscrew island you glided from to reach a Piece of Heart, one of the closer islands to you when you arrive. 4. Needle Rock Isle (E1) After that, sail southwest to Needle Rock Isle. This tree is near the chest containing a Piece of Heart. 5. Private Oasis (E5) Warp to the Tower of the Gods and sail south. This tree is to the right of your pool. 6. Eastern Fairy Island (C5) Warp back to the Tower of the Gods and sail north next. This tree should be easy to find. 7. Mother & Child Isles (B2) Since warping directly to Mother & Child Isles takes you inside them, warp to Tingle Island and sail northwest. The tree is on Child Isle. 8. Star Island (A2) Next, sail directly north to Star Island. Water the final tree here to complete the quest. Regardless of which tree you water last, it grows to be huge, and a Piece of Heart appears in its branches and drops down for you. -F7/CLIFF PLATEAU ISLES- Cliff Plateau Isles consists of several small islands close together, and a larger one higher up. There isn�t much to do here. [Items of Interest] >Blue Chuchu: This Blue Chuchu should be easy to find after traveling through the Isles� Secret Cave. See the entry below for details. >Sea Platform: Though the chest containing a Boko Baba Seed sits on the Sea Platform southeast of Cliff Plateau Isles from the get-go, you�ll probably have to fend off some Wizzrobe Acolytes from your boat when you approach it. Stay under the Platform and shoot them with Fire Arrows, using your sail to briefly accelerate and dodge fireballs. >Secret Cave: Jump across the first few small isles and drop into the Secret Cave on the third. This Cave doesn�t really have a reward; it�s only used to reach the highest Isle. In the first part, you�ll have to jump across some floating, circular platforms to reach a grassy ledge. Use the Deku Leaf to rotate the platforms or glide across them; you may also want to consider grabbing the Rupees on top of them. After you reach the grassy ledge, defeat the nearby Boko Babas and go up the ramp. Go around the wall of thorny vines. The final Boko Baba between them and a tree trunk turns into a Baba Bud when you kill it. Use this bud to reach the top of the tree trunk. Look around up here for some wooden boards blocking an opening, and shoot them with a Fire Arrow to burn them away. From the trunk closest to the opening, glide to it with the Deku Leaf. A light beam is just ahead; enter it to emerge on the highest Isle. You can get to a chest containing Treasure Chart 25 up here. >Triforce Shard: Use Triforce Chart 5, from the golden Cannon Boat near Needle Rock Isle, to find a legendary Triforce Shard near Cliff Plateau Isles. >Withered Deku Tree: Also look for a Withered Deku Tree on the highest Isle after going through the Secret Cave. Practice clearing it quickly; you�ll need to in order to complete the Withered Deku Trees quest. -G1/HORSESHOE ISLAND- As usual, Horseshoe Island is named for its shape. It�s also heavily guarded by Seahats and a Cannon Boat; use caution when approaching. On the island, you will have to use your Deku Leaf and some Boko nuts to play a bizarre game of golf. [Items of Interest] >Blue Chuchu: A Blue Chuchu appears on the island after the first �hole,� but only at night. >Sea Platforms: There are two Sea Platforms south-southeast of Horseshoe Island. Hitting a pressure switch on either Platform summons a chest on the other one. The chests contain a Skull Necklace and a Golden Feather >Silver Rupee: Use Treasure Chart 9 (from the Submarine near Crescent Moon Island) to find the sunken Silver Rupee near Horseshoe Island. >Treasure Chart 8: To reach this chart, you�ll have to play through three holes of �golf� on Horseshoe Island. Make sure to sink the Cannon Boat first. In the first two holes, pick a Boko nut and throw it towards the flag ahead of you. You can�t get too close, because some vines are in the way. If you miss, either try again, or blow the nut the rest of the way with your Deku Leaf. Once you get the nut into the hole, the vines retract and you can continue. At the third hole, you must rely completely on your Deku Leaf; use L to line yourself up. If you miss the hole, blow the Boko nut into the ocean so another regrows. After the third hole, drop into the secret cave at the island�s southwest edge. Defeat a Mothula and two Wingless Mothulas in this cave (the Fire Arrows help greatly) to summon a chest holding Treasure Chart 8. >Treasure Chart 28: After beating the golf game, don�t drop into the Secret Cave yet. Set the wind to the east and use the Deku Leaf to fly to the small rock in the center of Horseshoe Island. In a chest on this rock is Treasure Chart 28. -G2/OUTSET ISLAND- Outset Island is Link�s lifelong home island. He lives here with his grandma and sister, until the Helmaroc King�s arrival plunges him into an adventure. You�ll be returning to Outset many times, to visit old friends or do sidequests. [Items of Interest] >Beedle�s Shop Ship: Circling near Outset�s docks, Beedle sells All-Purpose Bait and Hyoi Pears for 10 Rupees, and 30 Bombs for 30 Rupees. >Combat Training: After you earn the Hero�s Sword from Orca, you can visit him any time to practice your swordsmanship with him. You must hit Orca as many times as you can without getting him yourself. A good strategy is to attack 3 or 4 times, then keep your shield up as he attacks and repeat. Look at the minigames section below for more details. If you hit him 100 times or more, you get a Purple Rupee and the rank of Page. Hitting him 300 times or more gets you an Orange Rupee and the rank of Knight. If you hit him at least 500 times, you get the rank of Swordsman and a hard-earned Piece of Heart. You don�t get a reward for maxing out at a hefty 1000 hits, except the rank of Master. >Elixir Soup: When you return to Outset Island to see Jabun, your Grandma is deliriously sick. To heal her, release a Fairy while standing right next to her. (you can use your new Bombs to get one from the woods above Outset) She then gives you Elixir Soup, a powerful healing item that restores your life and magic, and doubles the power of your sword until you�re hit! She even packed two helpings! You can return for more any time, but you can only have 1 bottle of Elixir Soup at once. >Hero�s Shield: After you rescue Tetra from the forest above Outset Island, she offers to take you on her pirate ship to find your sister if you can get something to defend yourself with. Return to your house and head up to the loft. The shield on the family�s emblem is gone! Climb or jump back down and talk to your Grandma. She gives you the Hero�s Shield to help find Aryll. >Hero�s Sword: After you spot the Helmaroc King carrying Tetra on Aryll�s Telescope at the start of the game, head to Orca�s house (the two-story building) and talk to him. He notices you look troubled and offers to let you practice with your sword. Complete some simple exercises in various techniques, and Orca lets you keep the Hero�s Sword! >Hurricane Spin Attack: Once you have 10 Knight�s Crests, you can give them to Orca to learn the powerful Hurricane Spin attack, which consumes magic but turns Link into a cyclone of swords to mow down everything around him! It�s great against Miniblin, Jalhalla, and grass. You can get a Knight�s Crest in a treasure chest in the first two levels, a third from the Darknut in the Tower of the Gods, and 7 more from Hyrule Castle. >Orange Rupee: You can get a valuable Orange Rupee right off the bat. Look for an opening under your Grandma�s porch, to the left of her door from outside. Crawl into the opening and under her porch, to a small cave. A chest in here has an Orange Rupee in it. >Piece of Heart: You�ll need the Power Bracelets and plenty of All-Purpose Bait to get this Piece of Heart. Use the Bracelets to carry Abe�s giant black pig all the way across the bridge, just below Mesa�s weed patch. Look for a circle of dark soil in the corner formed by the short ledge up to the weed patch and the sheer rock cliff. Throw the pig into this corner, then spread some All-Purpose Bait onto the dark patch. The pig should dig around in it, unearthing a Piece of Heart in the process. >Pig Collecting: Of you�re looking for some easy Rupees early in the game and you�ve already gotten the Orange Rupee under your Grandma�s house, visit Rose, who is standing in a pig pen outside her house. She�s looking for pigs to raise, and there are three on the island. The pigs locations are random, I think, but I found two on the same side of the island as Rose, and one behind Mesa�s house. A wild black one is in a grass patch being closely monitored by Abe; the two pink ones are scattered around, but still not too hard to find. Remember, sneak up on a pig by crawling to it, then quickly get up and grab it. After you get a pig, throw it into the pen and talk to Rose. She gives you Red Rupee for each one. >Rupee Purse Upgrade: Look to the woods above and behind Orca�s house for a Fairy