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The Legend of Zelda - The Wind Waker (e)

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The Legend of Zelda: The Wind Waker FAQ    
Written by James Williamson
E-mail: dugan62us@yahoo.com


Sections

I.	Controls
II.	Basic Information
III.	Main Characters
IV.	Outset Island
V.	Pirate Ship
VI.	Forsaken Fortress
VII.	Windfall Island
VIII.	Dragon Roost Island
IX.	Dragon Roost Cavern
X.	Forest Haven
XI.	Forbidden Woods
XII.	Finding Jabun
XIII.	Tower of the Gods
XIV.	Hyrule Castle
XV.	Forbidden Fortress Revisited
XVI.	Earth Temple
XVII.	Wind Temple
XVIII.	Triforce Shards
XIX.	Showdown with Ganon
XX.	2nd Playthrough Extras
XXI.	Lenzo's Apprentice
XXII.	The Trading Game
XXIII.	Pictograph Sidequests
XXIV.	Volunteer Association
XXV.	Maggie and Mila 
XXVI.	Orca Trials 
XXVII.	Wilted Deku Trees
XXVIII.	Mini-games
XXIX.	Island Guide
XXX.	Heart Pieces
XXXI.	Fairy Locations
XXXII.	Songs
XXXIII.	Charts Index
XXXIV.	Nintendo Gallery 
XXXV.	Bestiary
XXXVI.	Big Octos
XXXVII.	Items
XXXVIII.	Shops
XXXIX.	Version History
XL.	Copyright
XLI.	Credits and Thanks

I.	Controls

Start Button - View subscreens and inventory 
C Stick - Moves camera
Control Pad - View Maps
Control Stick - Moves Link
L Button - L targeting/moves camera directly behind Link
R Button - Crouch/defend/grab
Y Button - Use assigned item
Z Button - Use assigned item
X Button - Use assigned item
A Button - action - open doors/pick up/throw/talk/holster weapon
B Button - Sword swing/hold and release for spin attack


II.	Basic Information

The chief difference between 'Wind Waker' and its N64 predecessors 
is the fact that the World Map consists primarily of water.  You 
travel across the Great Sea to a variety of islands, preparing for 
your final confrontation with the evil Ganondorf.  Sailing is pretty 
easy, but it can get tedious, mostly because of the unchanging 
colors and music.  However, it quickly becomes second nature, and I 
doubt that anyone will be completely annoyed by this new concept. 

As the title suggests, wind plays a crucial role in the game's 
proceedings.  A yellow arrow appears behind your boat, indicating 
the direction in which the wind is blowing.  If you get off course, 
you will move very slowly, but you can generate your own wind power 
by moving the Control Stick back and forth.  Also, if you put your 
sail down, you can press the R Button to Cruise.  The A Button will 
bring you to a complete stop.  You can also get out of the ship by 
pressing the A Button.  

Your main source of reference is the Sea Chart.  At first, it won't 
have that much displayed on it.  Near every island, there is a 
Merman.  You can see him jumping around in the water.  Approach him, 
and sprinkle some All Purpose Bait onto the surface of the water, 
and the Merman will mark the island on your chart. 

You can also find Treasure Charts, which point out the exact 
location of chests buried on the ocean floor.  Treasure Charts can 
be obtained in dungeons, or as rewards for completing mini-games or 
sidequests.  While on your boat, press Up on the Control Pad to view 
your Sea Chart.  The Y Button allows you to compare the Treasure 
Charts with your Sea Chart.  This lets you know how close you are to 
recovering a sunken chest.  If you aren't sure where to look for the 
treasure in question, just pay attention to the small circles of 
light on the surface of the Great Sea.  Some of them only appear at 
night.  Be sure to take you sail down when you approach on of the 
circles, because they will vanish when you get too close, and you 
may go further than you'd like.  

Tingle Tuner

You may have already heard, but 'Wind Waker' can (like Metroid 
Prime) connect to the Game Boy Advance in what is a rather shameless 
marketing gimmick.  Fortunately, the linkage isn't required, but it 
does provide for some interesting secrets.  Early on, you will be 
given the Tingle Tuner.  Then, as you explore islands and dungeons, 
you can release Tingle Bombs to reveal hidden holes and chests, 
among other things.  Perhaps the major benefit is that the Tuner 
gives Link a chance to buy items that he wouldn't normally get until 
halfway through the game.  There are Bombs, Potions, and magical 
Shields.  The Tuner is required for two things: the 5 Tingle 
Statues, which depict the mischievous mapmaker in a variety of silly 
poses, and Knuckle, Tingle's brother, whom you can't find any other 
way.  

Wind Waker

Instead of an Ocarina or a Flute, you make music with the title 
instrument, a baton that is used to conduct the songs of the gods.  
First, you have to set the rhythm.   The basic rhythm is 3/4 time.  
Press left on the Control Stick to reach 4/4 time, and right for 6/4 
time.  You can tamper with the volume by sliding the Control Stick 
Up or Down.  Once the rhythm has bee established, you have to match 
the metronome's timing.  It appears at the top of the screen.  Tilt 
the C Stick to match the notes of the song.  The easiest way to do 
this is to hold the C Stick in the proper direction while the little 
red marker passes through the center of the metronome.  

Link's Actions

Unlike previous installments of the series, Link can only swim for a 
short period of time before drowning.  Pay attention to the 
spherical timer in the lower right corner of the screen.  

If you hold the R Button and tilt the Control Stick, Link will 
crawl.  This is great for getting into tight passageways or sneaking 
up on things.  You can't crawl when holding an item or weapon.  

Sword Techniques

Vertical Slash - L Button + B Button 
Jump Attack - L Button + A Button 
Spin Attack - Briefly hold and release the B Button or rotate the 
Control Stick and press the B Button
Thrust - L Button + Up on Control Stick + B Button
Horizontal Swing - B Button or L Button + Left or Right on Control 
Stick + B Button

Rolling Attack - Control Stick + A Button
Side Step - L Button + Left or Right on Control Stick + A Button
Back Flip - L Button + Down on Control Stick + A Button



III.	Main Characters

Link 
      A boy whose destiny is to follow in the footsteps of the 
legendary Hero of Time, who defeated Ganon centuries ago, and 
brought peace and happiness back to the world.  Link isn't aware of 
this, at first, and starts his journey in an attempt to rescue his 
sister, Aryll.  Along the way, he discovers his potential, and 
accepts his responsibility.  He is recklessly brave, and tends to 
act before thinking.  But such is the gift of youth. 

Aryll
      Link's sister.  She thinks the world of her big brother, and 
spends most of her time up on a watchtower, playing with the 
seagulls that fly overhead.  Her kidnapping facilitates the 
adventure. 

King of Red Lions
      A magical and mysterious talking boat that rescues Link from 
the Great Sea.  It becomes his companion and mentor, helping him 
traverse the world, and complete his adventure.  

Tetra 
	A sassy girl who leads a band of pirates.   She seems to care 
only about exotic treasures and monetary rewards, but, during the 
course of your adventure, her softer side becomes very apparent.  

Medli 
	A member of the Rito tribe of bird people.  She is fiercely 
devoted to her job as the attendant to Valoo, who rests atop Dragon 
Roost Island, and is one of the few folks who understands the 
ancient Hylian language, even though she isn't exactly fluent.  

Sturgeon 
	A crotchety old scholar who reads constantly, and is always 
learning new things.  He lives on Outset Island, in a small cabin 
above his brother, Orca, whose relentless physical training leads to 
a lot of domestic disruptions.  

Orca 
	Sturgeon's younger brother.  He is a crafty and clever swordsman 
who offers free training to all who wish to pursue it.  He isn't a 
person that you should underestimate in battle. 
 
Ganondorf 
	An evil man who was defeated more than a century ago by the Hero 
of Time.  His spirit managed to survive, and now he is wreaking 
havoc, growing stronger with every passing day.  He resides in the 
Forsaken Fortress, and hopes to acquire the Triforce, so he can 
destroy Hyrule once and for all.  


Walkthrough

IV.	Outset Island 

Items: Hero's Clothes, Telescope, Bait Bag, Hero's Sword, Hero's 
Shield, Hyoi Pear, All Purpose Bait 
Enemies: Bokoblin (Forest of Fairies)


After the opening sequence (which summarizes the events that have 
transpired in the previous Zelda games), you get control of Link, 
who has fallen asleep on the deck of the watchtower high above his 
small village.  He is awakened by Aryll, who reminds him that today 
is his birthday.   He is the same age as the Hero of Time, and there 
is a tradition to be followed.  

Climb down the ladder and follow the dirt path.  Cross the bridge to 
the other side of the island.  You can jump across the rocks and 
gather the Blue and Yellow Rupees.  When you reach the large, two-
story house, an old man named Sturgeon will call to you.  Target him 
with the L Button, and then climb the ladder to meet with him.  He 
will tell you about all of the knowledge that he has accumulated.  
The room shakes, and you learn about Orca, who lives downstairs.  
His daily training sessions knock everything off of Sturgeon's 
shelves.  Maybe that's why he's so cranky.  Read the ten flyers on 
the wall, and then go back outside, opening the door below you.  

Orca is extremely dedicated.  Since it's Link's birthday, he teaches 
him how to perform a rolling attack.  Run towards the back wall, and 
press the A Button to roll into it.  When achieved, Orca will offer 
to let you try out your sword skills.  You really don't need this 
yet, but the opportunity is there if you want it.  

Just outside the house, there is a man crouched near the bushes.  He 
tells you about how crawling can allow you to sneak up on things, 
like the black pig that is trotting around nearby.  On the hill 
behind the brothers' home, there is a woman who has just built an 
animal pen, and is anxiously waiting for some new pets.  She will 
pay you 20 Rupees for every pig you bring to her.  There are three 
to be found.  The black one is easier to catch than the pink ones.  
You can earn 60 Rupees quite easily by completing this simple task.  
The house near the mailbox is where Link lives.  If you crawl under 
the porch and through the hole, you can find a chest with an ORANGE 
RUPEE (100 Rupees).

Inside, climb the ladder to the loft, and speak to Grandma.  She 
wants Link to try on the HERO'S CLOTHES.  He reluctantly slips into 
the green costume, and discovers that it's a perfect fit.  She then 
segues into the story behind the shield that is hanging on the wall.  
Afterwards, she tells Link to go find his sister. 

Aryll hasn't left the watchtower.  Talk to her, and she will hand 
over the TELESCOPE, which lets you view things over incredibly large 
distances.  You should try it out immediately.  To do so, press 
Start to open the inventory screen, and set the TELESCOPE to the X, 
Y, or Z Buttons.  Now that you've equipped it, zoom in on the 
postman (by using the C Stick) and you'll notice that he casts a 
sudden glance into the sky.  Zoom out to spot a huge bird with a 
girl clutched in its talons.  A pirate ship is firing rocks at the 
creature, and, after a solid hit to the head, it drops the girl into 
the forest on top of the island.  Aryll is obviously worried about 
the girl, and implores Link to go rescue her.  But first, he needs a 
sword. 

Pay Orca another visit.  He wants to make sure that Link is prepared 
to handle a weapon, and gives him a series of important combat 
lessons.  Follow the onscreen instructions to execute these 
techniques with ease.  If you mess up, Orca will strike Link, 
knocking him to the floor.  

Command #1: Use the Horizontal Slice by pressing the B Button.  
Press the B Button to attack Orca repeatedly.  Land 8 hits to 
continue.

Command #2: Target Orca with the L Button, and then press the B 
Button for the Vertical Slice.  Hit Orca 8 times.  

Command #3: Press the L Button while holding Up on the Control 
Stick, and then press the B Button to perform a Thrust.  Four 
consecutive hits form a combo attack.  

Command #4: Spin attack by holding down the B Button or by rotating 
the Control Stick and pressing the B Button.  You must do this twice 
to move on. 

Command #5: Target Orca with the L Button, and then strafe around 
him until the sword starts glowing.  This signals the Parry attack.  
Press the A Button when this occurs, and Link will perform an 
evasive maneuver, which is then followed by an automatic attack.  Do 
this twice to proceed. 

Command #6: Target Orca with the L Button and then press the A 
Button to do a Jump Attack.  Repeat this to complete the exercise.  

Orca hands over the HERO'S SWORD.  Before leaving, inspect the brown 
belt on the shelf in the back of the dojo.  Orca will tell you about 
KNIGHT'S CRESTS, and if you can bring him 10 of them, he will teach 
you something special.  Go back across the wooden bridge and walk 
towards the patch of tall grass.  The man you see here is having a 
hell of a time chopping it down.  Use your new metal endowment to 
help him out, and you will be able to retain all of the Rupees you 
find under the weeds.  I got about 10 of them, but the actual amount 
varies.  

Enter the house near the tall grass, and crawl under the bed to grab 
a GREEN RUPEE, and then continue through the small passage to find a 
chest with a RED RUPEE.  There is a pig behind the house, in case 
you want to capture it.  Follow the dirt path around the house, and 
up the mountain trail.  Cut down the trees and keep going until you 
reach a rope bridge.  It has split in two, so run towards the gap 
and Link will jump safely to the other side.  Walk into the cave and 
enter the forest. 

Forest of Fairies

The truth behind this place will be revealed later on.  For now, cut 
a route through the grass.  Walk along the ledge on the right, and 
then drop into the next section.  Up ahead is a monster called a 
Bokoblin.  Link has never seen one before.  Target it with the L 
Button, and then slash it four times.  If you take damage, you can 
find Heart refills in the surrounding vegetation.  Crawl through the 
log on the ground to find another RED RUPEE.  Climb onto the tree 
stump and hop to the next ledge.  

Ignore the large boulder, and walk up the slanted log to drop over 
the stone wall.  You get to fight 2 more Bokoblins.  Lock onto to 
the closest enemy, and begin attacking it.  If they gang up on you, 
use the Spin attack to nail them both simultaneously, or just run 
away, and let them approach you from a distance.  Once the creatures 
are gone, the girl you were looking for falls from a tree.  Her name 
is Tetra, and her pirate buddies come to see if she is all right.  
Before Link can say anything, she runs off, promising to get revenge 
on the feathered fiend that put her here.  

When you exit the woods, Aryll shows up, and isn't around very long 
before the big bird swoops down and grabs her.  No matter how hard 
he tries, there is nothing that Link can do to rescue his sister.  
Down at the beach, he begs to go with the pirates, who are initially 
hesitant about taking along this pint-sized stowaway.  Tetra aggress 
to let him come (after some urging by the postman), but only if he 
can find a shield.  After all, he wouldn't last very long without 
any defense.  Take Link back to his house, and climb to the loft.  
The shield that was hanging there is gone.  Climb back down, and 
Granny will admit that she knows that Aryll was kidnapped, and that 
Link must try to save her.  She hands over the HERO'S SHIELD.  
Corral the piggies if you haven't done so already for some extra 
spending money, and then go to the docks and swim out to Beedle's 
Merchant Ship. Pick up the BAIT BAG (20 Rupees), and then buy at 
least 3 groups of ALL PURPOSE BAIT (10 Rupees each) and at least 4 
HYOI PEARS (also 10 Rupees apiece).  Beedle will keep track of your 
purchases, and when you have thirty of them, you can become a member 
of his Silver Club.  Try out your new items by setting a HYOI PEAR 
to one of the item buttons (X, Y, or Z).  Link will set in on his 
head, and a seagull will fly down to grab it.  You are then given 
control of the seagull.  Have it soar over the island, and pick up 
the hard-to-reach Rupees that are scattered about.  A YELLOW RUPEE 
sits on the cliff alongside the mountain trail.  A RED RUPEE is on 
the roof of the watchtower.  A BLUE RUPEE is on the roof of the 
house near the tall grass.  Collect the currency before boarding the 
pirates' ship.


V.	Pirate Ship

Items: Spoils Bag
Enemies: None


Link isn't much help to Tetra and her crew.  She sends him to Niko, 
who is waiting below deck.  Head through the cabin door and down the 
stairs.  Niko isn't the brightest bulb in the package, and his 
limited intelligence puts him at the bottom rung of the ladder.  
That is, until you arrived.  He is in charge of administering a test 
that all new pirates must take.  He demonstrates what you have to 
do: step on the right switch, and then use the ropes to get across 
the room.  However, there is a time limit, which means that error 
has to be minimal.  

You shouldn't have any trouble, unless you misjudge the distance 
between a rope and a platform.  Jumping too early will deposit you 
in the floor. To reposition yourself while holding onto a rope, 
press the R Button to stop swinging, and then hold the R Button 
while you move with the Control Stick.   When you pass the trial, 
Niko will let you open the chest with the SPOILS BAG.  This lets you 
store stuff left behind by fallen opponents.  It can hold up to 99 
of 8 different items.  Once you have it, Tetra announces that you 
have reached the Forsaken Fortress.  If you want more Rupees, you 
can get some by picking up the barrels and tossing them against the 
wall.  Go back to the top deck when you're done.  Climb the ladder 
to the crow's nest.  

The Forsaken Fortress is a very dangerous place.  The pirates would 
be caught if they got any closer, so Tetra decides to catapult Link 
inside the walls of the compound.  He endures a rough landing, and 
to make matters worse, his sword ends up on a platform high above.  
Until he gets it back, the shield will be his only means of 
protection.  



VI.	Forsaken Fortress

Items: Heart Piece 
Enemies: Moblin, Bokoblin, Miniblin

From your starting point, head up the first set of stairs and grab 
one of the barrels.  You can use the barrel as a disguise.  Just 
stop walking to hide under it.  Climb the second set of stairs, and 
navigate carefully past the two large searchlights.  If they spot 
you, an alarm will sound, and Link will be thrown in jail.  A moving 
barrel is very suspicious.  Gather the Rupees (the red ones in the 
center are the most difficult), and then ditch the barrel and go 
through the big wooden doors.  