Fountain. Is case you didn�t already know, to reach the woods, you must glide to it with your Deku Leaf from a rock on top of the east mountain, the one farthest west. Be sure to set the wind to the west first. Once inside, climb up a ramp to the right and jump down to a lowered area with a Wingless Mothula. Defeat it and continue up a ledge to the left. To the right up ahead is a cracked boulder covering a Fairy Fountain. Blow up the rock with a Bomb, then drop into the Fountain and see the Great Fairy for a Rupee Purse upgrade. >Savage Labyrinth: Deep under Outset Island, the Savage Labyrinth, a dungeon composed of 51 rooms filled with enemies, awaits your arrival. Mwahahaha! (sorry, I couldn�t resist) The entrance of the Savage Labyrinth is on a cliff behind your Grandma�s house. If you have the Hookshot, climb onto the rocky outcropping next to the cliff and reel yourself up to a palm tree above. If you have the Deku Leaf and an extended Magic Meter, you can glide to it in the same manner as the woods. Either way, use the Power Bracelets to remove a stone head on top of the entrance, then drop down in. You can get an essential Triforce Chart, a helpful Piece of Heart, and about 1200 Rupees from the Savage Labyrinth, so get ready for battle! Here�s a run-through of the contents of all 51 floors; for strategies on clearing them, check out the Savage Labyrinth section. Floor 1: Pots with Fairies and a light beam to the surface Floor 2: A heck of a lot of Keese Floor 3: 6 Miniblin Floor 4: 4 Bokoblin Floor 5: 6 Red Chuchus Floor 6: 4 Magtails Floor 7: 4 Keese, 4 Miniblin Floor 8: 4 Fire Keese, 2 Magtails Floor 9: 2 Fire Keese, 4 Bokoblin Floor 10: 2 Moblins Floor 11: Pots with Rupees and refills, and a light beam Floor 12: 6 Peahats Floor 13: 4 Green Chuchus Floor 14: 5 Boko Babas Floor 15: 4 Shield Bokoblin Floor 16: 5 Wingless Mothulas Floor 17: 3 Peahats, 3 Boko Babas Floor 18: 4 Bokoblin in pots, 4 Green Chuchus Floor 19: 3 Wingless Mothulas, 2 Bokoblin Floor 20: 2 Mothulas Floor 21: Pots with Rupees and refills, and a light beam Floor 22: 3 Wizzrobes Floor 23: 4 Armos Floor 24: 2 Armos Knights Floor 25: 6 Yellow Chuchus in pots Floor 26: 4 Red Bubbles Floor 27: 1 Darknut, 2 Bokoblin Floor 28: 1 Wizzrobe, 3 Armos Floor 29: 2 Armos Knights, 2 Red Bubbles Floor 30: 2 Darknuts Floor 31: A light beam, Rupee pots, and Triforce Chart 6 Floor 32: 6 Redead Floor 33: 5 Blue Bubbles Floor 34: 6 Dark Chuchus Floor 35: 5 Poes Floor 36: 3 Mothulas Floor 37: 3 Redead, 2 Moblins Floor 38: 5 Dark Chuchus, 1 Mothula Floor 39: 5 Poes, 2 Moblins Floor 40: 4 Blue Bubbles, 2 Stalfos Floor 41: Pots with lots of Rupees and a light beam Floor 42: An insane amount of Miniblin Floor 43: 10 Red, Green, and Yellow Chuchus Floor 44: 5 Wizzrobes Floor 45: 16 Bokoblin Floor 46: 4 Redead, 2 Stalfos Floor 47: 3 Moblins, 2 Darknuts Floor 48: 3 Wizzrobes, 2 Darknuts Floor 49: 3 Stalfos Floor 50: 4 Darknuts and fire-breathing statues Floor 51: A Piece of Heart and light beam >Telescope: After you go to your Grandma�s house and get the Hero�s Clothes at the start of the game, return to the watch tower and talk to Aryll. She gives you her most treasured belonging, a Telescope, as a birthday present. >Triforce Shard: Use Triforce Shard 4, from the Ghost Ship, to find a mystical Triforce Shard sunken around Outset Island. -G3/HEADSTONE ISLAND- Headstone is a rocky, barren island with, what else, a head-shaped stone on it. However, this stone hides something much less obvious: an entrance to the Earth Temple. Until you can remove the stone with the Power Bracelets and journey inside, there isn�t much to do here. Like Gale Isle, it�s guarded by a lone Cannon Boat. [Items of Interest] >Earth God�s Lyric: Once you throw the Headstone aside with the Power Bracelets and enter, you�ll find an ancient stone tablet with Wind Waker directions written on it. If you get out your Wind Waker, the spirit of the Zora Sage Laruto will appear and teach you the Earth God�s Lyric. You�ll need this song to awaken the new Earth Sage and throughout the Earth Temple. >Mirror Shield: Deep underground in the Earth Temple, 3 Stalfos guard a treasure chest containing the Mirror Shield. After you find and defeat them, you can acquire the reflective relic. >Piece of Heart: Strangely enough, a Piece of Heart and found its way to the top of Headstone Island. You can�t reach it yourself by any means, but you can by controlling a nearby seagull with a Hyoi Pear. Once you pick up the Piece of Heart as the seagull, switch back to Link. He magically gets it. >Silver Rupee: Use Treasure Chart 40 (from a Sea Platform near Southern Fairy Island) to find a Silver Rupee beneath the Great Sea near Headstone Island. >Submarine: Make sure you have the Boomerang before sailing to the Submarine north-northwest of Headstone Island! Due to a glitch or programming error, Link walks into the Submarine several feet farther forward than normal, which makes him fall right into a Bomb-filled minefield! Not only are there Bomb Flowers everywhere, but about a dozen Bombchus scamper around throwing more explosives at you! Never stop moving as you rapidly L-target the Bombchus and destroy them with your Boomerang. I was able to beat this Submarine with no damage by keeping alert. After you defeat all the Bombchus, a ladder on the far side of the Submarine drops down. Climb it and open the chest in the next room for Treasure Chart 14. -G4/TWO-EYE REEF- As with all the Reefs, there isn�t much to do at Two-Eye Reef. You can upgrade your Magic Meter here, though. [Items of Interest] >Magic Meter Upgrade/Big Octo: Look around Two-Eye Reef with your Telescope to find some circling seagulls. Head over to them, and, as usual, a Big Octo rises from the depths. This one has only 4 eyes, however, so it should be easy to beat. When you do, a Great Fairy rises from where it was and doubles the size of your Magic Meter! >Sea Platform: There are no cannons on the Sea Platform southeast of Two-Eye Reef, but the top is crowded with 4 frozen pots, 7 Pirate Bokoblin, 3 Kargarocs, and a Shield Bokoblin! Keep moving and never stop slashing away at the enemies; although there are lots of them, they are pretty weak. You get a Purple Rupee for beating everyone. >Treasure Chart 13: By now, I shouldn�t even have to tell you how to get the Treasure Chart from this reef. As usual, defeat all the Cannon Boats and wall- mounted cannons to make a treasure chest appear on one of the eyes. Glide to it from the reef�s highest point and open it to get Treasure Chart 13. >Triforce Shard: Use Triforce Chart 8, from Overlook Island, to pull up a precious Triforce Shard near Two-Eye Reef. -G5/ANGULAR ISLES- One of the smallest isles on the Great Sea, the Angular Isles are composed entirely of algae-covered blocks. Strangely for their small size, there are two Pieces of Heart here. [Items of Interest] >Blue Chuchu: Look just below for instructions on how to reach the Piece of Heart on top of Angular Isles; a Blue Chuchu is right next to the chest containing it. >Piece of Heart #1: This Piece of Heart is in a chest sitting on top of the larger isle; the hard part is getting to it. First, climb up a stairway of blocks on the eastern side of the isle to get onto it. Run around the lowest level of blocks until you find a small indentation in the ground and a movable block in the wall. Pull it out and climb up it. On the next level, look to the right for a movable block. Push it off the ledge back to where you started, then along the wall to the end of the indentation. Climb up it, and you�ll be faced with two blocks stacked on each other. Pull the bottom on out halfway, then climb both of them. It should be easy to climb up to the top of the island from here and get the Piece of Heart. Be sure to slay the Blue Chuchu up here for Blue Chu Jelly. >Piece of Heart #2: Use Treasure Chart 15, from the Forbidden Woods, to find a Piece of Heart near the Angular Isles and pull it up with the Grappling Hook. >Silver Rupee: This Silver Rupee is in a Secret Cave under the smaller Angular Isle. Either use your Hookshot on the palm tree to reach it from your boat, or glide to it from the larger isle with the Deku Leaf. Once inside, you�re challenged to solve a block puzzle to reach two intersecting light beams, which must be reflected onto the chest to make it solid. Here are the steps to do it: 1. First, move the lone block to the left of the tall stack over to the right of it. 2. Climb on top of the block you just moved and pull out the next one half way. 3. Climb back down and pull the first block back halfway, out from under the second. 4. Climb back up and pull the second block out the other halfway. The 3 blocks above it all fall down into the newly opened space. 5. Climb on top of the second block and pull the fourth one out halfway. 6. Climb up on top of the fifth block using the new staircase you created. 