Note: I will assign a letter to each room.  This concept is derived 
from the Bradygames Strategy Guide, and I will give the highest 
credit to Doug Walsh, the author of that great tome.  I 
simultaneously bless him and curse him for utilizing the most 
fundamental labeling system imaginable. 

In Room A, Link will encounter some pesky rats that will 
occasionally bump into him and steal some Rupees.  They crawl around 
on the walls and ceilings, and can take you by surprise if you 
aren't prepared.  If you drop some ALL PURPOSE BAIT by the hole the 
rats came out of, then they will sell you a variety of items.  The 
prices have been slightly elevated, however.  Head through the door 
on the right, and down the unguarded hallway.  

In Room B, you will meet some Miniblins.  Since you can't fight 
them, you have to find a way to keep them occupied while you make a 
break for the next door.  Like with the rats, the Miniblins have 
rapacious appetites, so litter the floor with a handful of ALL 
PURPOSE BAIT. They will gulp it down quickly, so don't dawdle. 

The next hallway has 2 Moblins.  Pick up the nearby barrel, and 
slowly make your way across the chamber.  The Moblins won't notice 
the barrel's displacement, but they will notice if it has legs.  So, 
remain motionless until both Moblins have their backs to you, or 
until they patrol the far side of the room.  This can take several 
minutes, so just be patient, and don't press your luck.  If you are 
spotted by a Moblin, then it will use its lantern to set the barrel 
on fire, and Link will be thrown in jail.  

In Room C, be cautious of the rats, and step on the switch hidden 
behind the barrels.  This opens a cell with a chest.  Inside, you 
will find your first HEART PIECE.  Collect four to earn another 
Heart Container.  Now, you have to get to 2nd floor.  To do this 
quickly, head back out into the previous corridor, and let the 
Moblins get a good look at you.  

The prison cell won't contain you for long.  Climb onto the table, 
and leap to the bookshelf.  Pick up the vase and shatter it against 
the wall to reveal a hidden passage.  Crawl through it to the other 
end.  Once you drop to the floor, head down the walkway and open the 
chest on the wooden balcony.  You now have the DUNGEON MAP.  Use the 
rope to swing to the other side, and then exit through the door on 
the left.  If you fall off the rope for some reason, just approach 
he Moblins again, and let them escort you back to your cell.  

You are now on a series of exterior walkways, which you can use to 
reach the searchlights, which you need to put out of commission.  
You learn about this from Tetra, who contacts you via the stone 
pendant in your pocket.  Be sure to check it every time the 
controller rumbles, and the A Button icon lights up.  

Run forward and turn to your left, and climb the ladder against the 
wall to find the first searchlight.  A Bokoblin is manning the 
controls.  Target him with the L Button, and then press the R Button 
to hold up your shield.  This will knock the stick out of his hands.  
There are additional sticks in a vase near the edge of the roof.    
Pick it up, and whack the Mr. Bokoblin five times to defeat him.  
Remember that when you have a stick or any other enemy weapon, Link 
will hold it with two hands, so if you use any other item, or go 
climb onto something, you will drop the weapon.  Also, you can press 
the A Button to throw the weapon.  Go back down the ladder, return 
to the main walkway, and enter the door on the right. 


Back in Room C (where the MAP was), and go through the door on the 
right to reach the other walkway, and the next pair of Searchlights.  
Pass under the arch on the left, and climb the ladder.  Take out the 
Bokoblin.  Back on the main walkway, head through the door on the 
left. In Room D, you will find some bunk beds.  Open the chest for 
some extra Rupees, and then go back outside.  Don't wander into the 
center of Room D, because the statue hanging on the wall will fire a 
laser at Link. Go back to Room C (where the MAP was), and re-enter 
the door on the left.  Cross the walkway and go through the next 
door.  You are on the second level of Room B.  Get the COMPASS in 
the chest behind the barrels, and then swing across to the other 
side of the room.  

Go through the door to find another external walkway.  Like before, 
there's a path on the left that leads to a ladder.  Kill the 
Bokoblin and disable the last Searchlight.  Continue going 
counterclockwise, and pass through Room A.  On the next walkway, you 
will find a crate.  Push it over the edge to fill in the gap at the 
base of the ladder.  You can collect any of the Rupees you missed 
when you first arrived.  Press forward to the next door and enter 
Room E.  2 Moblins are on patrol.  Thankfully, you only have to slip 
past the nearest one.  When it turns its back, dash for the stairs, 
discard the barrel, and enter the double doors at the top of the 
stairs.  

You are back outside.  Walk up the spiraling pathway.  At the top is 
another barrel.  Use it to sneak past the solitary Moblin guard, and 
cross the narrow walkway on your left.  When you reach the tiny 
ledge, watch for the A Button icon to say "Sidle", and then press 
Link's back against the wall and transport him safely to the other 
side.  Another thin ledge lies up ahead, but you don't have to worry 
about it unless you want the two heart refills.  Ascend to the top 
of the stairs, and get ready to fight a Bokoblin.  

Unlike the others, this Bokoblin carries a sword and shield.  
Speaking of swords, yours is laying nearby.  Roll forward to reclaim 
it, and then dispose of this enemy.  2 or 3 hits should suffice.  
Aryll is in the next room.  Before Link can free her, he is captured 
by the big bird, and taken to a creepy man dressed in black (and it 
ain't Johnny Cash).  This guy doesn't want to waste his time with a 
kid, so he commands the bird to toss Link out into the Great Sea.  
When Link regains consciousness, he finds himself on a boat.  
However, this is no ordinary boat.  This is a talking boat.  It 
introduces itself as the King of Red Lions, and then reveals what it 
knows about Link, his journey, and the person who lives at the 
summit of the Forsaken Fortress.  The King of Red Lions will become 
the vessel that shuttles you across the Great Sea, plus it can offer 
advice when you get confused about your current objectives.  
However, before any of this can occur, you have to find a SAIL.  
Luckily, you are sitting next to a place where you can certainly 
find one. 


VII.	Windfall Island 

Items: Sail, Tingle Tuner, Picto Box, Heart Piece x2, Treasure Chart 
7, Treasure Chart 23, 100 Rupees, 50 Rupees
Enemies: None
Sidequests/Mini-games: Zee Fleet

Windfall Island is bustling with activity.  Walk forward and enter 
the building on your right.  This is the Bomb Shop, and everything 
is ridiculously overpriced.  You couldn't ever afford to buy 
anything from here. However, if you sneak around to the rear of the 
shop, and sidle along the ledge, you can climb the ivy on the wall 
to find a secret entrance to the Bomb Shop. Smash the vases for 
several Rupees.  Back outside; pass under the stone arch near the 
mailbox to enter the main part of town.  The first building on your 
right is the Potion Store, but you need a bottle to shop there.  The 
next building on the right is a large house with a red door.  There 
isn't much to do inside, but you can upset the rich man upstairs by 
breaking one of sparkling vases.  Be careful, though, because if you 
break too many, he will ask for compensation.  

When you get back outside, follow the dirt path up the steps, and 
you will eventually see a man who looks like an Eskimo.  Despite the 
sunny weather, he is wearing a heavy blue-and-white coat.  His name 
is Zunari.  He has traveled to Windfall from his chilly homeland, 
but his ship got destroyed somehow, and he offers to sell you his 
SAIL for 80 Rupees.  You should have the money, but if you don't, 
wander around the village and chop down grass and bushes until you 
have it.  You have what you what's required, but you shouldn't stop 
exploring just yet.  Zunari will set up shop on Windfall Island, and 
make a comment about the DELIVERY BAG, and how it would help him 
increase his very sparse inventory. 

The wooden stairs on your left lead to the Cafe.  Take the stairs 
behind you, and enter the red brick building on the right.  Inside, 
you will meet Lenzo, a pictographer (or photographer) whose PICTO 
BOX has been stolen.  He claims to have more, but you should find it 
for him just in case.  Exit the studio and go through the stone arch 
up ahead.  Go down the wooden walkway into the grassy area, and turn 
right to find the Jail.  Smash the jars on your left to find a 
switch.  Step on it to open the cell door.  Inside, you will meet 
Tingle, a rascally cartographer and thief.  He hands over the TINGLE 
TUNER and TINGLE'S CHART, and then makes his escape.  Pull or push 
the large crate in his cell to find a hidden passage.  As you crawl 
through it, you have to watch out for wooden boards.  The best way 
to do this is by using a first-person perspective, so your side 
vision will be greatly improved.  The boards lead to dead ends with 
trap doors.  There might be more than one correct path through this 
maze, but I will list the one that worked best for me, starting at 
the first intersection.

Turn right
Turn left 
Go straight
Turn right
Turn left
Turn right
Turn right 

At the end, you will find a chest with the PICTO BOX.  Take it to 
Lenzo, and Link will be given permission to view the old man's 
private collection in the room upstairs.  If you want the DELUXE 
PICTO BOX (which has colorized film), you will have to become 
Lenzo's assistant, and to do that, you will need to complete a 
rather simple series of photographic tasks.  You will then have to 
bring something back from Forest Haven.  The DELUXE PICTO BOX will 
be given to you automatically after you beat the game for the first 
time.  But, trust me when I say that you will want it before then.  

Next to the camera shop, you will find the school, and a happy-go-
lucky teacher named Mrs. Marie.  Talk to her to find out about the 
trouble she's been having with a gang of boys called the Killer 
Bees.  They hang around outside the school.  Try to encourage them 
to practice better behavior.  At first, they won't listen to you, 
and say some pretty nasty things.  However, their leader, Ivan (he's 
wearing a hat) will challenge you to play a game of hide-and-seek.  
The kids promise not to cheat; they will remain on the island, and 
they won't hide in any of the buildings.  You might remember the 
next segment from "Majora's Mask".  When you locate one of the 
children, he will run away, and you have to tag him.  If you take 
control of a seagull (using a HYOI PEAR), you can scour the island 
and do a thorough sweep from the skies.  You should be able to spot 
all of the kids by doing this.   Here are the hiding places.

1)	Go through the arch to the left of the school, and look 
behind the tall bush on the left.  
2)	Behind the tombstone where Tott (the guy who likes to 
dance) is standing.  
3)	Roll into the large tree near the mailbox.
4)	Behind the Bomb Shop.  Walk along the narrow ledge to the 
other side.  

The Killer Bees are now reformed, and they hand over a HEART 
PIECE.  Tell Mrs. Marie about your accomplishment, and she 
will give you a PURPLE RUPEE.  The Killer Bees will also 
mention that today is Mrs. Marie's birthday, and that she 
really likes jewelry, especially JOY PENDANTS.  There is one 
stashed away on the tree near the Bomb Shop, but Link should 
already have one, so you don't really need to bother.  Mrs. 
Marie gives you a reward when you bring her 20 JOY PENDANTS 
and something better when she gets 40 JOY PENDANTS.  

Across from the school, you will find the Zee Fleet, which is 
a mini-game that works kind of like "Battleship".  To win all 
of the prizes (including the HEART PIECE and both TREASURE 
CHARTS), you have to beat it in one of two ways.  Check the 
mini-games section for more information.  (There are three 
YELLOOW RUPEES behind the fake ship). 

Go back to the King of Red Lions, and climb aboard.  The Sea 
Chart will be explained to you.  Forsaken Fortress, Outset 
Island, and Windfall Island are already filled in.  Hoist the 
SAIL, and head east, following the wind.  Remember to line up 
your boat with the yellow arrow.  Press the R Button to jump 
over barrels and any other obstacles you encounter on the 
surface of the water.  Eventually, you will reach Dragon Roost 
Island.  On your way, you may find a small ship with four guys 
in diving helmets.  They are known as the Salvage Corp., and 
they will hand over TREASURE CHART 34 if you speak with them.  


VIII.	Dragon Roost Island 

Items: Delivery Bag, Wind Waker
Enemies: None
Sidequests/Mini-games: Mail Sorter

Your objective here is to travel to meet with Valoo the great 
Dragon, who will be able to give you DIN'S PEARL.  Before 
undertaking this endeavor, The King of Red Lions forks over the WIND 
WAKER.  After some song practice, head through the tunnel that's 
straight ahead (indicated by the sign), and approach the Wind Shrine 
on the other side.  With the TINGLE TUNER, you can uncover a hidden 
cave by blowing up the large boulder near the tunnel.  You work your 
way through a series of subterranean chambers.  In each room, there 
are doors with torches above them.  Defeat the enemies that appear 
and one of the torches will ignite.  When all of the torches are lit 
up, the gated door unlocks, and you will find a chest with a PURPLE 
RUPEE.  There are more Rupees in the surrounding jars.  Enter the 
door across from the gated door to find the exit.  

At the Wind Shrine, you will find a tablet with the WIND'S REQUIEM 
etched on it.  Pull out the WIND WAKER and play the tune by tilting 
the C Stick in the following directions: up, left, right.  You'll 
meet Zephos, the god of wind, who tells you about his brother 
Cyclos.  Go back to where your boat is, pluck a BOMB FLOWER, and use 
it to destroy the boulder that is blocking your path.  Go up the 
trail, clearing out any more boulders, and ignoring the broken 
bridge.  Cross the narrow ledge above the bridge, remove the 
boulder, and then use the crates to reach the mailbox.  

Go through the opening, and head up the path until you run into the 
postman (whose name is Quill) again.  He is amazed that you have 
made it this far, and flies off to spread the news of your arrival.  
Keep following the path until you reach the post office. 

Inside, you will meet the ruler of the Rito tribe.  He and his 
people want to help Link with his dilemma, but they have problems of 
their own.  Rito youths earn their wings by taking a scale from 
Valoo, who has lately been angry and unpredictable.  This has 
frightened Prince Komali so much that he has all but given up the 
tradition, content to stay on the ground for the rest of his life.  
His father suggests that you try talking to him.  Perhaps you can 
give him some courage.  Quill hands over the DELIVERY BAG. 

Head up to the second floor, and enter the first room on your left 
to find Medli.  She has a letter that needs to be delivered to 
Komali.  Outside Medli's room is a guard who asks for GOLDEN 
FEATHERS. Bring him 20 of them to receive something special.  Your 
last stop on this floor will be the Mail Desk, where you can play 
the Mail Sorter mini-game.  You earn a certain amount of Rupees for 
each letter that you successfully sort.  The ultimate reward is a 
HEART PIECE, but you can't get that right now.  

Go back downstairs, and enter the hallway that's under the ramp.  
This leads to Komali's room.  He reads his father's letter of 
encouragement, but pays it no mind.  You see that he's clutching 
DIN'S PEARL.   Exit back to the first floor and head down the 
hallway on the left, past the Rito with the large staff.  


IX.	Dragon Roost Cavern 

Items: Bottle, Grappling Hook, Treasure Chart 39, Treasure Chart 11
Enemies: Orange ChuChu, Bokoblin, Moblin, Kargaroc, Keese, Fire 
Keese, Magtail

Drop to the lower section and talk to Medli.  She tells you that she 
is Valoo's attendant, and that her mentor was Komali's grandmother.  
After the conversation, she asks you to help her reach the upper 
ledge.  Pick her up, and walk up the small stone incline behind you.  
Wait until the wind is blowing towards the ledge, and then throw 
her.  She should make it.  If she doesn't, she will be knocked 
senseless for a few moments, but you can keep trying until you are 
successful.  When you have succeeded, Medli will give you a BOTTLE.  

Fill the BOTTLE with some of the water around the base of the 
boulder.  Then, walk back up the small ramp and jump onto the 
collapsed bridge.  Climb to the top.  Pour the water on one of the 
wilted Bomb Flowers, and watch as it sprouts back to life.  Pluck it 
and toss it over the railing to destroy the boulder and unclog the 
spring.  Now, you can swim across to the other side.  You'll see two 
statues.  Pick up one of the Bomb Flowers and throw it into the 
green basket that the first statue (on your right) is holding.  It 
will fall over.  Take another Bomb Flower, and jump onto the first 
statue, and aim for the basket held by the second statue (on your 
left).  Be careful when you are jumping, because you might take an 
accidental dive into the lava.  This might also happen if Link gets 
caught in the Bomb Flower's blast radius. Once both statues have 
fallen, they form a bridge to the entrance of Dragon Roost Cavern.  

In the entrance chamber, pull the left statue forward.  Then, you 
can pull the center statue to the left.  Go through the opening into 
Room A. 

On your left is a Mystical Jar.  If you can find the other ones, you 
can create warp points that can allow you to backtrack through the 
dungeon conveniently.  Defeat the Bokoblins, and use one of their 
sticks to light the two torches on the left.  Open the chest for a 
SMALL KEY.  Use the KEY to unlock the door, and then go through it.  
Use the TINGLE TUNER to uncover a FAIRY (which you might want to put 
in your BOTTLE) and some Rupees near the table on the right.  Then, 
slash through the boards and enter Room B. 

Walk to the left, past the locked door, and drop off the wooden 
walkway to the rock landing.  Pull the block out of the wall, climb 
onto it, and then jump to the next wooden walkway.  Jump across the 
small gap to the bridge, and run to the other side, avoiding the 
Keese.  Use the Bomb Flower to destroy the boulder, and then go 
through the door. 

In Room C, pick up one a water jug and throw it into the lava.  Use 
the platform that appears (for 15 seconds!!) to reach the chest with 
the DUNGEON MAP.  Now use one of the jugs near the chest so Link can 
reach the other side of the room.  Climb the ladder and watch out 
for the Orange ChuChu.  Go through the door at the top. 

Room D has two passages that are blocked by thick boards.  Approach 
the one in front of you and a Bokoblin will appear.  Kill him and 
take the sword he was carrying.  Use it to break the boards on your 
left.  Then, throw the sword up on the ledge to your left, take care 
of the ChuChus, and then break through the boards beyond the pair of 
torches to find a chest with a SMALL KEY.   Jump off the ledge, and 
head through the door on your left.  

Welcome back to Room B.  Toss a jar at the Bomb Flowers to remove 
the boulder, and then walk across the wooden planks and open the 
locked door in the distance.  

Room E - ignore the area to your right.  You won't be able to get 
across the lava until you have the GRAPPLING HOOK.  Walk forward and 
kill the ChuChus, and the break the boards on your left and take out 
the Bokoblin.  Use its Boko Stick to burn down the boards in front 
of you.  Step on the button to open the door. 

You are now outside.  Head across the bridge to your right, and slay 
the Bokoblin.  Climb the ladder, and be sure to avoid the lava that 
is spewing from the mountain.  Kill the Kargaroc (it might drop a 
GOLDEN FEATHER), and then sidle across the narrow ledge, dodging the 
lava.  Go around the boulder and jump up to grab the wooden ledge.  
Have Link move to the left while hanging from his hands.  When you 
get to safety, pick up the Bomb Flower and use it to blow up the 
boulder below.  Go through the door to re-enter the dungeon.  

Room F has two secret passages.  One of them leads to Rupees, and 
the other leads further into the Cavern.  

1st passage (w/ Rupees): pull all the blocks in the bottom row 
forward.  Then, pull the center and right blocks in the middle row 
forward halfway.  

2nd passage: Pull left and center blocks of bottom row forward. 

Climb up the blocks and go through the opening to Room G. 

In Room G, the King of Red Lions will warn you about the rats you've 
been seeing.  Pull the block out of the wall, and use it to reach 
the upper ledge.  Open the chest on the right for the COMPASS.  
Break the vase to get a stick, light it, and then toss it across the 
room to burn down the boards.  Open the chest for a SMALL KEY, and 
then unlock the door to go back outside.  

Run up the crumbling staircase, and then turn left to find a 
Kargaroc sitting in its nest.  Defeat it and pick up the SMALL KEY 
it was protecting.  Unlock the next door.  

Room H is dark.  Grab a stick from the vase, light it, and then 
proceed down the small corridor to the main part of this room.  
Fight off the Keese, and open the chest for a JOY PENDANT. Light the 
torch (use the TINGLE TUNER near the torch to find another hidden 
FAIRY), and then burn down the boards.  Light the two torches beyond 
the boards to raise the metal bars blocking the door.  

Back in Room B, use the Bomb Flower to blow the boulder off the top 
of the Mystical Jar, and then cross the bridge to the other side.  
Use the TINGLE TUNER to detonate a BOMB in the center of this ledge, 
and a chest will appear.  Go through the door after you open it.  

Room I has a Bokoblin.  Defeat him, and then search the vases on 
your left to find another one.  Once he's dead, take the stick and 
use it to light the unlit torch.  A chest appears.  Open it for a 
TREASURE CHART.  Roll into the wall near the door to uncover the 
final Bokoblin.  When he's gone, the doors will be unlocked.  Climb 
the ladder, and then run to your left.  Roll into the wall to knock 
the vase off the shelf, and then break it for a JOY PENDANT.  Now, 
you can go through the door.  

Room J has more water jugs and a small platform guarded by a 
Magtail.  Toss a water jug at this creature to make it roll up into 
a ball.  Hack at it with your sword to defeat it, and then take 
another jug and throw it onto the lava fountain once it's stopped 
shooting upward.  Jump onto the newly formed platform and ride the 
fountain up to the wooden walkway.  Go through the next door.  

Room K - you can't cross to the area on your right.  Pick up the 
Bomb Flower near the skulls and destroy both boulders.  You'll 
uncover the last Mystical Jar and another door.  Go through it to go 
outside once again. 
Run up the stairs on your right.  Don't stop moving because the 
steps fall from under you.  At the top, go through the door, and you 
will find Medli in a prison cell.  Defeat the 2 Bokoblins, and a 
Moblin will appear.  Defeat it (and pick up your first SKULL 
NECKLACE) to open the cell and free Medli. (in the back of her cell, 
you can reveal a hidden jar full of Rupees with the TINGLE TUNER)  
You'll find out why Valoo has been so upset.  You'll also receive 
the GRAPPLING HOOK.  Head up the stairs on your left, and follow 
Medli's instructions to reach the next platform.  Continue grappling 
from beam to beam until you reach some boards.  Break through them 
and fall back down to the foot of the falling staircase.  Use the 
beams on your left to reach a new door.  

Room L - Cross the bridge and defeat the Bokoblins.  Use the 
GRAPPLING HOOK (in conjunction with L-targeting) to steal JOY 
PENDANTS from them.  Pick up a stick, and then set the bridge's rope 
supports on fire.  Link will be dropped directly below.  Open the 
chest for a JOY PENDANT, and then go through the door.  

Room B - wait for the lava fountain to subside, and then enter the 
birdcage on the right.  Use a Spin attack to cut the ropes, and the 
cage's bottom will fall into a circle of stones below.  Jump through 
the opening in front of you, and then jump across the two suspended 
platforms.  Climb the ladder and go through the doorway.  Use the 
GRAPPLING HOOK to latch onto the lever hanging from the ceiling.  
Swing forward to pull the lever, thus lowering the metal bars over 
the door.  

Room M - Swing across to the ledge opposite the entrance and use the 
TINGLE TUNER to reveal a secret chest.  Open it for a TINGLE STATUE.  
There are only five of these in the entire game, and you can't find 
them any other way.  Latch onto the beam again, but this time, press 
and hold the R Button and point Link to the left.  Swing to the next 
ledge, and then jump across the suspended platforms.  Grapple onto 
the next beam to reach the door. 

Room N - Wait until the Magtail rises up and opens its pincers, and 
then perform a Jump Attack to make it roll up into a ball.  Carry it 
over to the switch and set it down.  When the flames have been 
lowered, open the chest for the BIG KEY.  If you accidentally kill 
the Magtail, don't worry, another one will crawl out of the lava.  

Go back to Room L, and use a water jug and the lava fountain to 
reach the upper part of the room.  Go through the door to go back 
outside.   GRAPPLE across the beams and re-enter Room K.  Hop into 
the Mystical Jar to return to the dungeon's entrance.  Go back to 
Room E and cross the chasm on the right with the GRAPPLING HOOK.  
Break through the boards and then open the chest for a TREASURE 
CHART.  Warp back to Room K and swing across the lava pool with the 
GRAPPLING HOOK.  Open the chests for a KNIGHT'S CREST and a YELLOW 
RUPEE.  Ignore the Magtails, and break the vases for Hearts, 
Fairies, and a JOY PENDANT.  Use the BOSS KEY to open the door.  
====================================================================
Boss: Gohma 
Attacks: Jab (1/4 Heart), Claw Slam (1/2 Heart), Flames (1/2 Heart)

This gigantic insect is responsible for Valoo's discomfort.  Dodge 
its Claw Slams, and use the GRAPLLING HOOK to latch onto Valoo's 
tail.  Swing forward and jump off.  Hopefully, you'll land on one of 
the wooden platforms.  Regardless, a large stone slab will fall from 
the ceiling, and put cracks in Gohma's shell.  Do this twice more to 
destroy the shell completely.  If you are on the platforms, then 
this battle is much easier, because Gohma can't harm you.  Once the 
shell is gone, you can work on the eye.  Target Gohma by pressing 
the L Button, and use it to bring the eye into range.  Slash at it 
repeatedly before Gohma retaliates.  Repeat this a second time to 
finish the Boss for good.  Pick up the HEART CONTAINER and step into 
the swirling wind to exit the Cavern.  
====================================================================

Komali has regained his courage now that everything is back to 
normal. He gives you DIN'S PEARL, and Valoo mentions "the wind god's 
wind".  Play the WIND'S REQUIEM, and set the wind to blow south, 
where the next pearl lies.  Before leaving, use a HYOI PEAR to take 
control of a seagull.  Use the bird to detonate the Bomb Flowers on 
the side of the mountain (you can see them from the beach in first-
person perspective).  The resulting blast will destroy a boulder, 
causing a chest to fall to the ground.  Open it for a SILVER RUPEE 
(worth 200 Rupees).   Don't do this if you have more than 100 
Rupees.   

Get back in your boat, hoist the sail, and start towards your next 
destination.  Along the way, you will meet a Merman, who reveals 
some new details about Dragon Roost Island.  There are other Mermen 
out there in the Great Sea, and if you feed them some ALL-PURPOSE 
BAIT, they will fill in your Sea Chart.  If you haven't found the 
Salvage Corp. yet, then you should bump into them around Eastern 
Triangle Island (sector F4).  In the next sector (F5, Bomb Island), 
look for a wooden Submarine.  Infiltrate it and clear out the 
Bokoblins.  Open the chest that appears to find your second BOTTLE.  
In Sector F6, you will automatically disembark at Forest Haven.  


X.	Forest Haven 

Items: Deku Leaf, Treasure Chart 3
Enemies: Boko Baba, Octorok 

Climb up the ledges past the mailbox.  The Bobo Babas will spring up 
when you get close, so target them, and the slash them furiously.  
They should raise up, exposing their stems.  Cut through the stems 
to decapitate the nefarious plants.  They usually drop BOKO BABA 
SEEDS four of them can be made into an ELIXIR that restores both 
Health and Magic in the cave behind the Great Deku Tree).  Make your 
way to the waterfall, and then swing to the first platform using the 
GRAPPLING HOOK.  Jump across the other platforms, using your shield 
(or sword) to deflect the Octorok's projectiles. When you reach the 
last platform, latch into the overhead beam, and swing towards the 
puddle in front of the cave entrance.  Enter to find the sanctuary 
where the Great Deku Tree resides.  

Make your way upstream to find the Great Deku Tree.  The guardian 
spirit is being attacked by a legion of Red and Green ChuChus.  Roll 
into the base of the tree to knock them off, and then defeat them 
(picking up the JELLY they drop, as it can be used to make POTIONS 
back on Windfall Island). The Deku Tree initially addresses you in 
Hylian, but switches to English when he sees that you don't 
understand.  He calls forth the Koroks, the cute little creatures 
that live in the forest, and come together every year for a 
ceremony.  However, it can't take place just yet because a Korok 
named Makar has fallen into the Forbidden Woods.  Link must save 
him.  In order to do so, he is given an invaluable item called the 
DEKU LEAF.  However, you must retrieve it from one of the Deku 
Tree's highest branches.   

To reach this altitude, you are going to have to use the Baba Buds, 
which will spit you into the air after approximately three seconds.  
Tilt the Control Stick to get into position, making sure that the 
landing place is centered at the top of the TV screen.  This gets a 
lot easier with practice.  After the first four Buds, you will be on 
a leaf canopy.  Use the GRAPPLING HOOK and the overhead beam to 
reach the next Bud.  After the next set of Buds, you will finally be 
able to nab the DEKU LEAF.  A Korok will draw your attention to 
where he is standing, indicated by a large arrow made out of bushes.  
This leads to the Forbidden Woods.  However, you don't want to go 
there just yet.  Glide to the Baba Bud that's in front of you, and 
as you launch out of it, glide over to the high ledge.  Exit through 
the cave to a small ledge with an island in the distance.  This is 
the Nintendo Gallery, and it involves the game's most complex and 
difficult sidequest.  Don't worry about getting there just yet, 
because there's an easier way.  Go back inside the Haven, and use 
the Baba Bud on the ledge.  When you are tossed into the air, glide 
to the branch, and the glide to the next ledge.  Refill your Magic 
Meter by chopping down the bushes, and then enter the cave.  Here is 
another small ledge with another small island in the distance.  
Glide to this island (the wind should already be blowing to the 
south), and open the chest for a TREASURE CHART.  Return to the Deku 
Tree's chamber (by taking the platforms above the waterfall) and 
head to the ledge with the grassy arrow on it.  

Set the wind to blow to the southwest and glide to the island being 
circled by the updraft.  Now, set the wind to blow northwest, take 
out the DEKU LEAF, and use the updraft to gain enough altitude to 
reach the entrance to the Forbidden Woods.  


XI.	Forbidden Woods

Items: Boomerang, Treasure Chart 15, Treasure Chart 1 
Enemies: Mothula, Boko Baba, Morth, Peahat, Moblin, ChuChu

Head up the path on the right, defeat the Green ChuChus, and then 
open the chest for the DUNGEON MAP.  Now, go through the grass on 
your left (dodging or killing the ChuChus), and pick up the Boko 
Nut.  Toss it at the vines covering the door.  Make sure that you 
hit the flower, because the outer leaves are completely 
impenetrable.  
Room A - Drop down to the lowest level, and take out the Boko Babas.  
Use the DEKU LEAF to blow away the piles of leaves to find Rupees 
(and a Fairy).  Take a stick (left behind by the Boko Babas), light 
it with the torch, and throw it at the vine covering the chest 
inside the tree trunk.  Open the chest to find a KNIGHT'S CREST.  
Use the Baba Bud on the tree stump to reach the ledge on 2F.  You'll 
have glide to most of the other Buds with the DEKU LEAF while 
avoiding the large thorny vines protruding from the walls.  Destroy 
the vine on the door with the Bomb Flower.  If you have been using 
the TINGLE TUNER, then use the Baba Bud near the door to reach a 
tiny ledge on the third floor.  You'll find another vine-covered 
chest.  You can remove the vine with a Tingle BOMB and claim the 
TREASURE CHART inside.  Without the TINGLE TUNER, you'll have to 
come back with the BOOMERANG.  

Room B - use the DEKU LEAF to blow the fan on the left.  When the 
gondola appears, jump onto it, face the opposite direction of where 
you want to go (in this case, you'll want to face south), and then 
blow gusts of air with the DEKU LEAF to move the gondola across the 
chasm.  Go through the door on the other side.  

Room C - Use the GRAPPLING HOOK to steal GOLDEN FEATHERS from the 
Peahats.  Once you've done so, use the DEKU LEAF to hit them with a 
gust of wind to knock them out of the air.  This is the only time 
they are vulnerable to a sword attack.  Clear the area of enemies, 
and uncover additional treasure by dispersing the leaves.  Then, use 
the Baba Bud to reach the upper part of the room.  Blow the fan on 
your right to call the gondola, and then travel to the other side of 
the room.  Now things get tricky.  Pick up the Boko Nut and set it 
on the gondola.  Head back towards the door, and use the Nut to 
destroy the vines.  Make sure that you set the Nut behind you or 
else it will be blown off the gondola.  Also, you have to work 
quickly, because the Nut hasn't fully matured, and it will rot 
shortly after being plucked.  

Room D - The Boko Nut looks ready for the taking, but it is actually 
surrounded by a group of impenetrable vines.  Use the DEKU LEAF to 
blow the Nut away from its current location, and then pick it up, 
and toss it at the vines covering the door.  

Room E - Head right and use the GRAPPLING HOOK to latch onto the 
beam.  Take the two moving platforms to the ledge with the locked 
door.  Pick up the Boko Nut, jump onto the hanging tree stump, 
gather the Rupees, and then leap to the ledge with the pair of 
torches.  Use the Nut to destroy the vines, and then go through the 
door.  

Room F - a new enemy awaits confrontation: the Morth.  These 
annoying little critters can't cause any damage, but they can attach 
themselves to Link's body, impeding his movement.  If they are 
clinging to you, use a Spin Attack to knock them off.  The chest in 
the small valley contains a YELLOW RUPEE.  You probably don't need 
this, so leap over it and go through the next door.  

Room G - this is a vine maze.  Cut down the bushes so that you can 
remember the right path, and work your way to the left.  Pick up the 
Bomb Flower and use it to destroy the boards.  Open the chest for 
the COMPASS.   You'll notice more boards up ahead, but you can't get 
to them because of the vines.  And, you can't carry the Bomb all the 
way over to the other side before it explodes.  So, pick up the Bomb 
Flower, and set it down as close to the vines as you can.  Use the 
DEKU LEAF to blow it up on the ledge before it detonates.  The balst 
will remove the wooden barrier.  Now, navigate the maze so you can 
reach the right side of the room.  Open the chest for a SMALL KEY.  
Use the Baba Bud and the DEKU LEAF to reach all of the platforms, 
and break the last jar for a JOY PENDANT.  When you're finished, 
return to Room E. 

Room E - Use the SMALL KEY to unlock the door that you bypassed 
earlier.  

Room H - Deal with the Peahats and use the gondola to cross the 
shallow water.  

Room I - Not long after you enter this room, you will be assaulted 
by a Mothula.  Slash at it quickly, and be prepared for the horde of 
Morths it will release.  Once it's defeated, chop down the Boko 
Babas, and use one of the Buds to reach the tree branches.  Use the 
Bud sitting on top of the column to reach the next set of branches.  
Take care of the Peahats (and stock up on GOLDEN FEATHERS).  Use the 
GRAPPLING HOOK to latch onto the overhead beam, and then climb onto 
it.  Now, you can grapple to the next beam.  Drop to the ledge 
directly below.  Jump to the first moving platform, and then jump to 
the second moving platform.  It will lift you to another ledge.  
Open the chest for a JOY PENDANT.  Go back to the upper set of tree 
branches and go through the unblocked door. 

Room J - There is a Flying Mothula in this room.  Use the DEKU LEAF 
to knock it on its back, and then remove its wings with a sword 
attack or combo.  You'll have to repeat this process several times 
to remove all four wings.  Without the ability to get airborne, this 
creature behaves like an ordinary Mothula.  Defeat it and then open 
the chest for the BOMMERANG.  Assign it to one of the Item Buttons 
(X, Y, Z), and target the two switches above the door.  Once they 
have both been activated, the door will be unlocked. 