7. You�ll be faced with a final stack of two blocks. Pull out the bottom one halfway (while defying the laws of physics) and climb up on top of it, then get up onto the highest block. Once on the final block, use the Mirror Shield to shine light onto the translucent chest on the far side of the room. Once it materializes, reach it with the Hookshot or Deku Leaf and get the Silver Rupee inside. -G6/BOATING COURSE- Run by the sailor Loot, the Boating Course is a small island where you can test your skill with handling the KoRL. It�s also heavily guarded by Seahats. [Items of Interest] >Blue Chuchu: Set the wind to the north, then use The Deku Leaf to glide from the larger half of the Boating Course to the smaller one. Look on a large rock on this isle for a Blue Chuchu. >Boating Course Minigame: By paying Loot 30 Rupees, you can play his minigame. In it, you�re challenged to pick up as many Rupees along the roped-off course in 4 minutes as you can and still get to the finish line in time. These Rupees are all floating over barrels in the water. Simply run over the horizontal ones, and jump over the vertical ones with the R button. There are some barrels right next to each other, so you can�t get both Rupees at once. To get the Rupees you missed your first time around the course, go around the left of the island as you approach it instead of through the finish line. Also, the wind always stays behind you, so you don�t need to worry about changing it. There are a total of 150 Rupees to get in the Boating Course each time. Once you finish, Loot lowers the time limit by 10 seconds for your next try. >Sea Hearts Chart: With Treasure Chart 32, from Three-Eye Reef, you can find the treasure on the Boating Course: another chart, the Sea Hearts Chart! >Submarine Chart: Reach the smaller part of the Boating Course the same way you did for the Blue Chuchu, but instead look for and enter a Secret Cave there. In this Cave, you have to trigger 3 crystal switches above the ground with your Boomerang to summon a treasure chest. To make things harder, Miniblin constantly attack you. Try to kill all the ones around you, then face the switch you�re trying to hit before switching to the Boomerang view to make aiming faster. Remember to aim from a good distance away so the switch isn�t obstructed by the ledge it sits on. Once you manage to trigger all the switches, the chest with the Submarine Chart appears. -G7/FIVE-STAR ISLES- Five-Star Isles is the last island on the Great Sea. (at least for me) Like Seven-Star Isles and the Star Belt Archipelago, it�s only a collection of tall, barren spires guarded by Kargarocs. You�ll find more things to do near the isles than on them. [Items of Interest] >Full Moon Light Rings: 3 light rings hiding Red Rupees appear near Five-Star Isles under a full moon. >Ghost Ship: During a right crescent moon, the Ghost Ship appears near Five- Star Isles. As usual, you�ll need the Ghost Ship Chart to be able to enter it. >Piece of Heart: Use Treasure Chart 33, from Minenco on Windfall Island, to pull up a valuable Piece of Heart from the waters of Five-Star Isles. >Sea Platform: Destroy all the cannons on the Sea Platform southwest of Five- Star Isles to summon a chest containing a Golden Feather on top of it. Watch out for the 2 Pirate Bokoblin. >Submarine: In the Submarine in the extreme southeast corner of the Great Sea, you simply have to fight some Bokoblin and Keese. The Boomerang helps, but you definitely don�t need it. Considering how easy the battle was, it�s surprising the treasure chest on top of the ladder contains a Piece of Heart. ------------------------------------------------------------------------------- 19. Minigames (Mngms) Over his travels, Link encounters several minigames that provide diversions from his adventure, along with nice rewards. This list details the repeatable minigames you can play. -BIRD-MAN CONTEST- Location: Flight Control Platform (B7) Entry: 10 Rupees Reward(s): Heart Piece for first win, Purple Rupee for following wins Obli and Willi, two Rito impersonators from Windfall Island, have set up a minigame a Rito�s flight or two east of Dragon Roost Island. The objective is simple: fly, glide, or float past Obli�s current distance record (of about 257 yards) to become the new champion! Firstly, remember that you NEED a doubled Magic Meter for this; otherwise you won�t stand a chance. Also, remember to set the wind to the northwest or you won�t get anywhere. After that, this minigame is all about timing and foresight. The only way to get far enough is to run into some of the 5 updrafts around the course. Only the first one is stationary; all the others move back and forth in predictable patterns. With a few tries, you should be able to know when to jump and where to steer to hit the updrafts. Also, don�t be discouraged if you miss one; on my winning run I only hit the first and third updrafts. This is a great minigame to practice at; try to set new records if you�re confident enough. -BOATING COURSE- Location: Boating Course (G6) Entry: 30 Rupees Reward(s): 0-150 Rupees This minigame, run by the rugged sailor Loot, tests your skill at handling the King of Red Lions. It involves steering him through the roped-off section of Great Sea and grabbing the Green and Yellow Rupees stationed above barrels along the course. Simply run over the sideways barrels to pick up their Rupees. Use R to jump your boat over the upright ones to get the Rupees there. Also, don�t worry about setting the wind; it changes as you go around the course. This minigame really isn�t too hard to ace; remember to keep the camera zoomed out in free mode to see upcoming Rupees. Also, master the art of sharp turns with R to get Rupees. You�re given four minutes to get as many Rupees as you can and cross the finish line; if time runs out, you�ll lose the Rupees you picked up. Although it is possible to collect most of the Rupees your first time through, you are given time for a second lap. To avoid the finish line, sail around the right side of it. Although it starts out easy to get every Rupee, Loot subtracts 10 seconds from the time limit each time you win, so you can�t keep playing forever. -THE CANNON- Location: Spectacle Island (B3) Entry: 50 Rupees Rewards: Piece of Heart for first win, Treasure Chart 17 for second win, Orange Rupee for following wins This minigame, run by the ever-hilarious Salvatore, is definitely my favorite one. Unfortunately, its entry price of a whopping 50 Rupees makes it hard to play for long. As you begin, �Gonzo� tells you your objective: use the cannon to sink the �vessels� floating in the sea nearby to claim �Tetra�s� �treasure.� With practice, this minigame becomes extremely easy. The barrels don�t move, and although you�re given only 10 shots, hitting them isn�t very hard with practice. Aligning the cannon with the target should be easy. After that, choose the angle to fire at. (a gauge at the bottom right shows the cannon�s angle) Like I said before, you�ll develop a �sense� as to what angles to use for different distance. Since you have two shots for every barrel, use the first one to see how you have to raise or lower the angle. Once you have plenty of Rupees, feel free to play for fun. Or, try to see how many shots you can win with. (my record is seven) -COMBAT TRAINING- Location: Outset Island (G2) Entry: Free Reward: Purple Rupee for 100-299 hits, Orange Rupee for 300-499 hits, Heart Piece for 500+ hits After starting on your adventure, you can return to Outset to practice your combat skills by dueling with Orca. You only get your sword and shield for the battle; the objective is to hit Orca with your sword as many times as you can before he hits you three times. It sounds hard, but it�s much more tedious. If you simply go all out, he�ll quickly hit you as you finish a combo. A safe plan of attack is to hit him four times, keep your shield out until he attacks you, then repeat almost indefinitely. Don�t worry if Orca always blocks your blows; it�s impossible to actually hit him. Also, ALWAYS keep locked onto Orca. (make sure to set the targeting to switch so your finger doesn�t get numb) With patience and restraint, this minigame is easy to win. Besides the aforementioned rewards, you can also win new ranks. Getting over 100 blows earns you the title of Page, 300 or more makes you a Swordsman, 500 a Knight, and maxing out at 1000 makes you Orca�s Master. It may take almost forever, but getting 1000 hits is definitely worth it. -MAIL SORTING- Location: Dragon Roost Island (B6) Entry: Free Reward: Red Rupee and Piece of Heart, (for getting 25 or more for Baito) Rupees This minigame is simple. You are given 30 seconds to speed-sort some mail for Koboli and Baito. The mail is shown at the bottom of the screen; quickly use A to throw it into the cubby with the matching symbol. With practice, you should be able to easily sort 25 or more letters. After you get the rewards for the game, you can keep playing as long as you want. Every