Back in Room E, take out the Peahats, and then use the BOOMERANG to 
target the vines on the other door.  

Room K - Use the BOOMERANG to cut down the Boko Nuts that are 
hanging from the ceiling.  This clears a path to the other side of 
the room.  Glide there with the DEKU LEAF.  Open the chest for a JOY 
PENDANT and then go through the door. 

Room C - Glide onto the large flower and use the BOOMERANG to sever 
the vines that connect it to the ceiling.  It will crash through the 
floor into the Basement.  Enter the door near the Baba Bud. 

Room M - Clear the Morths off of the stepping stones, and then head 
right, past the Green ChuChus and the tendrils that drain you of 
Magic Power.   Go through the door. 

Room N - Jump onto the flower and leap to the ledge.  Open the chest 
for a YELLOW RUPEE.  Get back on the flower, and use the BOOMERANG 
to detach it from the ceiling.  It falls into the water below.  The 
flower forms a rudimentary bridge.  Dispose of the Octorok by 
deflecting its projectile, and then use the Bomb Flower to destroy 
the boards.  Go through the door behind the boards.  

Room O - Destroy the Peahats (but not before stealing more GOLDEN 
FEATHERS), and then jump to the small patch of land to the right of 
the entrance.  Use the TINGLE TUNER to find a TINGLE STATUE.  Now, 
clear the platforms of Morths and Boko Babas, and make your way to 
the back of the area.  On the last platform, you will find a Baba 
Bud.  Launch out of it and glide to the ledge.  Use the gondola to 
reach the ledge with the Bomb Flower.  Pick up the Bomb Flower, jump 
onto the gondola, and toss the Bomb into the hole on top of the tree 
stump.  If done properly, the vines will be destroyed, and you can 
jump into the hole, and open the chest for a TREASURE CHART.  
However, this takes some time to perfect, so don't get frustrated if 
you can't do it immediately.  Once you claim the TREASURE CHART, 
exit through the crawlspace.  Return to Room N. 

Room N - Cut down the flower again and use it to travel down the 
watery passage.  As with the fans, you have to use the DEKU LEAF to 
blow gusts of air in the opposite direction of where you want to go.  
When you reach the far ledge, avoid the tendrils and ChuChus and go 
through the door. 

Room P - run up the path and stand in top of the tree stump.  You 
have to activate all five switches by hitting them in the correct 
order with the BOOMERANG.  Start with the one in the back of the 
room, and move clockwise from there.  Open the chest for the BIG 
KEY.  You'll now have to face a pair of Moblins.  Use the GRAPPLING 
HOOK to steal their SKULL NECKLACES, and then stun them with the 
BOOMERANG while you slash at them with your sword.  Once both 
Moblins are defeated, return to the top of the tree stump where you 
hit all the switches and grapple the overhead beam.  Swing to the 
upper door to get back to Room M.  

Room M - Return to Room C. 

Room C - Blow the fan to create a large updraft around the flower.  
Jump into the Baba Bud, and glide into the updraft to reach the 
second floor.  Use the BOOMERANG to destroy the vines on the door. 

Room Q - 2 Mothulas attack you in this room.  Stun them with the 
BOOMERANG and try to handle them individually.  When they are 
defeated, the doors will be unlocked and a chest will appear.  Open 
the chest for a JOY PENDANT.  

Room R - This is the last room before the Boss Chamber.  Break open 
the Boko Nuts to find Rupees, refills, and ChuChus.  Use one of the 
Boko sticks to burn the lid off of the Mystical Jar so that you can 
warp back to the dungeon entrance, in case you missed the TREASURE 
CHART in Room A.  Once you're prepared, unlock the door with the BIG 
KEY. 
====================================================================
Boss: Kalle Demos 
Attacks: Swallow (1 Heart), Root Slap (1/4 Heart), Root Slash (1/4 
Heart)
Kalle Demos looks like a Boko Baba, but is protected by an enormous 
flower that is connected to the ceiling by vines.  Use the BOOMERANG 
to chop through the vines and send the flower pummeling to the 
ground.  Move in and target the Boss, attack with a combo, and then 
perform a backflip before the creature has a chance to swallow you.  
You can only target five vines at once, so you have to throw the 
BOOMERANG several times to nail them all.  The Root Slap and Slash 
can both be avoided by rolling out of harm's way.  The patches of 
grass around the arena can be cut down for extra Hearts. 
====================================================================
When Makar is free, grab the HEART CONTAINER and step into the 
swirling wind to warp back to Forest Haven.  The Great Deku Tree 
will hand over FARORE'S PEARL.  You can then watch the ceremony.  
Afterwards, the Koroks will be sent out into the world to plant Deku 
saplings.  This figures into one of the game's sidequests.  

Leave Forest Haven and board your boat.  If you captured the firefly 
(check the sidequests section), you can receive the DELUXE PICTO BOX 
from Lenzo on Windfall Island.  Check the mailbox near the King of 
Red Lions to find a congratulatory letter from the Rito Chieftain.  
It contains a HEART PIECE.  

Your next objective is to find the water spirit, Jabun.  He lives at 
Greatfish Isle, which lies to the northwest.  On your way there, 
stop by Six-Eye Reef (D4) and enter the submarine.  Defeat the trio 
of Moblins and open the chest for another HEART PIECE.  


XII.	Finding Jabun 

When you reach the location marked on the Sea Chart, you find 
Greatfish Isle in a major state of disarray.  Quill informs you that 
Jabun has escaped Ganon's carnage, and is hiding out behind a big 
rock wall on Outset Island, Link's home.  He also tells you that 
Tetra and her pirates are at Windfall Island, and it looks like they 
are preparing to find Jabun, as well.  You know where you have to 
go, but before leaving, dock at the base of the spiral hill.  Walk 
to the top and make sure that the wind is blowing to the northeast.  
Then, use the DEKU LEAF to glide towards the ledge on your right.  
Your Magic Meter has to be full.  If successful, you'll find a chest 
with a HEART PIECE.  

Set the wind to blow northeast and push off for Windfall Island.  

When you reach the island, you'll see the pirate ship. Check the 
mailbox for a letter from Orca.  It contains a RED RUPEE.  The storm 
has left the lively town completely deserted, so there isn't anybody 
to talk to.  You can enter almost all of the buildings, except for 
the Bomb Shop.  You hear a voice that says it is closed.  However, 
you think differently.  Sidle the ledge at the back of the shop and 
climb the ivy.  Enter the crawlspace.  The owner has been tied up by 
the pirates.  They are stealing his inventory.  Tetra notices that 
Link is spying, but she doesn't tell her crew.  Once Tetra, Gonzo 
and Mako will discuss the password, which changes every day.  Write 
it down or commit to memory, because you will be needing it soon.  
Exit the Bomb Shop, and head up the bank on your left.  You can jump 
onto the Pirate Ship near the tombstone.  

Approach the cabin door and enter the password.  Open the door and 
go down the stairs.  You can also explore Tetra's room for some 
familiar Legend of Zelda artwork.  Niko is waiting below deck, just 
like before.  He has got a new challenge for you.  You have to cross 
the room by swinging from rope to rope.  The platforms are gone, so 
this can be tricky.  Just remember to press the R Button and 
reposition yourself before each jump.  Even though there is a time 
limit, you will be able to finish the course before it runs out.  
Niko will let you open the chest with the BOMBS.  Tetra informs you 
that you might have a head start, but that her ship can travel a lot 
faster than your boat.  And she is going to leave at dawn.  Return 
to the King of Red Lions (check the mailbox again and read the 
letter to get BEEDLE'S CHART), and set the wind to blow to the 
south.  Make the fairly long journey to Outset Island.

When you get to Outset Island, you'll realize that Ganon has cast a 
spell that prohibits the sun from rising.  Therefore, you don't have 
to worry about Tetra and her boys getting to Jabun first.  The King 
of Red Lions suggests that you visit your grandmother.  Before doing 
so, go back to the Forest of Fairies. Climb the hill behind the 
house with the tall grass.  At the top, you'll notice that the 
bridge is gone.  Climb onto one of the wooden supports, set the wind 
to blow west, and then glide across to the Forest entrance.  
Remember the large boulder?  Use a BOMB to destroy it, and then drop 
into the hole.  Walk up to the fountain to meet the Great Fairy.  
She gives you a RUPEE BAG UPGRADE.  Link can now carry up to 1000 
Rupees.  Fill up your BOTTLES with a couple of the smaller FAIRIES, 
and then go talk to Grandma.   Outside Link's House, check the 
mailbox to find another letter inviting you to come to Beedle's 
Special Shop Ship near Rock Spire Island.  After reading it, you 
will get a GREEN RUPEE. 

Grandma isn't feeling well.  Release a FAIRY to make her feel 
better, and she will give you some ELIXIR SOUP.  It will replenish 
Health and Magic, plus, it will increase your attack power until you 
get hit once.  There are only two servings, so make sure that you 
use them wisely.  If you run out, just return to Outset Island and 
talk to Grandma to receive another batch. 

Visit Beedle and restock your BAIT BAG if necessary.  Then, circle 
around the island until you find a whirlpool on the surface of the 
water.  Sail into it and equip the BOMBS to an Item Button.  This 
allows you to use the Bomb Cannon.  Blow away the chunks of stone 
covering the cave, and you will automatically go inside.  Jabun only 
speaks Hylian, so you won't know what he's saying until the second 
Playthrough.   He will give Link NAYRU'S PEARL.  

Back outside, The King of Red Lions will mark the locations of the 
islands where you must set the PEARLS.  They are the Northern, 
Southern and Eastern Triangle Islands.  

Southern Triangle Island is surrounded by Seahats.  Use the 
BOOMERANG to defeat them.  

When all three PEARLS have been placed, a huge Triforce insignia 
appears, and the Tower of the Gods rises from beneath the Great Sea.  


XIII.	Tower of the Gods

Items: Hero's Bow, Treasure Chart 6, Treasure Chart 30
Enemies: Armos, Armos Knight, Wizzrobe, ChuChu, Darknut, Kargaroc, 
Keese, Red Bubble

The water levels will fluctuate throughout this dungeon.  You can 
get around by boat, but there is no wind, so you will either have to 
cruise (by pressing the R Button when you SAIL is lowered), or with 
the SAIL, you can move the Control Stick back and forth to create 
your own wind power.  

Room A - this is the entrance chamber.  Use the Bomb Cannon to 
destroy the fractured walls on your left.  Go to the back-right 
corner.  Climb onto the pedestal when the water level rises, and 
then jump onto the landing with the green and gold tiles.  Pick up 
one of the Armos statues and set it down on the glowing tile near 
the door.  Now that the bars are gone, enter the next room.  

Room B - Stun the Yellow ChuChu with the BOOMERANG to remove its 
electrical shield, and then defeat it with a sword slash.  When the 
water drains from the pool, jump in and grab a box.  Set the box on 
the tile, and a bridge will appear.  Climb the ladder to exit the 
pool.  When the water rises, the box will be lifted from its 
position, and the bridge will vanish.  However, the box will fall 
back into place when the water lowers, so just wait for that to 
happen.  Then, cross the bridge and pick up the statue.  Carry it 
out of the room. 

Room A - Set the statue in the indentation near the green and gold 
tiles to your left.  A beam of light shines towards the ceiling, and 
a large gate lowers.  Jump into the water and swim to the door 
directly across from you.  

Room C - Kill the Yellow ChuChu and then wait for the water to rise.  
Climb onto the ledge on your right, and place a BOMB in front of the 
fractured wall.  When the dust settles, open the chest for the 
DUNGEON MAP. More ChuChus will appear.  Push one of the crates near 
the segment of fractured wall in the back-left corner.  Pull out a 
BOMB and toss it at the wall right before it detonates.  Jump into 
the alcove and break the jar on the left for a JOY PENDANT. 

Room A - Go through the passage on your right.  Place both Armos 
Statues on the glowing tiles to open the door.  

Room D - this is one of the trickiest (and most frustrating) rooms 
in the dungeon.  You have a jar full of sticks, a large pool with 
six crates, and two unlit torches on the other side of the pool.  
It's obvious what you have to do, but it ain't easy.  Use the crates 
to make a bridge.  You'll have to space them out in order to jump 
across them without falling into the water.  There isn't any pattern 
to this.  It's just a matter of good judgment.  Do a trial run 
before grabbing a stick.  When you're successful, light the torches 
and open the chest for a SMALL KEY.  It is possible to accomplish 
this task with only four of the crates.  

Room A - Use the King of Red Lions to get to the left side of the 
room, where you destroyed the walls.  Climb over the one in the 
back-left corner and go through the unlocked door. 

Room E - Use the DEKU LEAF to blow air at the Red Bubble, turning it 
into a helpless skull.  Kill it and then open the chest for the 
COMPASS.  There is another chest in this room, but you can't get it 
until later.  

Room A - Wait for the water to lower, and then go down the stairs on 
your right.  Use the SMALL KEY to unlock the door.  

Room F - Defeat the 4 Yellow ChuChus to make a magical staircase 
appear.  Pick up the statue and carry it out of the room. 

Room A - Run up the stairs on your right and place the statue in the 
indentation.  The waterfall in the middle of the room will recede, 
revealing the tunnel it was hiding.  Get a stick from the vase on 
your left, ignite it, and then run back down the stairs (when the 
water has lowered, of course) and light the pair of torches near the 
door that leads to Room F.  A chest will appear.  Open it for a JOY 
PENDANT.   Now, you can enter the newly accessible tunnel. 

Room G - There is Beamos in the center of this room.  It is 
constantly looking for intruders, so slipping by it unnoticed is 
nearly impossible.  However, you can easily outrun its laser.  Take 
out the Rats with the BOOMERANG, and then place the Armos Statues on 
two of the three glowing tiles.  Then, have Link stand on the last 
one to activate the platforms.  Use them to reach the top of the 
room, and go through the door.   If you jump to the solitary 
platform across from the door and use the TINGLE TUNER, you will 
find the third TINGLE STATUE.  

Room H - This room has four doors.  However, only one is unlocked at 
this time.  Go through the door with the glowing symbol on it.  

Room I - Kill the ChuChu and jump onto the platform.  Ride it to the 
other side, defeat the ChuChus, and go through the door.  

Room J - Walk up the stairs and onto the platform in the center.  
Jump off its northern side and approach the monument in the back of 
the room.  Press the R Button to call down the statue.  Let it 
follow over the curvy, narrow walkway.  When you reach the end, pick 
up the statue, jump across the small gap, and go through the door.

Room I - Jump onto the platform and ride it to the other side.  Go 
through the door.  If the ChuChus are bothering you, set the statue 
down and take care of them before continuing.  

Room H - the statue leaps out of your hands and climbs onto a 
pedestal.  A tablet appears in the shrine in the center of the room.  
Walk up to it and pull out the WIND WAKER to learn the COMMAND 
MELODY (left, neutral, left, neutral).  Go through the door with the 
glowing symbol to enter the western wing. 

Room K - Defeat the Red Bubbles, and then use the GRAPPLING HOOK to 
cross the chasm.  Go through the door on the other side.  
Room L - Latch onto the beam with the GRAPPLING HOOK and swing or 
glide) to the monument.  Call down the statue.  Have Link stand on 
the glowing tile, and play the COMMAND MELODY to take control of the 
statue.  Navigate the statue across the magical bridge.  Press the R 
Button to regain control of Link and swing (or glide) back across 
the chasm. Pick up the statue and go through the door. 

Room K - Set the statue on the glowing tile.  The King of Red Lions 
will contact you with some information on these statues.  Latch onto 
the beam and reposition yourself to face the unbarred door on the 
right.  Swing to it and enter the next room.  You can also glide.  

Room M - You'll fight a Darknut.  Lock onto it, and then strafe 
until the A Button flashes.  Press A at this time to perform the 
Parry attack.  With any luck, you will sever the straps on the 
Darknut's armor.  Use Parry once more to remove the helm.  Steal a 
KNIGHT'S CREST with the GRAPPLING HOOK, and then finish off the 
fiend.  The best way to do this is by first stunning it with the 
BOOMERANG and then slashing at it with your sword.  Combos are very 
effective.  When the Darknut is defeated, open the chest for the 
HERO'S BOW.  

Room K -  Use the BOW to shoot the eye on the wall in front of you.  
Also be sure to take down the Red Bubbles.  Swing or glide to where 
you left the statue pick it up and use the two moving platforms to 
cross the chasm.  

Room H - The statue gets on its pedestal and another door opens. 

Go back to Room E (where you got the COMPASS) and shoot the eye on 
the wall to make a chest appear.  Open the chest for a TREASURE 
CHART.  Then, go back to Room I, and shoot the eye there.  This 
causes another platform to appear.  Use it to reach a door.  

Room N - this is like an arena.  Throw BOMBS into the mouths of the 
Armos Knights (which open after they leap three times).  Once both 
are destroyed, get the JOY PENDANT in the chest and go back to Room 
H.  Go through the door with the glowing symbol.

Room O - Take out the Keese if they get in your way.  Approach the 
edge of the pool and toss a BOMB at the fractured wall on the left.  
Jump down into the alcove that's revealed and go through the door. 

Room P - Play the WIND'S REQUIEM while standing on the blue wind 
mark. A chest appears.  Defeat the two Armos Knights, and then open 
the chest for a TREASURE CHART.  

Room O - Swim across to the opposite door. 

Room Q - There are lots of platforms here.  Use the DEKU LEAF to 
help you navigate them carefully.  Take out the Red Bubbles with the 
BOW.  Be sure to watch Link's shadow while you glide so that you can 
land safely.  There are two platforms with eyes on them.  Use the 
BOW to activate these platforms.  Open the first chest for a SMALL 
KEY.  On the second eye platform, you can hit the eye switch above 
the entrance.  This reveals a chest with a JOY PENDANT.  