time you beat your old record, you receive a Rupee for every letter you sorted. Unfortunately, this makes it impossible to keep playing forever, so you�ll eventually have to seek out other sources of Rupees. -PIGGY-SITTING- Location: Windfall Island (B4) Entry: 3 Skull Necklaces Reward: 50 Rupees If you give Dampa (the sailor outside Cannon�s shop) 3 Skull Necklaces, he�ll let you play a small minigame: Piggy-Sitting! This game is simple: you have 2 minutes to catch all three of Dampa�s pigs and bring them to him. Remember; pigs run away from you, so lure them with All-Purpose Bait or crawl up next to them. After you catch one, don�t throw it to Dampa; walk up to him and set it at his feet with R. He�ll tell you how much time (and how many pigs) you have left. I think the pigs start out exactly where they were before you started the minigame; it will be very easy this way. If not, they start at: Around the flower patch Potova and Joanna are playing in On the beach to the right of the cliff, below Cannon�s shop Up the ramp to the left of the city entrance, outside the jail Once you get all three, Dampa gives you an easy 50 Rupees. -SLIDING PUZZLE- Location: Private Oasis (E5) Entry: Free Reward: 50 Rupees per puzzle, 200 for last one This minigame, found in your cabana, is identical to the sliding tile puzzles you�ve probably seen in real life. You have to move the 15 tiles around the 4 by 4 grid to create the picture opposite the grid, which you can look at anytime to refresh your memory. The key to winning this game is an excellent maneuver from SIMSteven�s FAQ. First, look at the completed puzzle across the cabana to find out what the bottom-left corner should look like. Then, slide the 4 pieces that make up that corner into place. That part should be easy. Now, you�ll be using a 6-piece strategy to finish the puzzle off. In these diagrams, 1 and 2 are the pieces you�re moving into the leftmost column, the asterisks are the unimportant tiles, and O is the empty hole. * * 2 1 * O * * O 1 * 2 * O * 1 * 2 * * * 1 O 2 * * * 1 2 O * * O 1 2 * * O * 1 2 * O * * 1 2 * 1 * * O 2 * 1 * * 2 O * Once you perfect this simple routine, you�ll easily be able to solve the top left, bottom left, and bottom right corners. After this, rotate the tiles in the top right corner around until the puzzle is (hopefully) solved! When you win a puzzle, the door tosses out 50 Rupees for you. In Greens and Blues. Don�t panic; they won�t disappear like they normally do. You get 200 Rupees for solving the final (16th) puzzle, then the tiles are reset for you to play again. The subjects of the 16 puzzles are: 1. Zill 2. Aryll 3. Tingle 4. Salvatore 5. Tetra 6. Makar 7. Medli 8. King of Red Lions 9. Orca 10. Grandma 11. Doc Bandam 12. Quill 13. Niko 14. Beedle 15. Moblin 16. Helmaroc King -SQUID-HUNT- Location: Windfall Island (B4) Entry: 10 Rupees Reward: Piece of Heart for first win, Treasure Chart 17 for second win, Treasure Chart 23 for setting new high score, 50 Rupees for third win or more, 100 Rupees for setting high score again Like the Cannon minigame, Squid-Hunt is run by the ever-hilarious Salvatore. This time, you�re ordered by the �captain� to protect the �island� full of �children� from the �squid.� The game works a lot like Battleship. You have 24 shots to sink hidden squids stretching 2, 3, and 4 squares. This means you have only 8 shots per squid. This game is mainly about luck, and finding the squids quickly. I was able to get 17 only because two of the squids were aligned. There is a little skill involved; for the best chance of getting a good score, space your shots out slightly to cover more area. Once you �sink� all three �squids,� you�ll make the �children� happy and get a reward. -TARGET PRACTICE- Location: Any Island Entry: 1 Serving of All-Purpose Bait Reward: 10 Rupees per hit, 200 Rupees for 10 hits If you feed a Merman in an area you�ve already mapped out after getting the Hero�s Bow, he�ll let you play a target practice game with him! (he�s in bad need of acupuncture) You have to use your Bow (now set to A) to hit the Merman with all 10 of your shots, as he jumps out of the water no less than 10 times. Obviously, it�s an extremely hard and bad way to make Rupees, as you have to fire at him every time he jumps and hit. Stick with better ways of getting rich. -WINDFALL AUCTION- Location: Windfall Island (B4) Entry: None Reward: Piece of Heart, Treasure Chart 18, Treasure Chart 38, Joy Pendant If you enter the Windfall Island auction house at night after beating the Forsaken Fortress, you�ll see that Zunari is having, surprise, an auction! The auction is the only way to get some rare items, so you�ll have to do it sooner or later. As the auction starts, Zunari showcases the item being sold and starts the bidding at a price corresponding to its worth. You�ll then be pitted against some of Windfall�s residents to bid for the item. The auction lasts one minute, but the clock pauses when someone makes a bid. Zunari gives warnings for when you have 30, 10, and 5 seconds left to bid. To make a bid, mash A to fill up the bid meter at the bottom of the screen. It also fills up very slowly on its own. Once it�s completely filled, Zunari tells you how much time you have left and lets you place a bid. If you want to check the clock at any time, make a bid, but offer less than the current bid. Your bid will be cancelled, but you�ll still know how much time is left. Anyway, the secret to winning an auction is not to bid until the last few seconds. Don�t fill your meter at all until Zunari announces the 30-second mark, then fill it halfway. At 10 seconds, fill it nearly to the top. Once he announces 5 seconds, top the meter off and CAREFULLY make your bid. (don�t keep mashing A or you�ll waste your chance) Bid at least 125% of the current bid (or just an obscene amount if you don�t feel like doing the math) and everyone else is confused by your richness for several seconds. Conveniently enough, there are only several seconds left on the clock, so you�ll win! If you mess up and someone else wins the item, don�t worry; Zunari somehow stocks another one later. If you�re bidding for an undesired item, press B during the bidding to exit the auction, then reenter and try again. ------------------------------------------------------------------------------- 20. The Tingle Tuner (Tntnq) The Tingle Tuner is a strange device given to Link by Tingle. It lets you help ink out by connecting a Game Boy Advance to an empty controller slot. While the Tingle Tuner isn�t required to beat the game, it can still help in places by selling various services to Link. The GBA controls for using the Tuner are fairly simple. A Button: Call Link and force him to drop whatever he�s doing (hint hint) or investigate areas marked with a ! B Button: Use the selected Tingle service L Button: While holding, use D-pad to scroll around the current dungeon area, even if Link doesn�t have the Dungeon Map R Button: Locks Tingle onto Link or the nearest enemy D-Pad: Mode Tingle around Start Button: View item select screen Select Button: View controls Now, for the services Tingle will sell to Link (note that unfortunately, they can�t be used in boss fights): Seagull Pen (0 Rupees): Only usable on the Great Sea. This lets you mark any location down on the map. It then shows you what direction you need to sail in to reach the destination and alerts you when you get close. Tingle Balloon (30 Rupees): This service lets Link walk on air for 5 seconds. It can be slightly useful and cool, but there�s a delay when using it, so don�t go walking out off cliffs until Tingle takes your money. Tingle Shield (40 Rupees): Makes Link invincible for 10 seconds. This option can be good in heated battles, but it�s no replacement for fighting skill. You probably won�t use this feature often. Kooloo-limpah! (40 Rupees): This service randomly gives you a Potion (of a random color), a 10-second combination Tingle Balloon/Shield, or nothing. It isn�t as good as the individual services because of its randomness, and isn�t available until you get a magic meter. Tingle Bomb (10 Rupees): Without doubt Tingle�s coolest service, the Tingle Bomb lets you blow up whatever the cursor is over. It lets Tingle help Link out in battles, or blow Link himself up for even more fun. Use it often. Tingle Watch (0 Rupees): This service tells you what time it is. Simple enough. Red Guide Book (0 Rupees): Give instructions on all Tingle�s services. Hand-Me-Down Tingle Tuner (0 Rupees): This service is only available after finding Knuckle. (see below) It lets you buy All-Purpose Bait for 20 Rupees and Arrows for 50 Rupees anywhere you want. It�s overpriced, but at least you can use it almost anywhere. It replaces the Red Guide Book. Red Ting (20 Rupees): This useful feature acts like a Red Potion. It takes a while to activate, though. Green Ting (40 Rupees): Obviously, the Green Ting acts like a Green Potion. Use it