Room O - Climb the ladder to get out of the water.  Take two of the 
four Armos Statues and throw them onto one of the scales hanging 
over the water.  This will balance Link's weight.  Hop across and 
unlock the door. 

Room R - Climb into the small pillar in the center of the room, and 
use the DEKU LEAF to glide over the barrier.  Call down the statue 
and play the COMMAND MELODY.  The statue can pass harmlessly through 
the barrier.  Have it stand on the glowing tile to lower the 
barrier.  Have Link pick up the statue and exit the room. 

Room O - Take out the Wizzrobe with the BOW.  Jump into the water 
and climb the ladder.  Throw three Armos Statues onto a scale.  This 
allows you to carry the statue across the pond.  

Room H - A large beam of light appears in the shrine.  Step into it 
to reach the third floor. 

Room S - Take the pair of Armos Statues and set them on two of the 
glowing tiles.  Let Link stand on the last one to lower the barrier.  
Open the chest for the BIG KEY.  The Armos Statues will spring to 
life.  Target one of them and fire an arrow at the opening on its 
front.  While it's paralyzed, slash the red gem on its back to 
defeat it.  When both statues are gone, the door opens.  You can use 
the BOOMERANG to gather the items in the jars around the base of 
each Beamos.  One of the jars has a JOY PENDANT.  

You are now outside.  Use the BOW to destroy the Blue Beamos and the 
Kargarocs.  At the top of the stairs, you'll find the Boss door. 
====================================================================
Boss: Gohdan
Attacks: Fireballs (1/2 Heart), Electricity (1/4 Heart), Hand 
Clap/Hand Pound (1 Heart) 

Gohdan consists of a giant head and two hands.  The first thing you 
should do is target the nearest hand and fire an arrow at the 
eyeball in its palm.  Once a hand has been hit twice, it flips over, 
and stays out of the fight momentarily.  Once both hands have been 
flipped over, the head will open its eyes.  Target one of the eyes 
and shoot it with an arrow.  Once both eyes have been hit, the head 
will fall to the ground with its mouth open.  Throw a BOMB into the 
mouth to cause damage.  The head will spit fireballs at you, which 
can be avoided quite easily by rolling.  The hands will sweep over 
the arena occasionally, in an attempt to knock you into the 
electrified floor.  Gohdan's attack speed will increase as the 
battle goes on.  Once you toss three BOMBS into his mouth, you win.  
If you run out of ARROWS (which is highly possible), Gohdan will 
drop 10 of them from his nose.  
====================================================================
Collect the HEART CONTAINER and step into the beam of light.  Latch 
into the handle with the GRAPPLING BEAM and swing forward to ring 
the gigantic bell.  A pathway opens on the surface of the Great Sea.  
The King of Red Lions will automatically descend beneath the waves. 




XIV.	Hyrule Castle

Items: Master Sword 
Enemies: Moblin, Darknut 

At first, Hyrule Castle is drearily monochromatic.  Inside, you will 
find Moblins and Darknuts that have been frozen place, as if in the 
middle of a great battle.  One particular object dominates the room: 
a statue of the Hero of Time, holding his sword triumphantly 
overhead.  Beyond this statue are three large triangular blocks.  
The King of Red Lions will contact you with some clues to this 
baffling puzzle.  

You can't pick up the blocks, so you will have to rotate them into 
position.  Experimentation is really your only option.  You'll get 
the hang of this eventually.  Once the blocks have been placed in 
their proper locations, a Triforce mark starts glowing, and the Hero 
of Time statue slides back, revealing some stairs. Head down the 
stairs to enter the Basement.  A beam of light is illuminating the 
Master Sword.  The King of Red Lions tells you that the Sword is the 
only weapon that can defeat Ganon.  Once you remove the Master Sword 
from its pedestal, color sweeps through the Castle, and the Moblins 
and Darknuts are revived.  Return to the upper floor to engage in an 
epic struggle. 

Initially, this next segment may seem damn near impossible.  It will 
be if you try to take on four of five enemies at once.  The key to 
victory is to wipe out the Moblins first, because they are far less 
threatening than the Darknuts.  Remember that Moblins wear SKULL 
NECKLACES.  You can add around 7 or 8 to your collection.  Stun the 
Moblins with the BOOMERANG, and then strike them with your sword.  
Once the Moblins are gone, you can then work on the Darknuts.  
Remember that they carry KNIGHT'S CRESTS.  Use Parry to get rid of 
their armor and helms, stun them with the BOOMERANG, and then finish 
them off with a flurry of sword slashes.  The BOW can be used to 
cause damage from a distance.  By the way, you can't steal from the 
Darknuts unless their helmets have been removed.  

When all opponents have been defeated, the barrier blocking the door 
will be lifted.  Head back outside and get on your boat.  Cruise 
into the yellow light and return to the Great Sea.  Link realizes 
that she should try to confront Ganon, so set a course for the 
Forsaken Fortress.  But first, head to Eastern Fairy Island (by 
sailing north to Sector E3) and use a BOMB to destroy the boulder 
blocking the shell.  The Great Fairy will upgrade your BOMB BAG, 
allowing you to carry up to 60 BOMBS at once.  Now, head northwest 
to Forsaken Fortress.  

Note: If you haven't done so already, go to Windfall Island and 
speak with Tott, the guy who's dancing by the tombstone.  Pull out 
the WIND WAKER and he will teach you the SONG OF PASSING (right, 
left, down).  Also, if you can find one of the big cyclones, you can 
get the BALLAD OF GALES.  When Cyclos appears (on his pink cloud), 
shoot him with three ARROWS and he will teach it to you (down, 
right, left, up).  There is usually a big cyclone somewhere near 
Northern Triangle Island.  You'll encounter several during your 
adventure.  


XV.	Forsaken Fortress Revisited

Items: Skull Hammer
Enemies: Bokoblin, Floor Master, Moblin, Miniblin

When you reach the Forsaken Fortress, look for a large wooden door.  
It is on the southern side of the fortress.  Use the Bomb Cannon to 
destroy it, and then sail inside. 

The King of Red Lions assures Link that he can save Aryll with the 
help of the Master Sword.  You start in the same place you did last 
time.  Go up the stairs on the right and run into the courtyard.  
You don't have to hide under a barrel.  
====================================================================
Boss: Phantom Ganon
Attacks: Energy Blast (1/2 Heart), Sword Strike (2 Hearts)

This is almost identical to the battle you had in Ocarina of Time.  
Phantom Ganon will teleport around the area.  He hovers in the air 
and hurls energy blasts at you.  The easiest way to win this fight 
is to hit the blasts back at Phantom Ganon.  Eventually, you'll nail 
him, and he will fall to the ground.  Rush in with a combo to cause 
damage.  Three combos will defeat him.  If you choose to dodge the 
energy blasts, then the Phantom will come after you with its Sword.  
Use a Parry attack or a regular thrust to stun the specter, and then 
unleash a combo.  
====================================================================
Open the chest to get the SKULL HAMMER.  Use it to pound the thorny 
pegs on your left, and then go up the stairs.  Continue up the path 
to the ladder.  Defeat the Bokoblin to disable the Searchlight.  
Climb back down and go through the door on your left.  

Kill the Bokoblin and then glide to the other side of the room.  
Pound the thorny pegs and enter the next door.  Head through the 
arch on your left and take out the next Searchlight. Keep moving 
counterclockwise until you reach the last Searchlight. 

While still on the second floor, return to Room E (where the big 
wooden boat is) and go through the door at the top of stairs.  Head 
up the next set of steps, follow the path, sidle the two ledges, and 
then pound the peg in front of the door that leads to Aryll's cell.  

Tetra shows up and has two of her men open the cell door.  Aryll and 
the other two girls are set free.  However, the reunion is short-
lived.  Tetra promises to take Aryll back to Outset Island while 
Link deals with the feathered fiend that started all of this 
trouble.  

Once Tetra leaves, the enormous bird swoops in from the hole in the 
ceiling.  Also, the room will begin to fill up with water.  Link 
begins an arduous and exciting journey up the spiraling walkway 
towards the roof.  The bird will use its beak to destroy the path 
behind you, so keep running and don't slow down for anything.  Just 
avoid the Bokoblins that appear.  If Link does take a tumble into 
the drink, all is not lost.  Use the GRAPPLING HOOK to latch onto 
the beams sticking out from the walls, and use them to reach the top 
of the room.  The bird is waiting for you at the end of the walkway.  
Bash its beak with the SKULL HAMMER to send it reeling into the 
waters below.  However, it resurfaces when you step out onto the 
roof. 
====================================================================
Boss: Monstrous Helmaroc King 
Attacks: Beak Strike (1/2 Heart),Claw Swipe (1/2 Heart), Spikes (1/4 
Heart) 

When the bird tries to ram you with its beak, dodge the attack, and 
watch as the beak gets stuck in the ground.  Pound the head with the 
SKULL HAMMER.  The bird rears back in pain.  Three more strikes with 
the HAMMER will remove the metallic faceplate, revealing the 
extremely sensitive crest.  Once the crest is exposed, wait for the 
beak to get lodged again, and then strike the crest with your sword.  
When the Helmaroc King flies high into the air, you can't L-target 
him.  He likes to swoop down and hit you with his talons.  This 
attack can be difficult to avoid, because you might not be able to 
see the Bird until it nearly on top of you.  Just stand still, and 
with any luck, the talons will go by you without causing damage.  
Lastly, the bird will flap its wings, creating a strong wind 
current.  When this happens, you can either run against the current 
until it ceases, or let Link be blown into the spikes surrounding 
the arena.  You can also line Link with the vertical spikes blocking 
the bridge that leads to the highest section of the Fortress.  This 
way, he won't take damage. 
====================================================================
Collect the HEART CONTAINER and run up the path that was blocked by 
the vertical spikes, and go through the door to find Ganon's 
hideout.  Several plot details are revealed here, so I won't divulge 
them.  You regain control of Link at Hyrule Castle.  

Tetra is with you, so be sure to take her picture for the Nintendo 
Gallery.  Lead her into the Basement where you go the Master Sword.  
You'll meet the King of Hyrule, whose identity surprises Link.  More 
of the story unfolds.  When you get back above the waves, you'll be 
aware of your current objectives.  You have to visit the Earth and 
Wind Temples so that the sages can pray to the gods to restore power 
to the Master Sword.  Secondly, you have to reassemble the Triforce 
of Courage.  

Though the next section relates to the Earth Temple, I suggest 
taking the time to complete some sidequests, gathering HEART PIECES 
and TREASURE CHARTS.  You can even fill out the rest of your Sea 
Chart, if you so desire.  Use the various chapters at the end of 
this guide if you need assistance.  When ready, you can head to the 
Earth Temple.  



XVI.	Earth Temple

Items: Mirror Shield, Treasure Chart 20, Treasure Chart 12
Enemies: Blue Bubble, ChuChu, Darknut, Keese, Kargaroc, Floor 
Master, Moblin, Magtail, Red Bubble, Poe, Stalfos, ReDead

Play the BALLAD OF GALES and warp to Mother & Child Isles (Sector 
B2). You'll automatically be transported into the grotto of the 
larger island, where you'll meet the Fairy Queen.  She gives you the 
FIRE & ICE ARROWS.  Play the BALLAD OF GALES a second time and warp 
to Dragon Roost Island.  From there, head south to Fire Mountain.  
Shoot an ICE ARROW through the lava spewing up from the top of the 
volcano.  You have five minutes to claim the treasure inside Fire 
Mountain.  Climbing up the spiraling cliffs and drop through the 
hole at the summit.  Take care of the Kargaroc as quickly as 
possible, because it will become a nuisance as you try to sidle the 
ledge near the end of the path.  

Inside Fire Mountain, use the BOOMERANG or the BOW to kill the Fire 
Keese, and then jump on the platforms to reach the other side of the 
cave.  Draw the Magtails away from the lava, and defeat them to make 
a chest appear.  Open the chest for the POWER BRACELETS.  They will 
be equipped automatically.  Pick up the gigantic stone on your 
right, and step into the beam of light to exit this place.  

Play the BALLAD OF GALES to warp to Outset Island, and then head 
east to find Headstone Island (it is one of the two locations marked 
on the Sea Chart).  Dock at the beach, and then pick up the large 
rock and throw it against the wall to destroy it.  A cave is 
revealed.  Inside, you will find an enormous stone tablet with 
musical directions etched into it.  Pull out the WIND WAKER and 
learn the EARTH GOD'S LYRIC.  You will be visited by Laruto, a Zora 
who served as the Earth Sage before her soul was stolen by Ganon.  
She tells you that you must play the EARTH GOD'S LYRIC to open the 
eyes of the new sage, who will be carrying a harp like the one she 
has.  Go back to Dragon Roost Island.  (Before leaving, stand on the 
beach and use a HYOI PEAR to take control of a seagull.  Have it fly 
to the highest spot on the island to find a HEART PIECE.  There are 
also some Rupees that the seagull can collect as well.)

When you get back to Dragon Roost Island, check the mailbox to 
receive two letters.  You pay a C.O.D. charge of 201 Rupees for the 
first letter, which is from Tingle.  He gives you the IN-CREDIBLE 
CHART.  It points out the locations of all the TRIFORCE CHARTS.  
Next is a letter from Aryll.  It contains a RED RUPEE.  Head into 
the mail center.  Go to the second floor and out the door near the 
mail desk.  Outside, turn to your right and use the GRAPPLING HOOK 
to latch onto the beam.  Swing across to the other side, and climb 
the ladder to find Medli.  Talk to her, and then take out the WIND 
WAKER.  Play the EARTH GOD'S LYRIC and she will realize her destiny.  
She urges you to take her to the Earth Temple, and to do so before 
Komali finds out the truth about her.  When you get to Headstone 
Island, the King of Red Lions will explain how Medli and Link must 
work together in order to survive the Earth Temple.  

Head into the cave and play the EARTH GOD'S LYRIC.  Medli will 
follow along, and the large stone slab will break apart.  Go through 
the door to enter the Temple.  

In the first chamber, Pick up and Medli and jump off the edge of the 
platform you're standing on.  She will carry you to the door.  Pick 
her up and go through the door.  

Room A - Link must take out the Moblins patrolling this room.  Once 
they've been defeated, carry Medli up the stairs on the left.  When 
you reach the top, carry her off the edge, and she will transport 
both of you to the first switch. Have Link stand on it and play the 
COMMAND MELODY.  Make Medli fly by pressing the A Button.  Take her 
to the second switch.  When both switches have been depressed, the 
door will be opened.  Have Medli drop off the pillar onto the floor, 
and then press the R Button to regain control of Link.  Carry Medli 
into the next room.  

Room B - Kill all of the ChuChus except for the Dark ones.  Play the 
COMMAND MELODY and take Medli into the beam of sunlight.  Press A 
and she can reflect the sunlight with her harp.  Reflect the light 
onto the Dark ChuChus to turn them to stone.  Then, concentrate the 
light on the shimmering chest.  Finally, use the sunlight to 
dissolve the statues along the wall.  This reveals a Magic Refill. 
Switch back to Link.  Pick up the solidified ChuChus and throw them 
to break them.  Both doors are opened.  Collect the DUNGEON MAP from 
the chest.  Burn the lid off the Mystical Jar with a FIRE ARROW, and 
carry Medli into the next room. 

Room C - The blue cloud in this room will curse Link, prohibiting 
him from using ANY of his items or weapons.  Play the COMMAND MELODY 
and let Medli stand in the beam of sunlight on the right.  Focus the 
sunlight towards the wooden peg to disperse the cloud.  Switch back 
to Link and have him pound the peg with the SKULL HAMMER.  This 
opens the door on the right.  Carry Medli into the next room. 

Room D - Use the BOW to take down the Red Bubbles that rise from the 
coffins.  Head to the back of the room, and climb the ladder on the 
left.  Pull the block into the groove to reveal a beam of sunlight.  
Play the COMMAND MELODY, and have Medli reflect the sunlight onto 
the shimmering chest.  Open the chest for a SMALL KEY. Two Floor 
Masters will appear.  Pick up Medli and run back to Room C.  

Room C - Straight ahead of you is the locked door that leads to Room 
E.  

Room E - Kill the Green and Orange ChuChus.  Then, use a FIRE ARROW 
to burn the tattered banner hanging on the wall.  Take Medli into 
the beam of sunlight and turn the Dark ChuChus to stone.  Place them 
on the pair of switches to lower a staircase.  Take Medli and run up 
the stairs. Push the block to the lower floor.  The door opens.  
Carry Medli into the next room.  

Room F - Push the first block onto your left into its indentation.  
A panel in the ceiling slides open, revealing a beam of sunlight.  
Take control of Medli and have her use the sunlight to destroy the 
sand statue on top of the block to the right.  Then, focus light on 
the yellow symbols (on the wall) to reveal another block and a 
Mystical Jar.  Push the remaining blocks into place to open the door 
and reveal the chest with the COMPASS.  Throw Medli onto the upper 
ledge, and carry her into the next room.  You'll find FAIRIES by 
breaking the vase near the door. 

Room G - Leave Medli at the base of the stairs.  Let Link take out 
the Moblins, and then climb the ladder on the right.  Take control 
of Medli and fly her to the ledge where Link is standing.  Use the 
sunlight to destroy the sand statues, and then reflect the light 
onto the Poes until they assume a physical form.  Link can defeat 
the Poes very easily.  Once they're gone, a staircase appears.  Open 
the chest behind the statues for a JOY PENDANT.  Leave Medli behind 
for the time being.  Run up the steps and go through the door on the 
left.  