like the Red Ting. Blue Ting (80 Rupees): The Blue Ting replenishes Link�s health and magic. Unless you�re in a hurry, just use the Red and Green Tings to save Rupees. >THE TINGLE STATUES You can also use the Tingle Tuner to embark on several sidequests. The first and foremost are the Tingle Statues. When you find these statues hidden in each dungeon, they appear on Tingle Island. ---DRAGON TINGLE STATUE--- This statue is in an alcove in a room on Dragon Roost Cavern�s first floor, just north of the main lava cavern. It�s through the door in the shape of a monster head, reached by the massive lava geyser from the second floor. The room I�m talking about is the one where you grapple onto an overhanging hook and turn to the right to continue. Instead of this, grapple straight ahead from the entrance, into a supposedly empty alcove. If you examine this spot with Tingle, he�ll tell you that there�s treasure here. Drop a Tingle Bomb in the center of the alcove and run off to one of the sides. Once it detonates, a chest containing the Dragon Tingle Statue should be revealed. ---FORBIDDEN TINGLE STATUE--- The Forbidden Woods� Tingle Statue is in the large, northernmost basement room with the large tree stump and Treasure Chart 1. If you look to the right when you enter the room, you�ll see a small island up against the wall. Jump down to this island, search around it with Tingle, and from a safe distance drop a Tingle Bomb where he locates treasure. This should make the chest with the Forbidden Tingle Statue appear. ---GODDESS TINGLE STATUE--- After you shut off the water flow in the Tower of the Gods� lobby, you can enter the mouth it was pouring from. The next room, with a Beamos, 2 Rats, and some elevator platforms, contains a Tingle Statue. Rise up the elevators on the far side as normal, but don�t get off at the door to the next room. Instead, keep going up and get onto a floating platform high above. Tingle will once again locate treasure here. Drop a Tingle Bomb and jump off the platform to the ledge with the exit. Get back onto the elevator and the platform to open the chest with the Goddess Tingle Statue. ---EARTH TINGLE STATUE--- This cunningly hidden statue is in the first room of the Earth Temple�s basement, with the bridge over nasty evil fog and Blue Bubbles. After defeating the bubbles, look to the east of the bridge. You should see a passage leading away from the main room with a hanging platform at its entrance. Float to this platform with the Deku Leaf, and jump to the next platform. Float to a ledge at the end of the passage, and drop a Tingle Bomb where Tingle finds treasure. Open the chest that appears and get the Earth Tingle Statue. ---WIND TINGLE STATUE--- The final Tingle Statue is in the Wind Temple room where Makar gets kidnapped by Floormasters. Jump down into the deep pit between the platforms, and have Tingle look for treasure between the bases of the two ledges. You�ll constantly have to fend off Grabbing Hands as you do this. Drop a bomb where he finds treasure and open the chest to get the last Tingle Statue. >FINDING KNUCKLE You can also use the Tingle Tuner on Outset Island (G2) to find Tingle�s brother, Knuckle. If you search the beach around the grass patch and three rocks with the Tingle Tuner activated, Tingle should find Knuckle on the GBA. After a short conversation between them, Knuckle tells you to go to the outdoor bath, and not to enter any buildings. This should be easy; go to the watering trough behind your house and get into it. After that, Knuckle tells you to climb down the ladder that no one uses. Head to the other half of Outset Island and go out on the dock to the lookout tower. Climb down the short ladder below the tower into the water. Next, you�ll have to climb up on top of the biggest rock on top of the tall hill. This isn�t the rock you jump off of to reach the woods; it�s farther east and larger. After this, Knuckle�s final instruction is to jump under this suspension bridge. What he means by this is to fall off the ledge where the suspension bridge was, onto a rock far below. (to avoid damage, use the Deku Leaf midway to break your fall and arms) After this, Knuckle gives you the Hand-Me-Down Tingle Tuner and appears on Tingle Island. Make sure you get his Pictograph soon! >THE REBATES There are two other Tingle Tuner sidequests you can do to decrease the cost of some of his services. To halve the cost of his Tings, set sail for the Forsaken Fortress. (A1) Enter through the main door on the northeast side of the courtyard. Head down the southeast passage (defeat the Moblin if it�s still there) and go through the doorway. On the left side of the next room, you should see a grey stone cauldron hanging by the wall. Climb the ladder in the northern corner of the room and get onto the wooden shelf. From here, you�ll be able to drop into the cauldron. If you have the Tingle Tuner on, he finds some invisible broth and uses it to halve the cost of his Tings. To lower the cost of the Tingle Shield, Balloon, and Kooloo-limpah by 10 Rupees, you need to get onto the canopy above the School of Joy on Windfall Island. (B4) There are 2 way to do this. You can climb onto the adjacent wall (where Gummy is standing, overlooking the entry arch) and then jump from its edge onto the canopy, or climb the stairs to the auction house, set the wind to the west, and glide to it with the Deku Leaf. Either way, if you have the Tingle Tuner on when you get to the canopy, you �find� Tingle (I thought he was already helping you out... 0_o) and he lowers the cost of the aforementioned 3 services. >THE OUTSET ISLAND 100-RUPEE JAR This is definitely the best and most profitable use of the Tingle Tuner. If you sail around to the western side of Outset Island (G2), you�ll notice a small ledge under the large one with the entrance to the Savage Labyrinth. There are two ways to reach this platform. The first is to get onto the rocky outcropping behind your house. To the west of this, you�ll see a small ledge with a pot on it. You can sidle to this ledge along the cliff or float to it with the Deku Leaf. (be sure to set the wind to the west) After this, use the Deku Leaf again to reach the westernmost ledge. You can also get onto the large ledge with the Savage Labyrinth entrance (by floating to it with the Deku Leaf from the eastern mountain or using the Hookshot on the palm tree to reach it from the outcropping) and then drop to the western ledge. Make sure you�re over the ledge before dropping. Anyway, once you reach the ledge, have Tingle search around on it until he recommends using a Tingle Bomb. Do it, and stand on the other side of the ledge. When the smoke clears, a large pot containing an Orange Rupee appears. Not bad, huh? It gets even better; the pot reappears whenever you play the Song of Passing or enter a building! This is an easy way to get infinite money; break open the pot all you want! ------------------------------------------------------------------------------- 21. The Savage Labyrinth (Tsvlr) The Savage Labyrinth is a truly massive Secret Cave, a mini-dungeon in itself. This trying gauntlet is the ultimate test of endurance. To claim its wondrous rewards, you�ll have to make your way through a total of 45 floors filled with nearly every enemy in the game! (luckily, Floormasters are an exception) The floors go in order of level; each new set of 10 floors contains enemies from one of the major Dungeons. The enemies get successively tougher, and worst of all none of them drop spoils. However, there is a way around this. Battle spoils and refills can still be Grappled from enemies you find. However, most enemies drop nothing or just their spoils. Bokoblin, Moblins, and Darknuts can all be Grappled from multiple times, letting you get more Hearts, arrows, Bombs, or sometimes Magic. If you judiciously Grapple throughout the Labyrinth, it�s fully possible to beat it without using a healing item! If you�re nervous, you may want to wait until acquiring the Light Arrows before attempting the Labyrinth. You should also remember to bring plenty of healing items, especially a bottle of Elixir Soup, just in case something bad happens. If you get through all 51 floors, you�ll be able to get a Triforce Chart, Piece of Heart, and about 1200 Rupees! The entrance to the Savage Labyrinth is on a high plateau behind your Grandma�s house on Outset Island. There are two ways to reach the cliff. The first is to climb to the top of Outset�s eastern island. The Old Man Ho-Ho on top is looking directly at the cliff. Set the wind to the west and jump off the rock on top, that you use to reach the other side of the broken bridge. Instead, use the Deku Leaf to float around the right side of the mountain, ending up on the ledge. The other way is more direct, but can�t be used until later. Climb up to the rock behind your Grandma�s house and use the Hookshot on the palm tree high above on the ledge to get up. Either