Room H - Jump off to the lower section of this room.  There is a 
ring or caskets.  Starting with the first one on your left and 
moving clockwise, you'll find 3 ReDeads, a YELLOW RUPEE, and a SMALL 
KEY.  When the zombies have been defeated, the ladder will become 
accessible.  Head back to Room G. 

Room G - Unlock the door on your left. 

Room I - In this room, you'll encounter your first Stalfos.  Use a 
BOMB to blow it apart, and then target the Head.  Strike the head 
with the BOOMERANG to make it stop moving, and then crush it with 
sword strikes.  Once you defeat the first Stalfos, two more will 
appear.  When they're gone, go up the steps and open the chest for 
the MIRROR SHIELD.  Step into the sunlight and reflect it onto the 
sun symbol above the door.  Head back to Room G. 

Room G - Put Medli back in the sunlight.  Have her shine it towards 
where the statues were earlier.  From there, Link can reflect the 
light to the yellow symbol on the wall.  This reveals a secret 
passage.  Run down the passage.  Use the sunlight to destroy the 
statue.  Have Link stand where the statue was, and then have Medli 
shine the sunlight onto him.  Link can reflect the light onto the 
yellow wall symbol to find a little chamber with lots of Rupees.  
Collect them and carry Medli through the door at the end of the 
passage. 

You are back in Room C.  Jump off the ledge with Medli in tow to 
reach the ground level.  Play the COMMAND MELODY and put Medli in 
either beam of sunlight.  Have her shine the light into the eye of 
the sun statue.  Then, have Link do the same thing to the other eye.  
This causes the blue could to dissipate permanently, revealing the 
door to the Basement.  However, you should first take Medli back to 
Room D. 

Room D - Set Medli on the switch in the back of the room.  Head 
through the door and shine the light onto the yellow wall symbols.  
Open the chest for a JOY PENDANT.  Now you can go the Basement. 

In the Basement, head down the winding staircase and take out the 
Blue Bubbles hovering over the bridge.  If they touch Link, he'll be 
cursed.  Carry Medli across the bridge and play the EARTH GOD'S 
LYRIC.  The stone tablet breaks, and the next door is revealed.  The 
hanging platforms on the right will lead to a ledge where the next 
TINGLE STATUE can be found.  Carry Medli to the next room.  

Room J - Leave Medli by the door and take out the pair of ReDeads.  
Have Link reflect the sunlight onto the mirrors to destroy the large 
statues, and then have him reflect it onto the small statue to 
destroy it.  Grab Medli and go through the door on the right. 

Room K - This room is full of cursed gas.  Leap into the cloudy 
area, and run forward, dodging the Floor Masters. Open the chest for 
a SMALL KEY.  The gas will disappear.  Defeat all of the Floor 
Masters and another chest will appear.  Open it for a TREASURE 
CHART.  Go back to Room J and go through the door on the opposite 
side.  

Room L - Drop Medli and run through the gas.  Pull the mirror into 
the indentation and then pound the peg with the SKULL HAMMER.  This 
sends light into the room beyond the fence.  Dash back through the 
gas, and carry Medli back into Room J. 

Room J - Toss Medli to the ledge with the locked door.  Push the 
block forward until it touches the wall, and then climb onto the 
ledge.  

Room M - The large beam of sunlight serves many purposes.  First, 
use it to defeat the Poes.  Take out the Red Bubbles, and then use 
it to destroy the statues.  Have Link obliterate the pair of statues 
against the wall to reveal alcoves with a YELLOW RUPEE and a Magic 
Refill.  Have Medli step into the light beam, and have her reflect 
the light slightly to the right of the fence.  From here, Link 
should be able to reflect the light onto the statue across from the 
fence.  Carry Medli into the next room. 

Room N - This hallway is lined with sarcophagi.  Head forward, and 
turn right to find a chest with a RED RUPEE.  Double back to the 
room's entrance, and head down the hallway on the right.  Play the 
EARTH GOD'S LYRIC to break the stone tablet, revealing the final 
part of this dungeon.  Be sure to destroy the Keese, Redeads, and 
the Stalfos in this hallway, while collecting any Hearts, Rupees, 
and Refills that appear.  

Descend the staircase.  On your left, use a BOMB to blow up the 
boulder, unplugging the Mystical Jar.  Continue to the bottom and go 
through the door.  

Room O - Medli and Link will have master the art of cooperation in 
order to solve the mystery of this confusing room.  Below is a step 
by step description. 

1.	Fly Medli onto the center platform.  Step on the switch to make a 
beam of sunlight appear.  
2.	Have Link push the two mirrors closest to the ladder down their 
tracks until they slide into place.  One of them will be sitting 
in the sunlight that Medli revealed.  
3.	Stand on the pedestal on the right side of the room, and reflect 
sunlight onto the large statue on your left.  Pull and push the 
mirror that's revealed until it falls into place. 
4.	This next part is tricky.  Have Medli stand on the right 
pedestal, and reflect light towards the entrance.  Have Link 
climb the ladder, and then bounce the light off of his shield 
onto the 4 golden wall symbols on the left.  Pull the mirror from 
the alcove and slide it into position.  
5.	Near the pedestal that Medli is standing on is another wall with 
4 golden symbols.  Let Link stand on the small platform near this 
wall, and use Medli's sunlight to reveal another mirror.  Slide 
it into position.  The shimmering chests contain a PURPLE RUPEE 
and a JOY PENDANT. 
6.	The sunlight has now been directed to the left side of the room.  
A statue is automatically destroyed.  Pull the mirror out of the 
alcove and slide it into position.  Now all of the mirrors are 
positioned properly.  Also, if you stand on the pedestal, you can 
discover another alcove by focusing light onto the yellow wall 
symbol.  Go through the door at the end of the short corridor. 
Use the sunlight to open the coffins.  Jump down and pull out the 
block so you can get back to the top level.  Defeat the three 
Stalfos in this room to find a chest with a TREASURE CHART. 
7.	Have Link and Medli stand on the pedestals near the large sun 
face.  Shine light into both of its eyes to open the last 
chamber.  

Room P - Approach the Darknut, and two Blue Bubbles will appear.  
You have to take them out first.  Once you do, you can give the 
Darknut your undivided attention.  Open the chest for the BOSS KEY.  

Room N - Medli will be waiting for you by the entrance.  Carry her 
through the door. 

Run up the stairs until you reach the dead end.  Link has to climb 
the ivy covered wall.  Medli has to fly.  Once they've been 
reunited, pick Medli up and have her carry you to the Boss Door.  
Break the jars for replenishment, and then enter the Boss chamber. 
====================================================================
Boss: Jalhalla 
Attacks: Blown into Spikes (1/4 Heart), Lantern (1 Heart), Flame 
Breath (1 1/2 Hearts), Flop (no damage but cursed) 

Jalhalla is initially transparent.  Focus sunlight on him for a few 
moments, though, and he will assume a physical form.  Pick him up 
and toss him into one of the purple spike columns.  He will pop like 
a balloon.  You now have to destroy the Poes.  Stun them with the 
BOOMERANG before striking. Jalhalla will be defeated when all the 
Poes are gone.  
====================================================================
Pick up the HEART CONTAINER and then watch as Medli takes over her 
role as the Earth Sage.  The Master Sword regains some of its power, 
but it won't be at full strength until you complete the Wind Temple. 


 


XVII.	The Wind Temple

Items: Hookshot, Treasure Chart 5, Treasure Chart 35
Enemies: Armos, Armos Knight, Wizzrobe, Peahat, Stalfos, ChuChu, 
Darknut, Blue Bubble, Keese, Floor Master, Bokoblin

Link cannot enter the Temple until he finds something that allows him 
to withstand the harsh winds that protect the Temple entrance on Gale 
Isle.  You had a similar dilemma at the Earth Temple.  However, instead 
of Fire Mountain, you will be going to its polar opposite, Ice Ring 
Isle, in sector E6, just west of Forest Haven.  When you get there, you 
will find the island surrounded by an impenetrable blizzard.  Sail in 
as close as you can, and then pull out your BOW.  There is a large head 
statue in the middle of the island, and it is breathing a constant 
stream of frosty mist.  Shoot a FIRE ARROW at the statue to dissipate 
the snow flurries, and then head towards the cave inside the statue's 
mouth.  You have five minutes to find the treasure hidden within.  As 
soon as you step onto the island, move left and look for the chest 
covered in ice.  Melt the ice with a FIRE ARROW to get a TREASURE 
CHART.  Then, Link has to climb up a series of slippery ledges.  
Maneuver slowly and carefully towards the pool around the base of the 
statue.  Jump on the platforms to reach the cave.  The DEKU LEAF can be 
a great help, if the wind is blowing in the right direction.  

Take out the Keese with ARROWS or the BOOMERANG, and then take the 
narrow path to the right to reach the chest with the IRON BOOTS.  In 
the corner, you will find a jar trapped under a thick sheet of ice.  
Melt it with a FIRE ARROW and break the jar to find three fairies.  
Once you have the IRON BOOTS, equip them, and then head straight, 
towards the powerful gust of wind, which guards a secret hole.  Down 
here, you will have to use FIRE ARROWS to free the enemies that are 
imprisoned under the ice, and the defeat them.  When they are all gone, 
a chest with an ORANGE RUPEE will appear. 
 
Exit the cave and return to the boat.  Warp to Windfall Island, and 
then head due north to Gale Isle.  

Don the IRON BOOTS and walk through the winds to the statue.  Destroy 
the statue with the SKULL HAMMER and enter the cave.  Approach the 
large tablet and pull out the WIND WAKER to learn the WIND GOD'S ARIA 
(up, up, down, right, left, right).  You will meet Fado, a member of 
the Kokiri tribe.  He carries a violin, so that means that the new sage 
must also carry a violin.   Does anyone come to mind?   Use the BALLAD 
OF GALES to warp to Forest Haven. 

Climb the ledges behind the mailbox and approach the waterfall on your 
left.  You'll see music notes.  With the GRAPPLING HOOK, latch onto the 
branch above you, and seeing into the hidden cave behind the waterfall.  
Makar is already practicing for next year's festival.  Talk to him, and 
then take out the WIND WAKER.  He asks you to conduct him.  Play the 
WIND GOD'S ARIA, escort Makar back to Gale Isle, have him follow you up 
the beach into the cave, and then play the ARIA again to gain access to 
the Wind Temple.  

Pick up Makar and carry him into Room A.  Drop into the grass below, 
set Makar down, and then dispatch the Wizzrobe with a well-placed FIRE 
ARROW.   Play the COMMAND MELODY to control Makar, and move the little 
fellow onto the two dirt patches.  Press A when it glows to plant a 
tree.  This is Makar's major ability, and it will be invaluable as you 
work your way through the Temple.   A chest with an ORANGE RUPEE will 
appear after both trees have been planted.  Fly Makar onto the ledge at 
the back of this room, and have him stand on the switch.  Now, you can 
regain control of Link.  Defeat the Stalfos (past the trees) and burn 
the lid off the Mystical Jar (with a FIRE ARROW) to the left.    Climb 
onto the big metal spring and equip the IRON BOOTS.  You'll push the 
spring into the ground.  Face the entrance, and take off the BOOTS to 
be thrown up on the ledge.  Another spring is located here.  This time, 
when Link is tossed into the air, use the DEKU LEAF to glide over to 
where Makar is.  Pick him up and enter the next room. 

Room B is dominated by a wall that can be raised or lowered by using 
the DEKU LEAF to blow air at the fan.  Set Makar down and use the BOW 
to take out the Armos statues that come to life.  Once they're gone, 
use the DEKU LEAF to make the wall swing up towards the ceiling, and 
then transport Makar past the siding blade.  Use the COMMAND MELODY and 
have Makar plant trees in the dirt patches.  This raises the portcullis 
over the door.  

In Room C, drop Makar and jump down into the grassy section below.  Use 
the TINGLE TUNER to find a TINGLE STATUE in the center of this area.  
Watch out for the tentacles in the bushes, because if they grab you, 
they will drain your Magic Meter.  Slicing them up isn't that 
effective, because they grow back almost instantly.  Climb the ivy to 
get back to Makar, and play the COMMAN MELODY to take control of him.  
Make him fly to each of the cliff platforms and plant seeds in the dirt 
patches.  When the final tree has sprouted, the door opens, but four 
Floor Masters appear and kidnap Makar.  Link can't do anything to 
rescue his partner at the moment, so just head through the newly 
unlocked door on your right.  

Room D is the dungeon's central chamber.  Makar is stuck behind the 
enormous statue on the left, but you can't get to him at the moment.  
Use the GRAPPLING HOOK to steal GOLDEN FEATHERS from the Peahats If 
necessary), and then strike them with the Boomerang to knock them down, 
and finish them off with your sword.   Head to the only visible door, 
and dodge the pair of Armos Knights. 

In Room E, slay the Peahats, run past the sliding blade, and drop into 
the hole on your right.  Take out the Floor Master, and then use the 
DEKU LEAF to blow the fan and raise the wall.  Use the spring to get 
back to the top half of the room, and then cross to the other side.  
Eliminate the Peahats, and then blow the fan (very close to the sliding 
blade) to uncover an alcove on the left.  Open the chest for a JOY 
PENDANT and then exit through the door on the right. 

Room F is really nothing more than a big canyon.  You will consume a 
lot of magic power in this room, so come prepared (GREEN POTIONS are 
great to have here).  Hack down the bushes near the entrance for some 
Magic Refills if you need them.  Pull out the DEKU LEAF and use the 
updraft to reach the ledge on your left.  Step on the switch to move 
the gate into a different position, and then glide over to it.  A 
Wizzrobe will appear on one of the four ledges beyond the gate.  Dodge 
its fireball attack, and wait for it to get within targeting range.  
Then, you can take it out with the BOW.   You can vanquish the Wizzrobe 
from a distance, but you might waste an unhealthy number of arrows 
doing so.  Glide over to each of the ledges, and when you reach the 
second one on the left, glide through the opening in the fence and open 
the chest for the DUNGEON MAP.  Glide back into the main part of the 
room, and hit the updraft to glide through the next fence opening.  
Keep using the updrafts to pass through the rest of the fences.  In the 
last part of this room, you will find a group of Peahats and a 
Wizzrobe.  Deal with the Peahats first, because they are an immediate 
threat.  The Wizzrobe can be defeated from a distance like before, but 
it is easier to glide over the ledge it's on and confront it directly.  
Break the skulls and cut the bushes to replenish your magic and arrow 
supply, and then pass through the door on the right.  

You are back in Room D, only higher up.  Remove the lid from the 
Mystical Jar on the right, and then stand on the metal button and equip 
the IRON BOOTS.  The Basement is revealed.   Fall to the lowest floor 
and go through the unlocked door.   

Room G has a series of cracked tiles.  Stand on the center tile and put 
on the IRON BOOTS to drop to the room below.   Kill the Floor Masters, 
and then pull the box with the spring on it to the tile with the symbol 
on it.  The spring should now be aligned with the hole in the ceiling.  
Use the other box to reach the spring, and you will be tossed back into 
the upper room.  Open the chest for a SMALL KEY and the spikes will 
disappear.  Smash through the other cracked tiles to fight some new 
enemies.   Once all of the tiles and enemies have been cleared, a chest 
will appear.  Open it for a TREASURE CHART. 

Return to the main Basement chamber and open the locked door.  

Sub-boss: Lord Wizzrobe 
===============================================================
This magician is far more powerful than any of the others you have 
previously fought.  It summons creatures for assistance (Darknut, 
Wizzrobe, Moblin, and Keese).  Take out these inferior enemies quickly, 
and then shift your focus to Lord Wizzrobe.  He likes to hang around on 
the upper ledges, so make sure that you L-target him before releasing a 
FIRE ARROW.  Three FIRE ARROWS will end the battle.  
===============================================================
Open the chest for the HOOKSHOT, which serves as an upgrade for the 
GRAPPLING HOOK.  It has a longer reach, and can let you move to higher 
places much more quickly.  Look for bull's eye target on the wall to 
know when to use the HOOKSHOT.  Also, if paired with the IRON BOOTS, 
the HOOKSHOT develops a second function.  

Use the HOOKSHOT to pull Link to the ledge with the wooden button.  
Pound it with the SKULL HAMMER to open the door.  Back in the Basement, 
HOOKSHOT up the ledges until you get to the fourth one.  Glide across 
to the platform on the far side, and open the chest for the COMPASS.   
Break the jars for extra arrows and Magic Refills, and then use the 
spring to get to another ledge.  HOOKSHOT up the next set of ledges to 
get back to the first floor of Room D. 

Pull yourself to the ledge with Makar's cell.  Put on the IRON BOOTS, 
take out the HOOKSHOT, and aim for the bull's eye on the statue.  It 
will fall over.  Enter the cell and open the chest for a JOY PENDANT.  
Pick up Makar and head back down to the Basement.  Play the COMMAND 
MELODY and take Makar to the dirt patches.  The trees will activate a 
huge fan.  Have Makar fly back to the first floor, to the area on the 
left of his cell.  Then, get control of Link, and use the DEKU LEAF and 
the massive updraft to rejoin Makar.  Go through the door to re-enter 
Room C.  Take out the Wizzrobe, and the Fire Keese if he releases any.  
Use the HOOKSHOT to latch onto the trees that Makar planted earlier.  
When Link reaches the door at the top, switch to Makar and have him fly 
up there.  Pick him up and carry him into the next room.  

In Room H, set Makar down and use the DEKU LEAF to destroy all of the 
Blue Bubbles (if you need to get their attention, hit them with an 
arrow).  Then, play the COMMAN MELODY and take Makar to each cliff, 
planting seeds in the dirt patches.  The last patch is guarded by a 
Floor Master, so be careful.   Have Link HOOKSHOT up to Makar, pick him 
up, and go through the next door.  

This is the second floor of Room D.  Place Makar on one of the 
switches, and have Link stand on the other.  This causes some panels 
above the Basement fan to slide open, moving a gate, and granting 
access to the final sections of the Temple.   Leave Makar where he is, 
and use the DEKU LEAF to reach the area between the two windmills.  Go 
through the door.  

Room I has six Armos statues.  Defeat them with the BOW, and then open 
the chest for a SMALL KEY.  

Back in Room D, glide over to the area on the right, between the 
windmill and Makar.   Open the chest for a JOY PENDANT, and then glide 
back to the first floor to the area with the Mystical Jar.   Fly Makar 
to where Link is, and go through the door, back into Room F.  As soon 
as you enter, look on the wall to the right to find a statue with a 
bull's eye target.  Use the HOOKSHOT-IRON BOOTS combination to find a 
JOY PENDANT.   Drop to the grassy area, and run under the fences.  
Climb the ivy (Makar will have to fly) to the entrance of the room, and 
then go through the door.

Back in Room E, play the WIND GOD'S ARIA in front of the tablet to 
reach the arena that was hidden behind it.  Inside, Link will have to 
fight three Darknuts.  The one in black armor is the toughest, so try 
to defeat the other two before tackling it.  Target the Darknut that is 
closest to you, and then strafe around until the A Button flashes.  Use 
the Parry attack to knock off the armor and the helm.  Then, you can 
stun a Darknut with your Boomerang, and finish it off with a couple of 
well-placed combos.  When the helm is gone, Darknuts are susceptible to 
the temporary confusion of the Boomerang, and they are also vulnerable 
to FIRE ARROWS.  However, you shouldn't try this approach unless you 
have a full Magic Meter and a GREEN POTION.   After you've won, open 
the chest for the BOSS KEY, and then go back to Room F.   Makar can 
easily return to Room D, but Link has to glide through the fences 
again.  

In Room D, drop to the basement, and wait for the updraft to disappear.  
Fall to the area under the fan, and use the SMALL KEY to open the door.  

Room J has two Stalfos and a Wizzrobe.  Take out the skeletons first.   
You can use BOMBS, or you can dismantle them with several continuous 
strikes of the Master Sword.  You still have to destroy the heads to be 
completely victorious.  Now, focus on the Wizzrobe.  Once it is 
defeated, use the HOOKSHOT to reach the metal button on the uppermost 
ledge.  Weigh it down with the IRON BOOTS to raise the bars over the 
door.  Now, start pulling the statues off the wall to find a Bokoblin 
(there might be two).  When it's dead, a chest appears.  Open it for a 
TREASURE CHART.   Pick up Makar and go through the opposite door.   

Room K features several Bokoblins and two Armos Knights.  Take them 
out, and then have Makar fly over the wind barrier to the dirt patch.  
Link can then use the tree to HOOKSHOT across the gap.  Kill the Floor 
Master and the Peahats, and take Makar through the next door.  

Room L has a nasty puzzle.  There are three crates, three sliding 
blades, and two fans.  Here's the solution.

Push the left crate forward and trap the first blade. 
Push the center crate into the path of the second blade. 
Push the right crate into the ditch to form a bridge.  
Push the left crate across the ditch to block the third blade. 

Pick up Makar and head past the blades and the wind currents (with the 
IRON BOOTS) and through the door on the opposite side of the room.  Go 
down the stairs and play the WIND GOD'S ARIA to remove the tablet.  
Uncork the Mystical Jar with a FIRE ARROW, and then open the door with 
the BOSS KEY. 

===============================================================
Boss: Molgera 

This gigantic sandworm is the only thing standing between you and the 
completion of this dastardly Temple.  Molgera's only weak point is its 
tongue, which it uses to capture its prey.  When Molgera rises to the 
surface, press L to target the tongue, and use the HOOKSHOT to pull it 
towards you.  Attack it as much as possible before it withdraws back 
into the mouth.  Molgera will release a swarm of baby worms, but they 
are more of a nuisance than a threat.  However, their presence is 
effective, because targeting the tongue is nearly impossible with all 
of the mini-Molgeras running around.  You can either destroy them or 
ignore them, depending on your gameplay style.  If you choose the first 
option, target one of the smaller worms and use the HOOKSHOT to pull 
them out of the sand.  Defeat them with a few strikes of the Master 
Sword.  The second option is more practical, even though you will 
probably have to fire the HOOKSHOT at the tongue manually rather than 
with the accuracy of L-targeting.  You will lose 2 Hearts if you get 
hit by Molgera's Dive, or if the creature swallows you and spits you 
back out.  FAIRIES are very important; as is the ELIXIR SOUP you got 
from Grandma, if you still have it.  The Boss is defeated after you 
perform 4 combos on the tongue.  Get the HEART CONTANER and step into 
the light to exit the Temple.  Your Master Sword has regained its 
power.  
===============================================================


XIX. Triforce Shards

Ganon has fled the Forsaken Fortress, and the King of Red Lions is 
worried about Princess Zelda.   In order to return to Hyrule Castle, 
you have to reassemble the Triforce of Courage.  Its 8 Shards are 
scattered across the Great Sea.  To find them, you have to use the 
TRIFORCE CHARTS, which must be deciphered by Tingle for a whopping 
price of 398 Rupees per CHART.  Thus, you need approximately 3500 
Rupees to complete this objective.  It would be extremely advantageous 
to explore every individual sector of the Great Sea.  Use the Island 
Guide to see what treasures you can find.  Below, I will list the 
islands you have to visit in order to locate the TRIFORCE CHARTS.   

Islet of Steel 
Sector: B5 (letter refers to column, number refers to row)
Head due south from Greatfish Isle 

Use the Bomb Cannon to wipe out the gunboats surrounding the Islet, and 
then eliminate the pair of turrets that are guarding the entrance.  
Inside the fort, swim to the stairs, and then stand on the blue symbol 
and play the WIND'S REQUIEM.  The chest with TRIFORCE CHART 1 appears.  
Break the jars for Hearts, Rupees, and Bombs, and then exit.  

Have the CHART deciphered by Tingle, and go to Greatfish Isle to pick 
up the SHARD. 

Private Oasis 
Sector: E5 
Head due south from the Tower of the Gods

The Oasis is off-limits to anyone who doesn't have a CABANA DEED.  
Thankfully, Mrs. Marie will give hers to you when she gets 20 JOY 
PENDANTS.  Present the DEED to the butler and you can enter this 
reclusive resort.   Use the GRAPPLING HOOK to latch onto the lever 
hanging from the ceiling.  Swing back and forth to pull the lever and 
open up a secret hole in the fireplace.  Fall through it to proceed.  

You'll be in a sewer-like passageway.  Ignore the rats and follow the 
path.  Drop down the hole and go through the crawlspace on the right.  

Turn left
Turn right
Turn left
Turn right

This leads to a room full of jars.  Break all of them to find lots of 
Rupees.   Enter the crawlspace again.

Turn left
Turn left

This leads to the second ladder.   Climb it to find two wooden pegs.  
Pound them with the SKULL HAMMER to raise the pair of gates.  Go 
through the opening on the left, and descend the third ladder.  Avoid 
or kill the thieving rats, and then enter the crawlspace on the left.  

Turn left
Turn left

Open the chest for an ORANGE RUPEE, and then enter the other 
crawlspace, across from the ladder.  

Turn left
Turn right
Turn right

Climb the fourth ladder.  Jump into the hole near the wooden peg.  
Defeat the 2 ReDeads, break the jars, and enter the final crawlspace.  
Climb the ladder at the end, play the WIND'S REQUIEM while standing on 
the blue symbol, and open the chest for TRIFORCE CHART 2.   Pound the 
wooden peg, go through the gate, and pound the other peg to find your 
way back to the cabana.   Before leaving, you can check out the picture 
puzzles.  

Get the CHART deciphered by Tingle and go to Gale Isle to pick up the 
SHARD. 

Bird's Peak Rock 
Sector: G5
Head east from Private Oasis or northeast from Forest Haven 

There are two islands here.  The smaller one has a mailbox and a Secret 
Cavern, which is blocked by heavy iron bars.  To remove the bars, you 
have to activate the six switches sitting on the stone pillars of 
Bird's Peak Rock.  Use a HYOI PEAR to take control of a seagull, and 
navigate your feathered comrade to the switches.  However, there is a 
nest on each of the pillars, and the nests are being guarded by 
Kangarocs.  These are very territorial creatures, and they will chase 
after anything that gets close to their nests.  So, before using the 
HYOI PEAR, pull out your BOW and try to eliminate as many Kangarocs as 
you can.  You'll be shooting from quite a distance, so aim carefully 
and don't waste too many arrows.  Go for the lower four switches first, 
and then get the fifth one in the back.  The tallest spire should be 
your last target.  If the seagull gets hits by a Kangaroc, you'll have 
to use another HYOI PEAR.  If you run out, you'll have to buy some more 
from one of Beedle's Shop Ships.  This, of course, is very 
inconvenient.  When the gate rises, fall through the hole, and play the 
WIND'S REQUIEM while standing on the blue symbol.  Open the chest for 
TRIFORCE CHART 3.  Break the jars for a Magic Refill and some Rupees, 
and then exit.  

Get the CHART deciphered by Tingle and go to Stone Watcher Island 
(Sector C5) to pick up the SHARD. 

Diamond Steppe Island 
Sector: A6
Head northwest from Outset Island 

Use the trees to HOOKSHOT to the top of the island, and then drop 
through the hole to explore a ship graveyard.   This is a confusing 
maze of Mystical Jars.  To make matters worse, there are Floor Masters 
everywhere.  Dodge them, or use the BOW to take them out.  

Hop into the first Jar that you see.  You'll appear beside the next one 
you need to take.  Burn the lid off and jump inside.   Ignore the Jar 
next to the one from which you emerge.  Instead, walk forward, past the 
Floor Masters, to the pair of Mystical Jars in the back.  Enter the one 
on the right.    Same scenario as last time.  Head to the pair of Jars 
in the back, beyond the Floor Master, and take the one on the left.  In 
the next room, avoid the Floor Master and open the chest for the GHOST 
SHIP CHART.  Exit the maze and return to the King of Red Lions.  

Play the SONG OF PASSING to make it night if it isn't already.  Open up 
the GHOST SHIP CHART, and then check the SEA CHART to see which island 
the supernatural vessel is sailing around.  When you pinpoint its 
location, sail into it and prepare for a fight.  

Use FIRE ARROWS to take out the Wizzrobe, then stand in the light and 
reflect it onto the Poes, and finish them off with the Master Sword 
when they turn solid.  Finally, defeat the ReDead and a ladder will 
fall into place.  Climb it and enter the small room with the chest.  
Break the six jars here for approximately 200 Rupees, and then collect 
TRIFORCE CHART 4.  You will automatically be transported back to your 
boat.  

Get the CHART deciphered by Tingle and go to Outset Island to pick up 
the SHARD.

Needle Rock Island 
Sector: A5 
North from Diamond Steppe Island or southwest from Greatfish Isle

West of Needle Rock Island are three gunboats. One of them is gold.  
Sink it with the Bomb Cannon and then pull the chest out of the water 
with the GRAPPLING HOOK (indicated by the ring of light on the surface 
of the water).  Open the chest for TRIFORCE CHART 5.  

Get the CHART deciphered by Tingle and go to Cliff Plateau Isles 
(Sector G6) to pick up the SHARD. 

Outset Island 
Sector: B7
Warp there with BALLAD OF GALES

If you have 10 KNIGHT'S CRESTS, hand them over to Orca to learn the 
HURRICANE SPIN. This attack is terrific against large numbers of 
opponents in areas where maneuverability is cut short.  However, after 
you use, Link will be dizzy for a brief period of time.  This leaves 
him open for retaliation.   o up the eastern hill, near the broken 
bridge that leads to the Forest Fairies.  There is a man standing near 
the edge of the cliff, holding a telescope.  In the distance, you can 
see a large face statue.  Play the WIND'S REQUIEM, set the wind to go 
west, and then use the DEKU LEAF to glide over to the statue.  Unless 
you doubled your Magic Meter, it will be nearly depleted by the time 
you land.  Pick up the big rock and drop through the hole it was 
hiding.

Welcome to the Savage Labyrinth.  This is a dungeon with 51 Floors and 
tons of enemies.  You'll have several opportunities to escape, but 
working your way back through can be very frustrating.  Come prepared 
with at least two FAIRIES, a BLUE POTION, and a complete stock of 
ARROWS and BOMBS.  

Note: The Savage Labyrinth provides you with the chance to make a major 
dent in the Nintendo Gallery sidequest, because it forces you to face 
off with almost every type of non-Boss and non-aquatic foe in the game.  
Of course, since you can only carry 3 pictures at a time, you'll have 
to make many trips back and forth, but there is a big payoff for those 
with the patience to undertake this task.  

Floor 1: Entrance

Floor 2:  Keese x10 

Floor 3: Miniblin x6

Floor 4: Bokoblin x4 (with Boko Sticks)

Floor 5: Red ChuChu x6 

Floor 6: Magtail x4

Floor 7: Keese x4, Miniblin x4

Floor 8: Fire Keese x4, Magtail x2

Floor 9: Bokoblin x4 (with torches), Fire Keese x2

Floor 10: Moblin x2 

Floor 11:  Exit Portal, Jars (Hearts & Rupees)

Floor 12: Peahat x6

Floor 13: Green ChuChu x4

Floor 14: Boko Baba x5

Floor 15: Bokoblin x4 (torches & shields) 

Floor 16: Mothula x5 

Floor 17: Boko Baba x3, Peahat x3

Floor 18: Green ChuChu x4, Bokoblin x4 (with swords) (hidden in jars)

Floor 19: Mothula x3, Bokoblin x2 (with swords and shields)

Floor 20: Flying Mothula x2

Floor 21: Exit Portal, Jars (Hearts & Rupees) 

Floor 22: Wizzrobe x3

Floor 23: Armos Statue x4

Floor 24: Armos Knight x2

Floor 25: Yellow ChuChu x6 (hidden in jars)

Floor 26: Red Bubble x4

Floor 27: Darknut x1, Bokoblin x2 (with swords & shields)

Floor 28: Armos Statue x3, Wizzrobe x1

Floor 29: Armos Knight x2, Red Bubble x2

Floor 30: Darknut x2

Floor 31: Jars (Hearts & Rupees), chest with TRIFORCE CHART 6

You got what you came here for, but there is another prize to find.  
Use the beam of light to destroy the sand statue, and continue through 
the next series of chambers. 

Floor 32: ReDead x6, beam of light

Floor 33: Blue Bubble x5

Floor 34: Dark ChuChu x5, beam of light

Floor 35: Poe x5, beam of light

Floor 36: Flying Mothula x3

Floor 37: ReDead x3, Moblin x2, beam of light

Floor 38: Dark ChuChu x5, Flying Mothula x1, beam of light

Floor 39: Poe x5 (with lanterns), Moblin x2 (with lanterns)

Floor 40: Blue Bubble x4, Stalfos x2, beam of light 

Floor 41: Jars (Rupees), Exit Portal

Floor 42: Miniblin x25

Floor 43: Green ChuChu x10, Yellow ChuChu x10, Red ChuChu x10 (in a 
circle, so the 
Hurricane Spin is extremely effective, but only after you eliminate the 
Yellow ChuChus, because they emit electricity.  The best strategy is to 
use the BOW and fire arrows with L-targeting.)  

Floor 44: Wizzrobe x5

Floor 45: Bokoblin x15  (This room is almost entirely pitch black, so 
stay near one of the torches, and let the Bokoblins come to you.  Slash 
like mad or use the HURRICANE SPIN to clear them out in groups of three 
or four.  )

Floor 46: ReDead x4, Stalfos x2   

Floor 47: Moblin x3, Darknut x2  (Use the BOOMERANG to stun the 
Moblins, and try to get rid of them first.)

Floor 48: Wizzrobe x3, Darknut x2 (Use ARROWS to take out the Wizzrobes 
before engaging the Darknuts.) 

Floor 49: Stalfos x3  (There are lots of Bomb Flowers here.  Use them 
rather than the ones in your inventory. )

Floor 50: Darknut x4, fire-breathing statues on the wall 
Floor 51: HEART PIECE, Exit Portal

Get the CHART deciphered by Tingle and go to Southern Triangle Island 
(D5) and pick up the SHARD.

Stone Watcher Island 
Sector: C5
Head southeast from Greatfish Isle 

Lift the enormous stone head (with the POWER BRACELETS) and toss it out 
of your way.  Fall through the hole underneath.  Enter each of the four 
rooms and defeat the enemies that appear: 4 Armos Statues, 2 Moblins, 3 
Wizzrobes, and 4 Bokoblins *with Boko Sticks & swords).  Once you have 
done this, return to the center room and wipe out the 2 Darknuts.   
Enter the barred door, play WIND'S REQUIEM on the blue symbol, and open 
the chest for TRIFORCE CHART 7.  Break the two vases for Rupees, then 
exit back to the world above.  

Get the CHART deciphered by Tingle and go to Seven-Star Isles (F1) to 
pick up the SHARD.

Overlook Island 
Sector: G1
Head northeast from Dragon Roost Island 

Use the HOOKSHOT to latch onto the tree strategically positioned on the 
solitary mound of rock.  Work your way up the cliffs to the Secret 
Cave.  Again, you have to enter the four rooms and defeat the enemies: 
Stalfos, Wizzrobes, Stalfos, and Bokoblins.  Return to the central 
chamber and battle the four Darknuts.  Remember that once you knock off 
the helms, you can stun the Darknuts with the BOOMERANG, or damage them 
with FIRE ARROWS.  When you've won, go through the barred door and play 
the WIND'S REQUIEM on the blue symbol.  Open the chest for TRIFORCE 
CHART 8.  