way, use the Power Bracelets to remove the nearby stone head and drop down the now-exposed hole into the Savage Labyrinth. Now, for a floor-by-floor walkthrough of the Labyrinth: >Floor 1 Enemies: None This is the floor you�ll reach directly after dropping into the Labyrinth. It contains a light beam for returning to the surface, (you aren�t going to back down already, are you?) some pots containing Fairies, (although you should be stocked up on Blue Potions and Elixirs) a stone tablet introducing the Savage Labyrinth, and most importantly, a hole leading to the next level. (hole travel is the only way to go here) >Floor 2 Enemies: A ridiculously huge amount of Keese At the moment you drop down into floor 2, you�re surrounded by about 30-40 Keese. Always try to keep away from the Keese as you quickly lock onto one, give the Boomerang a toss, and repeat. Keep this cycle up at a feverish pace until all the Keese are gone. >Floor 3 Enemies: 6 Miniblin This floor isn�t too hard. Keep moving away from the Miniblin so they don�t poke you. Because they have such short lifespans, you may not want to L-target them. Just attack them with horizontal slashes and they�ll go down fast. >Floor 4 Enemies: 4 Bokoblin These guys shouldn�t be too hard either. Just stun them with the Boomerang and unload a combo. Try not to fight too many at once. >Floor 5 Enemies: 6 Red Chuchus Another easy floor. Quickly get close to a Chuchu, stun it with the Boomerang, then instantly slash it with your sword. You should already be practiced with this routine by now. If you can�t find a Red Chuchu, run around the room and it will hopefully drop from the ceiling. >Floor 6 Enemies: 4 Magtails This floor is also quite easy. Lock onto the Magtails and parry their attacks, one at a time. They�re pretty slow, so they probably won�t gang up on you. >Floor 7 Enemies: 4 Keese, 4 Miniblin This should also be an easy floor. Just �Rang the Keese and sword attack the Miniblin. >Floor 8 Enemies: 4 Fire Keese, 2 Magtails Next: the Fire Mountain room! Parry the Magtails and Boomerang the Fire Keese and you�ll be through here in no time. >Floor 9 Enemies: 2 Fire Keese, 4 Bokoblin Will the easy floors never end!? Beat the Fire Keese and Bokoblin just like before. >Floor 10 Enemies: 2 Moblins Here�s where the floors get remotely challenging. Boomerang the Moblins one by one, then give them the beatings of their short lives. Keep both of them from being within spear range. You may want to stun the Moblins and Grapple from them to get some refills. >Floor 11 Enemies: None This is your first refill floor. Whatever you do, DON�T ENTER THE LIGHT!! This will force you to start the Labyrinth over! Instead, break open the nearby pots. The small ones contain refills, and the large ones contain huge amounts of Rupees! After you�re done, drop down the hole to the next set of floors. >Floor 12 Enemies: 6 Peahats Time for a Boomerang field day. Two hits takes a Peahat out. Toss it quickly, and try to dodge their charges or stay well away! >Floor 13 Enemies: 4 Green Chuchus Take these guys out exactly as you did the Red Chuchus; with the Master Sword, their doubled HP doesn�t matter. >Floor 14 Enemies: 5 Boko Babas This floor is incredibly easy. Approach a Boko Baba so it extends from its flower, then L-target it and throw the Boomerang to kill it. Repeat until they�re all gone. >Floor 15 Enemies: 4 Shield Bokoblin This is just like Floor 4, except the room is dark and the Bokoblin hold torches. It still shouldn�t be hard to locate and kill them. Remember to stun them to get any hits in. >Floor 16 Enemies: 5 Wingless Mothulas These guys are pretty easy; they go down with one Master Sword slash. Keep away from their charges and/or try stunning them with the Boomerang. >Floor 17 Enemies: 3 Peahats, 3 Boko Babas Never let the �Rang stop flying here. Lock on and throw as quickly as possible. >Floor 18 Enemies: 4 Bokoblin in pots, 4 Green Chuchus At first it doesn�t look like any enemies are in here. The Green Chuchus rise from the floor when you approach, and the Bokoblin jump out of the pots. Take out the Green Chuchus with the �Rang-Sword combo while staying away from the pots. Then L-target and jump attack your way to the pots to surprise the Bokoblin in midair. >Floor 19 Enemies: 3 Wingless Mothulas, 2 Bokoblin Take out the Wingless Mothulas first so they can�t bother you with charge attacks, then work on the Bokoblin. >Floor 20 Enemies: 2 Mothulas This floor is surprisingly easy. Shoot a Fire Arrow at each Winged Mothula, and they go down Hindenburg-style. >Floor 21 Enemies: None This is your second reward floor. As before, DON�T ENTER THE LIGHT and get the rewards in the pots. When you�re ready, go down the hole. >Floor 22 Enemies: 3 Wizzrobes This battle can be slightly hard. The fastest way to beat this floor is to shoot each Wizzrobe with a Fire Arrow. If you want to save Magic and arrows (but lose Hearts) Boomerang a Wizzrobe, then jump attack it. Good luck dodging the fireballs. >Floor 23 Enemies: 4 Armos This is pretty easy. Lock onto one and keep your shield up as you step aside from their charge. As they pass by, smash their backsides to hopefully take a few out. Repeat this until they all die, and remember to avoid their suicide charge. If you�re having trouble hitting their posteriors as they pass, stun them with arrows. >Floor 24 Enemies: 2 Armos Knights These guys are also easy. Back away from them as they approach you, then pull out a Bomb and throw it at them when they open their mouths. If you can, use the bomb flowers planted around the room. >Floor 25 Enemies: 6 Yellow Chuchus in pots These little guys pop out of the pots them you approach. Don�t slash the pots or you�ll get shocked. Use the same quick Boomerang-sword combo you use for other Chuchus, and don�t engage more than one at a time. >Floor 26 Enemies: 4 Red Bubbles This is also an easy fight. Strafe around the edge of the arena and inch into one Bubble�s line of sight. As it approaches, thrust it with your sword to kill it. You may want to stun them with the Hookshot first. >Floor 27 Enemies: 1 Darknut, 2 Bokoblin Finally, things start to get fun. Stay well away from the slow-moving Darknut and pick off the Bokoblin one by one with the Boomerang and Master Sword. After they both die, duel the Darknut. This really shouldn�t be hard at all. >Floor 28 Enemies: 1 Wizzrobe, 3 Armos Quickly lock onto the Wizzrobe and blast it with a Fire Arrow as soon as it appear, then destroy the Armos as you did before. Don�t let the Wizzrobe survive for when you fight the Armos, or you�ll be in trouble. Manually aim at it if necessary. >Floor 29 Enemies: 2 Armos Knights, 2 Red Bubbles This fight can be tough. Stay as far away as possible from the Armos Knights. You should be able to cause the Red Bubbles to rise up and start patrolling. Hit each manually with the Hookshot and kill them, then tackle the Armos Knights as before. >Floor 30 Enemies: 2 Darknuts This is where things start to get really fun. Lock onto either Darknut and stay far enough away that only it can attack you. After you manage to remove its helmet, quickly stun it and slice its armor off, then get away and repeat on the other one. Try not to let it hit you. After both are unarmored, stun them with two Boomerang hits and unload a sword combo. >Floor 31 Enemies: None This room is as far as you have to go to beat the game. As usual, DON�T ENTER THE LIGHT!!!! Avoid it as you break open the Rupee pots to get some major cash. Then play the Wind�s Requiem on the Wind Crest to summon a Chest containing a Triforce Chart. If you want to continue after that, stand in a SMALL light beam on either side of the chest and use the Mirror Shield to reflect light onto the ancient statue to the right. It crumbles to reveal another hole. >Floor 32 Enemies: 6 Redead This is where things get slightly hard. As soon as you enter the room, dash for the beam of light. Once in it, reflect some light on a Redead, then run over and use a sword combo to rekill it. You can also jump attack the Redead as they just as they scream at you. You�ll interrupt their attempt to paralyze you and deal extra damage, but it takes practice to know where to jump. If you�re nervous about fighting them, three well-placed Bomb hits (or, of course, a Light Arrow) will kill a Redead. >Floor 33 Enemies: 5 Blue Bubbles This is a pretty easy floor. Approach the Blue Bubbles one by one and Hookshot them, then slash them once. Be very careful not to get hit. >Floor 34 Enemies: 6 Dark Chuchus Another slightly hard floor. First run around to draw all 6 out, then run to the light beam. Shine light on 3 or 4, then run over and crush them with the Skull Hammer, one by one. Repeat again to defeat them all. >Floor 35 Enemies: 5 Poes Once again, go for the light beam. Look out for a Poe, then shine light on it until it becomes corporeal. Then stun it with the �Rang and slash it twice. (or jump attack it) Repeat 4 more times. >Floor 36 Enemies: 3 Mothulas This floor is no harder than Floor 20. Just shoot each with a Fire Arrow and they go down in flames. I think it may be possible to kill 2 at once it they�re close enough. >Floor 37 Enemies: 3 Redead, 2 Moblins This can be tricky. Try to take out as many Redead as possible before the Moblins see you, and stay near the light beam. >Floor 38 Enemies: 5 Dark Chuchus, 1 Mothula This is pretty simple. Fire Arrow the Mothula, then deal with the Dark Chuchus as before. >Floor 39 Enemies: 5 Poes, 2 Moblins Try to get rid of as many of the Poes as possible before going after the Moblins. As long as you destroy the Moblins quickly, a small number of Poes isn�t a big threat. >Floor 40 Enemies: 4 Blue Bubbles, 2 Stalfos This won�t be easy. Run around between the Stalfos to awaken the Blue Bubbles. Because of their extremely slow speed, as long as you stay away the Stalfos can�t touch you. Stay away and pick off the Blue Bubbles with the Hookshot and Master Sword. After all 4 Blue Bubbles are done for, take out the Stalfos as usual. >Floor 41 Enemies: None This is the second to last reward floor. I don�t like to repeat myself, but DON�T DON�T DON�T GO GO GO INTO INTO INTO THE THE THE LIGHT LIGHT LIGHT!!!!! All 5 of the jars here contain Rupees; time to get rich! If you�re only going for Rupees, you can stop here. If you want some great battles and a Piece of Heart, continue down the hole. >Floor 42 Enemies: A ridiculously huge amount of Miniblin This fight is the first and second floors combined. You�ll have to fight off at least 40 Miniblin here. The best thing to do is charge up a Hurricane Spin, then inch forward and unleash it when the Miniblin surround you. By the time the attack is finished, you�ll have mowed through a sizable portion of Miniblin. Keep your distance and finish the rest off with horizontal slashes. >Floor 43 Enemies: 10 Red, Green, and Yellow Chuchus As you enter the center of this room, (AUGH! I made a rhyme!) a total of 30 Chuchus drop around you. Quickly roll out of this circle and keep moving away from them. Although I haven�t thought of it until just now, the Skull Hammer is the best way to take the Chuchus out. Slam the ground near a group of them to stun some, then kill them with horizontal slashes. Especially target the Yellow Chuchus; they�re the only ones keeping you from just slashing blindly. You can also keep moving away as you pick out the Yellow ones exclusively with the Boomerang, or stun them with Bombs. >Floor 44 Enemies: 5 Wizzrobes This room won�t be easy. Skull Hammer the stake in the center of this room to summon 5 Wizzrobes simultaneously! At first, there are too many to try the Boomerang and sword combo. Quickly shoot two with fire arrows, then do your best to avoid the fireballs. When they reappear, Fire Arrow 2 more and dodge the last one�s attack. Stun and kill it as usual, then continue on. >Floor 45 Enemies: 16 Bokoblin Another Dynasty Warriors 3-style melee. Half of the Bokoblin are holding torches, which are important in a dark room like this. There are far too many Bokoblin to try and stun them with the Boomerang, or even Grapple much. Just lock onto one, mash B madly, and repeat a heck of a lot of times. Try to keep moving away from Bokoblin. >Floor 46 Enemies: 4 Redead, 2 Stalfos Be very careful on this floor. Give the Stalfos a wide girth as you tackle the Redead one by one. Because there is no light beam, you�ll have to take your chances. Try using the jump attack strategy, attacking just before they scream at you. Once all 4 Redead are redead, attack the Stalfos normally. Try not to get too close to one as you attack the other�s head. >Floor 47 Enemies: 3 Moblins, 2 Darknuts Finally, more Darknut fun! =) Even if it is great, try not to tackle both the Darknuts and the Moblins at once. Stay on the other side of the room and attack the Moblins, Grappling if you want. After all 3 are dead, approach the Darknuts and attack them as you did on Floor 30. >Floor 48 Enemies: 3 Wizzrobes, 2 Darknuts As you did on the previous floor, stay as far away from the Darknuts as possible. Pick 2 Wizzrobes off as soon as you enter with Fire Arrows, then dodge the third�s attack and take it out next. After that, have another great Darknut battle. >Floor 49 Enemies: 3 Stalfos This won�t be very easy. You fight this battle out in a minefield of Bomb flowers against 3 Stalfos at once. Try to get several at once with Bombs, stun the heads with the Boomerang once they�re blown up, and stay away from the other two as you take on one. As you slash at one, be careful not to hit a bomb flower, and get away fast if you do! If you have Light Arrows, now might be a good time to use them. On my latest visit to the Savage Labyrinth, I�ve noticed that a Bomb flower explosion can instantly kill a stranded Stalfos head. >Floor 50 Enemies: 4 Darknuts and fire-breathing statues If one Darknut is cool, 2 are sweet, and 3 are awesome, what are 4 at once? That�s right: uber-fantabulicious! Use mainly the same strategy you did against 2 or 3. Remember, keep moving and your shield up at all times except when parrying. Try not to let them get too close together. Stay close to the one you�re locked onto so you can do a jumping parry; your priority is to get all 4 helmets off. Once they�re all off, stun them with your Boomerang and quickly slice some armor off. Repeat until all their armor it off, then let the Boomerang fly and start attacking. After you can get some armor off, try staying close to the Darknuts with your shield up. If the ones in back attack flip away and they should hit each other! They not only do damage, they also separate to make it easier to remove armor. You may need to use Light Arrows here too. One other thing to keep in mind: the room is lined with several fire- breathing statues. They�ll spit smoke and flames at you if you stay out of the sandy central ring; keep aware at all times. >Floor 51 Enemies: None Aw, it�s already over? Noooo! Anyway, time for the big reward; run across this mysterious, misty-blue room and open the chest to get a hard-earned Piece of Heart and exit through the light beam that appears. ------------------------------------------------------------------------------- 22. Beedle�s Shop Ship Guide (Shogi) BEEDLE�S SHOP SHIP EMPORIUM Beedle is a strange little merchant who runs a huge chain of floating stores called shop ships. You can stock up at Bait, Arrows, Bombs, or Potions at his shop ships; you�ll undoubtedly find yourself visiting them often. This guide can help you keep track of all the shops and their wares to find exactly what you need. Also, note that this doesn�t include the Bait Bag (10 Rupees), Piece of Heart (950 Rupees), Treasure Chart 4 (900 Rupees), or Empty Bottle (500 Rupees) sold by Beedle. The Bait Bag is sold anywhere Beedle sells bait, and the other three are sold by the helmet-wearing Beedle at Rock Spire Island. Along with all these services, Beedle can also buy any Battle Spoils you show him. LOCATION WARES Spectacle Island (B3) Hyoi Pear (10 Rupees) All-Purpose Bait (10 Rupees) 30 Bombs (30 Rupees) Windfall Island (B4) (only at night) 10 Arrows (10 Rupees) 30 Arrows (30 Rupees) All-Purpose Bait (10 Rupees) Pawprint Isle (B5) Hyoi Pear (10 Rupees) All-Purpose Bait (10 Rupees) 30 Bombs (30 Rupees) Dragon Roost Island (B6) Hyoi Pear (10 Rupees) All-Purpose Bait (10 Rupees) 30 Bombs (30 Rupees) Rock Spire Island (C2) 30 Bombs (30 Rupees) 30 Arrows (30 Rupees) Red Potion (30 Rupees) Greatfish Isle (D2) 30 Arrows (30 Rupees) 30 Bombs (30 Rupees) Red Potion (30 Rupees) Tower of the Gods (D5) 30 Arrows (30 Rupees) 30 Bombs (30 Rupees) Red Potion (30 Rupees) Eastern Triangle Island (D6) Hyoi Pear (10 Rupees) All-Purpose Bait (10 Rupees) 30 Bombs (30 Rupees) Southern Triangle Island (E4) Hyoi Pear (10 Rupees) All-Purpose Bait (10 Rupees) 30 Bombs (30 Rupees) Shark Island (F3) 30 Arrows (30 Rupees) 30 Bombs (30 Rupees) Red Potion (30 Rupees) Forest Haven (F6) Hyoi Pear (10 Rupees) All-Purpose Bait (10 Rupees) 30 Bombs (10 Rupees) Outset Island (G2) Hyoi Pear (10 Rupees) All-Purpose Bait (10 Rupees) 30 Bombs (10 Rupees) ------------------------------------------------------------------------------- 23. Fun and Useful Tricks (Fuutr) In this section, I�ll list any tips, tricks, Easter eggs, or glitches I uncover in the Wind Waker. I�ll also post anything good you send me if I didn�t already post it. -Easily Obtain Spoils- If you need to get lots of battle spoils fast, you�ve come to the right place. Here are the fastest ways I know of to get each spoil. Even if you�ve finished the quest involving each spoil, you can still sell the extras to Beedle to make some easy Rupees. >Boko Baba Seed: You should never have to worry about running out of Boko Baba Seeds to hand over to Hollo; you can gather 2 more than he requires simply by Grappling all 6 Boko Babas along the river leading to Forest Haven. Once you kill them all, enter and exit Forest Haven to start over if you need more. >Red Chu Jelly: The first Secret Cave underneath Pawprint Isle swarms with Red Chuchus. Grapple each to gather plenty of Red Chu Jelly. If you need more, exit the cave and reenter to make them reappear. >Green Chu Jelly: The entry room of the Forbidden Woods contains lots of Green Chuchus. After you manage to reach the Woods, enter and Grapple each Chuchu, then exit to the overworld, reenter, and repeat until you have all the Green Chu Jelly you need. >Blue Chu Jelly: Because of the rarity of Blue Chuchus, the fastest way to get their Jelly is to use my guide to locate each one and travel around islands defeating them. >Golden Feather: The best way to get Golden Feathers is to go to the northernmost room (actually a ledge outside) of the second floor of Dragon Roost Cavern. A Kargaroc nests on a narrow ledge out here; move out until you can L-target it and Grapple it to get a Golden Feather. Enter the dark room just south of the ledge, then exit it and repeat the process until you have all the Golden Feathers you want. >Joy Pendant: As soon as you get the Grappling Hook, you can quickly get Joy Pendants from the second room of Dragon Roost Cavern. Two Bokoblin guard a once-locked door in this room. Grapple both of them, then go to the main lava cavern room and repeat. Alternatively, get onto a Sea Platform with Pirate Bokoblin and Grapple them, then play the Song of Passing and repeat. >Knight�s Crest: If you keep an eye out for Knight�s Crests, you�ll be able to get 10 of them after you draw the Master Sword. Get a Knight�s Crest in the chests in both Dragon Roost Cavern and the Forbidden Woods, garner one from the miniboss Darknut in the Tower of the Gods, then get 7 more in Hyrule Castle. If you want more, look near the end of the path to Ganon�s Tower. Get the Knight�s Crest from the Darknut here, then enter Ganon�s Tower and do it again. Andrew of Jax says that you can also use the frozen Darknut in the sub-cavern of Ice Ring Isle; it respawns every time you leave via the light beam and go back in. >Skull Necklace: You�ll probably never be pressed for Skull Necklaces, but the second room of the Earth Temple provides plenty of them. Grapple all 3 Moblins here, then make a quick getaway and repeat. You can also get quite a few Necklaces from the Moblins patrolling the Forsaken Fortress before you beat the Helmaroc King. -Fun Ways to Mess with Enemies- Though they usually aren�t apparent, there are many ways to mess with The Wind Waker�s enemies. Here are just a few of them. >Pincushion Moblins: It�s a little-known fun fact that arrows you fire at Moblins stay lodged in them until you defeat them or leave the room. If you can get a good shot lined up, try hitting them in the eye or posterior for lots of fun! >The Stalfos� Backup Weapon: If you knock or blow a Stalfos apart and pick up its mace before it rebuilds itself, you�re in for a laugh. The Stalfos rips its own bony arm off and starts whirling it around as a flail! Unfortunately, you can�t get a Pictograph of this; the mace returns to them as soon as you drop it. >Darknuts; Masters of... the Stick!?: Darknuts have been trained in more than swordfighting and martial arts. If you knock a Darknut�s sword out of its hand, then throw it far away but leave a different weapon near them, they pick it up and fight you with it! -Infinite Potions- Ever get tired of running out of Potions? Look no further! That�s right, if you do this trick, you can have all the Potions you need! To do this trick, set a Potion (preferably a Blue one) to X or Y. (Z doesn�t seem to work) Then, press the button the Potion is assigned to and Start at the exact same time. You should get taken to the menu. Switch the Potion out for another item from here, then press Start again. Link will drink the Potion as usual, but it remains in your inventory! If you can perfect this trick, you�ll never run out of life! It works even better with Elixir Soup; the duplicated bottle is full, giving you half a serving more than when you started! -Link�s Never-ending Quest- Once you�ve beaten your first game of The Wind Waker, you�ll be able to start a new, special file, assuming you have a free save slot. In this new second quest, you�ll notice several differences in the game. >You can rename Link for this quest; after all, it is essentially a new game. >Aryll starts out wearing the pink skull dress given to her by the pirates at the end of the game. >You gain several advantages for completing your Nintendo Gallery. First, you start the game with the Deluxe Picto Box, giving you several new opportunities for one-time Nintendo Gallery Figurines. Also, the Nintendo Gallery is opened from the start, and contains all the figurines you had when you beat your last game. >Your Grandma must have studied her fairy tales while you fought it out with Ganondorf. Instead of your traditional Hero�s Clothes, she gives you the Hero�s New Clothes, which only the honest can see. Sound familiar? Anyway, this means you�ll get to play through the game in your pajamas, so get ready for laughs! ...or not. >Also, Valoo, the Deku Tree, and Jabun speak English in your second game. It�s interesting finding out what they were saying. -Orca gets Mad- If you try throwing any of Orca�s pots at him or attack him with your sword while he�s standing in the center of the room, he expertly blocks them. Continue to do this and he starts getting mad; eventually yelling at you. So much for his stoic swordmaster image... -The Pig gets Mad- The pigs in this game are the new Cuccos. You can attack them with any attack item, and they flash like enemies. Beware; if you hit them too much, they attack you with lethal force! The pigs are fast when provoked; the small ones on Windfall do 1 heart of damage, while Abe�s giant pig does 3! -The King of Red Lions... Friend or Foe?- If you attack your boat from land (like with a jump attack), he flashes red and gets hit like an enemy! He doesn�t say anything different, but it�s still pretty weird, -Abe�s Secret Stash- While playing around with Abe�s pig, I discovered you could climb onto the raised portion of his fence near the cliff side. From here, you can climb onto the roof above the water trough, then jump onto the roof of his house! (you can also probably glide to it with the Deku Leaf from the top of the hill or entrance to the forest. A window up here on the roof is open, covered by a raised board. If you drop into it, you enter Abe�s loft, filled with pots and barrels! Be careful not to fall into the hole leading to his kitchen, though. -Restore Broken Signs- If you�ve cut down a sign before reading it, you can repair it by standing in front of it and playing the Wind God�s Aria. ------------------------------------------------------------------------------- 24. Legal Information/Contact (Legin) Copyright DarthMarth 2004 This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site besides www.gamefaqs.com or otherwise distributed publicly without my permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Although you may find this FAQ elsewhere, it was originally posted on www.gameFAQs.com, so check it out! Credit for the Information in this Guide goes mainly to my Prima Player�s Guide and my own play experience, but also to: Zyre�s guide for directions in Tingle�s cell and the Ganon�s Tower labyrinth. xHerooftime4847x for a correction on the fight with Ganondorf. shand2001 for the Savage Labyrinth enemy quantities. tnman for info on the trading quest. bloodstorm�s FAQ for info on 2 of the Tingle Tuner quests. SonGouki�s FAQ for information on Blue Chuchus and Sea Platform rewards. skullmagic2, cubefan, and demp42 for info on where you can sail. SIMSteven for info on the Sliding Puzzle. The New Bejitto for info on the Reefs. RPG1377�s excellent Game Script FAQ for refreshing my memory on the storyline. Brolly98 for an extremely helpful tip for Ganon�s Tower. JoyfulDayz for another tip on Ganon�s Tower. iniori for a correction on the Grappling Hook. Shawn C for information on the Beamos. stu for a tip in the Tower of the Gods. anthony lee for a correction on the enemies in the Ghost Ship. hamster-powah for a correction on a Windfall Island Heart Piece. Jpiggy33 for help on understanding the clock. GoldenFan for an alternate way to get Quill�s figurine. Gray for info on Chuchus. David for a tips for Pupper Ganon's third form. Andrew of Jax for another way to get Knight's Crests. An anonymous contributor for a helpful tip for killing Stalfos. If you helped with my guide but don�t see your name here, let me know! If you have any other questions (please make sure they aren�t already answered in the rest of my guide), corrections, comments, complaints about accidental copyright infringement, or any suggestions at all for my FAQ, please don�t hesitate to E-mail me at [email protected]. With your help, I can make my FAQ the most comprehensive on the net!