Get the CHART deciphered by Tingle and go to Two-Eye Reef (D7) to pick 
up the SHARD. 

The Triforce of Courage has been successfully reassembled.  
Congratulations!!!  Now, you can enter Hyrule Castle and confront 
Ganon.  But first, you should try to complete all of the remaining 
sidequests.  

Warp to the Tower of the Gods, and approach the entrance.  Link will 
show the TRIFORCE of COURAGE to the gods, and they will open the path 
to Hyrule Castle.  The King of Red Lions declares Link as the Hero of 
Winds.  Inside the Castle, head to the basement where you got the 
Master Sword.  You see Zelda, but she disappears.  Then, you are 
taunted by the voice of Ganon, who has come here once his power was 
restored.  He sends a pair of Darknuts after you.  Use FIRE ARROWS to 
burn the capes on their backs, and them take out in the usual manner.  
Collect the spoils, and then exit through the door at the far end of 
the upper hall (Link will go there automatically). Walk forward across 
the bridge, and destroy the invisible barrier with a swipe of the 
Master Sword.  Follow the dirt path, dodge what enemies you can, and 
use the HOOKSHOT to cross the gap in the trail.  Enter the cave on the 
other side.  

Ganon's Tower

Head to the center platform and cross the rope bridge on your left.  
Slay the Bokoblin and enter the door. 

In Room A, use the BOW to take out the skulls that are lined up on the 
overhead beams.  A couple of the skulls are actually Red Bubbles, and 
they will spring when you get close.  With that threat out of the way, 
grapple onto the nearest beam.  Press the R Button to stop swinging, 
and then climb up and grab the beam.  Link will pull himself up.  Jump 
off and glide to the floating platform in the distance.  Grapple onto 
the next beam.  Get on top of this beam and glide to the ledge on the 
back.  There are two Red Bubbles here, but you should be able to get 
through the door before they attack you.   In the next chamber, you'll 
have a monochromatic Boss fight with Gohma.  Nothing has changed since 
Dragon Roost Cavern. (During these particular sequences, you will only 
have the items you had the first time you fought the Boss).  
Afterwards, you'll be back in the center chamber.  Cross the second 
bridge on your left.  

Room B looks like the Forbidden Woods.  Blow the fan with the DEKU LEAF 
to reel in the gondola.  Jump onto the gondola and blow the fan to move 
it across the chasm.  When the gondola comes to a stop, jump to the 
platform on the right, and when it lowers, blow the fan on the left.  
This will bring in the second gondola. Glide to it when the platform 
slides into its upper position.   When this gondola comes to a stop, 
glide to the platform on the right, and then jump to the one on the 
left.  Glide to the ledge in the back of this area.   Kill the Peahats, 
and then enter the Boss door.  Defeat Kalle Demos and return to the 
central chamber. 

Cross the second bridge on your right.  Room C is a long hallway with 
coffins on both sides.  Approach the coffins, and the lids will fall 
off, revealing either a refill of some sort, an enemy, or nothing.  

Right side

1st casket: nothing
2nd casket: nothing
3rd casket: Fairy 
4th casket: ReDead
5th casket: nothing
6th casket: Red Bubble

Left side

1st casket: ReDead
2nd casket: Magic Refill
3rd casket: Red Bubble
4th casket: Arrows
5th casket: bombs
6th casket: nothing

Run up the stairs at the end of the hallway.  You'll notice a switch 
and a beam of sunlight.  Another long hallway lined with sarcophagi 
lies ahead.  In one of the coffins, you will find a Dark ChuChu.  Use 
the sunlight to turn it to stone, and then set it down on the button to 
make the third set of stairs appear.  

2nd hallway, right side
(This hallway also has 2 Poes)

1st casket: nothing
2nd casket: Dark ChuChu
3rd Casket: Magic Refill
4th Casket: nothing
5th casket: nothing
6th casket: Fairy

2nd hallway, left side

1st casket: Magic Refill
2nd casket: Dark ChuChu
3rd casket: Magic Refill 
4th casket: Dark ChuChu
5th casket: nothing
6th casket: nothing

The third hallway has another switch that must be held down, but the 
beam of light is at the end of hallway.  Use the MIRROR SHILED to 
reflect it down the hallway, and try to hit the ChuChu that is closest 
to the switch.  Once the ChuChu has been set into place, roll back 
towards the last set of stairs.  Watch out for the Stalfos!!!   Enter 
the Boss door to fight Jalhalla from the Earth Temple.  Defeat him to 
warp back to the central chamber. (You can take out large groups of 
Poes with the HURRICANE SPIN). 

3rd hallway, right side

1st casket: nothing
2nd casket: Bombs
3rd casket: Dark ChuChu
4th casket: Arrows
5th casket: Magic Refill
6th casket: Dark ChuChu

3rd hallway, left side

1st casket: Dark ChuChu
2nd casket: nothing
3rd casket: Dark ChuChu
4th casket: Magic Refill
5th casket: nothing
6th casket: Dark ChuChu

Cross the first bridge on your right.  Room D resembles the Wind 
Temple.  Walk forward and climb up onto the metal spring.  Use FIRE 
ARROWS to take out the Wizzrobe, and then put on the IRON BOOTS.  This 
compresses the spring.  Take them off and when you are hurled into the 
air, glide over the ditch and the spikes with the DEKU LEAF.  Use the 
metal spring behind the tower to give you enough altitude to pass 
through the downdrafts up ahead.  Land near the vases, and kill the 
Bokoblins.  Use the HOOKSHOT to latch onto the target and then enter 
the Boss door to fight Molgera.  

Back in the central chamber, the door with the four symbols will now be 
unlocked.  Enter and head up the stairs, ignoring the Miniblins.  Go 
through the door at the top of the stairs.  

You are now on the second floor.  Enter the door on the right and 
notice the pattern of the candelabras.  Now, exit this room.  Back in 
the circular chamber, go through the door on the left.  Use the 
BOOMERANG to hit the switches in accordance with the candelabras.  I 
believe the correct order is listed below.  If not, then please e-mail 
me. I am not sure if it the same from game to game.  

Switch #1: back-right
Switch#2: front-left
Switch #3: front-right
Switch #4: back-left

This opens a portal that transports you back to the Great Sea, near 
Forsaken Fortress.  Do what you need to do, and then return to Ganon's 
Castle.  

Go back to the room with the candelabras and drop into the seemingly 
bottomless hole.  You are now confronted by one of the game's trickiest 
puzzles.  You have to navigate a series of identical rooms, each one 
guarded by a Phantom Ganon.  This is the same deity you fought at the 
Forsaken Fortress, but the Master Sword is now so powerful that you can 
destroy this thing with a single blow.  However, it stays in midair 
throughout much of the battle, so you have to volley its energy blasts 
back and forth until you get a successful hit, and the specter falls to 
the ground.  Or, when it makes clones of itself, wait for them to 
disappear, and the real Phantom will lurk around for a few moments.  
One sword strike will send it to its knees, another will eliminate it.  
There are eight Phantom Ganons in all.  Every time you defeat one, its 
sword will topple over.  The hilt will point out the correct door to go 
through.  Make sure that you pay attention to this.  If not, you will 
end up traveling in a circle, and you won't make any progress (unless 
you extremely lucky).  When the last Phantom has fallen, a chest will 
materialize in the center of the room.  Open it for the LIGHT ARROWS.  
Go through the next door, and you will find yourself back in a familiar 
place.  Use a LIGHT ARROW to kill the Phantom Ganon that appears, and 
then use its discarded sword to break down the brick wall.  

Head up the stairs and take out the Moblins and Darknuts with the LIGHT 
ARROWS.  Go through the double doors at the top to meet with Ganon.  
=======================================================================
Boss: Puppet Ganon

Phase I: The Marionette

As you would expect, this Boss is suspended from the ceiling by 
strings.  Use the BOOMERANG to sever them (only the blue ones, because 
the red one can't be damaged).  Each string has to be struck twice in 
order to become disconnected.  There will be a steady supply of Keese, 
so kill them in order to keep your health and magic replenished.  To 
defeat the Marionette, you need to shoot three LIGHT ARROWS at the 
crystal on its tail.  This isn't difficult, as long as you remember to 
remove the string that is attached to the tail.  With each successful 
hit, the Marionette will be lifted up, and then set back down, all 
strings reassembled.  It doesn't have ay attacks to speak of, except 
for the spin thing it does after at least four of the blue cords have 
been cut.  You should be all right if you stay out of the center of the 
room. 

Phase II: The Spider

The Spider spins around near the ceiling before being dropped to the 
floor.  Watch its reflection in the water, and position yourself so 
that you are near the crystal when the Spider falls.  Fire a LIGHT 
ARROW to cause damage.  Do this three times to move on to the final 
stage of the fight. 

Phase III: The Snake

The red string is now used to guide the Snake around the room in a very 
reckless fashion.  It never stops moving, and L-targeting is almost 
impossible.  You can stun the Snake briefly by hitting it in the head 
with the Master Sword, but this is incredibly risky.  Just stand near 
the wall and fire LIGHT ARROWS when the crystal comes into view.  
Expect to deplete your Magic Meter many times.  POTIONS work great 
here, but if you don't have any, there are plenty of Morths to hack up 
for Magic and health refills.  
=======================================================================


Ganon emerges after the battle.  Your victory has proven to him that 
Link is indeed a hero.  He retreats to the roof with an unconscious 
Zelda in tow.  Climb the red rope to the large chandelier. Use the 
beams and the GRAPPLING HOOK to reach the third floor, and break the 
jars along the way for valuable health and magic refills.  Burn the lid 
off the Mystical Jar and HOOKSHOT to the door that leads out onto the 
roof.  
=======================================================================
Boss: Ganondorf
Attacks: Sword Slash (1 Heart)

Princess Zelda will take the BOW and fire LIGHT ARROWS at Ganondorf.  
When he gets struck by one, he will be stunned.  Move in and nail him 
with a combo.  Ganondorf is a fast and clever opponent.  You won't land 
any strikes if you stand face-to-face with Ganon.  Rely on the Parry 
attack, and follow it up with repeated slashes to Ganon's backside.  
This is an excellent way to keep him distracted while Zelda shoots 
LIGHT ARROWS.  After three hits from the LIGHT ARROWS, Ganon will knock 
Zelda unconscious. Link has to fend for himself.  Continue using the 
Parry attack, and deflect Ganon's sword slashes with the shield as best 
you can.  With the third Parry attack, Zelda recovers.  Realizing that 
he is once again outnumbered, Ganon will become almost impossible to 
hit.  Zelda comes up with a strategy: she fires the LIGHT ARROWS at 
Link, and he must deflect them with his shield so that they will hit 
Ganon.  When you succeed in doing this, perform a Parry attack to place 
the Master Sword firmly in Ganon's forehead.  
=======================================================================
You have completed The Legend of Zelda: The Wind Waker.  Watch the 
ending and save in an empty file to start the second Playthrough.




XX. 2nd Playthrough Extras

1.	Link will wear his blue pajamas throughout the entire game.  
Grandma will never give him the HERO'S CLOTHES.  
2.	Aryll will wear a purple dress with a skull on it.  
3.	You will automatically begin with the DELUXE PICTO BOX.
4.	All of the figurines you acquired for the Nintendo Gallery will 
be carried over.  Also, you can purchase some pictographs from 
Lenzo.
5.	All of the Hylian dialogue will be translated into English.  Now, 
you can understand what Valoo, Jabun, and the Great Deku Tree 
were saying.  



XXI.	Lenzo's Apprentice 

Location: Windfall Island
Reward: Joy Pendant, Deluxe Picto Box

Once you have the PICTO BOX, go back to Lenzo's studio and look at 
his private collection upstairs.  Afterwards, talk to him, and he 
will give you the opportunity to become his assistant.  There is one 
requirement.  Lenzo wants to evaluate your pictography skills.  
There are three assignments.  

1.	The Love Letter 

Go to the docks and stand by the man near the end of the pier.  Pull 
out the camera and zoom in on the mailbox.  It may take several 
minutes, but eventually, a guy in red overalls will stop by the 
mailbox and deposit a letter.  To meet Lenzo's approval, you have to 
catch him just as he drops the letter into the box.  

2.	The Coward at the Cafe 

The Cafe, if you remember, is up the stairs next to Zanuri's Shop.  
Inside, you will see a man standing in the back, near a table.  Pick 
up one of the jars and toss it at him, and then take a full body 
photo to capture his funny reaction.  

3.	The Secret Couple

Pull out the camera and stand by the arch near the school.  Take a 
picture of the red-headed man talking to the woman in the orange 
dress.  Make sure that the kids don't get in the way.  

When all three pictures have been taken successfully, Lenzo will 
give you a JOY PENDANT.  Now comes the final element of this quest.  
To colorize the film in the PICTO BOX, Lenzo needs you to bring him 
one of the glowing fireflies from Forest Haven.  There are several 
to choose from, but you'll need the brightest one.  It is usually 
separated from the other fireflies.  Try looking for it in a bush or 
a corner.  



XXII.	The Trading Game

Location: Windfall Island, Bomb Island, Greatfish Isle, Mother & 
Child Isles
Reward: Magic Armor, Heart Piece

Once you have the DELIVERY BAG, return to Windfall Island and speak 
with Zunari.  It may take a couple of tries, but he will eventually 
notice that you have it.  He will then explain the Merchant's Oath 
to you, and asks you to spread to other merchants who travel around 
to various locations in the Great Sea.   

Note: The trading process is made much simpler by the Ballad of the 
Gales.  Don't use it to get to the Mother & Child Isles, however, 
because you will be dropped inside of the larger island, and you 
won't be able to get out unless you play the song a second time and 
warp to a different location.  Warp to Windfall and head west to 
reach Mother & Child Isles without much effort.  

Note: Sometimes, you don't have to exchange the items at the 
indicated destination.  Merchants will usually offer to trade the 
item that they just gave you for the next one in the sequence.  

The TOWN FLOWER can be exchanged for the SEA FLOWER at Greatfish 
Isle for a fee of 20 Rupees.  

The SEA FLOWER can be exchanged for the EXOTIC FLOWER at Greatfish 
Isle for a fee of 25 Rupees.  

Return to Windfall after you have the EXOTIC FLOWER, and Zunari will 
give you the MAGIC ARMOR. 

The EXOTIC FLOWER can be exchanged for the PINWHEEL at Mother & 
Child Isles for a fee of 55 Rupees. 

The PINWHEEL can be exchanged for the SICKLE MOON FLAG at Bomb 
Island for a fee of 40 Rupees. 

The SICKLE MOON FLAG can be exchanged for the FOUNTAIN IDOL at 
Greatfish Isle for a fee of 65 Rupees. 

The FOUNTAIN IDOL can be exchanged for the BIG SALE FLAG at Mother & 
Child Isles for a fee of 35 Rupees. 

The BIG SALE FLAG can be exchanged for the HERO'S FLAG at Bomb 
Island for a fee of 75 Rupees. 

The HERO'S FLAG can be exchanged for the POSTMAN STATUE at Greatfish 
Isle for a fee of 100 Rupees.  

The POSTMAN STATUE can be exchanged for the SHOP GURU STATUE at 
Mother & Child Isles for a fee of 200 Rupees.  

Deliver the SHOP GURU STATUE to the merchant on Greatfish Isle to 
receive a HEART PIECE. 

All of the items that you trade successfully will be on sale by 
Zunari back on Windfall Island.  Look in the Shops section for a 
complete listing.  These items serve no integral purpose, but they 
can be used to decorate the Private Oasis and Windfall Island.  


XXIII.	Pictograph Sidequests (with DELUXE PICTO BOX)

The Lunar Riddle 

Location: Windfall Island 
Reward: Treasure Chart 31

On the steps outside the mansion with the fancy red door, there is a 
man who repeatedly claims that you don't understand how he feels.  
Talk to him three or four times and he will change his mind.  He 
asks you to show him a picture of something "perfectly round and 
pale."  Of course, he is talking about the moon.  At some point 
during your adventure, snap the moon when it's full, and then return 
to Windfall (at daytime) and present your results to the downtrodden 
fellow.  His spirits will be lifted, and he'll reward you with 
TREASURE CHART 31. 

You're So Vain

Location: Windfall Island
Reward: Treasure Chart 33

Outside the Potion Shop, there's a woman who is wearing an apron.  
Talk to her, and she will more or less admit that she likes to look 
at pictures of herself.  Oblige her vanity by stepping back and 
getting a full body photo.  Hand it over to her and get TREASURE 
CHART 33.  You might as well take another for the Nintendo Gallery.  

Link the Matchmaker 

Location: Windfall Island
Reward: Heart Piece

Across from the school is a lady in an orange dress.  Talk to her 
and she will tell you about the advice she go from Lenzo.  If she 
gives a picture of herself to the guy she has a crush on, romance 
will surely develop.  Get a full body photo, and then find the man 
(with orange hair) who takes his daily stroll around town.  Hand him 
the picto, and he will become very excited.  He gets courageous, and 
proclaims that he will finally ask the woman of his dreams out on a 
date.  Play the SONG OF PASSING two times to fast-forward to the 
next day, and check at the Cafe to see if the two lovebirds are 
there.  Talk to both of them to receive a HEART PIECE.  Sometimes, 
it might take two days for the couple to meet at the Cafe.  

Lenzo's Secret

Location: Windfall Island
Reward: Treasure Chart 24

Across from Zunari's Shop, you'll find a pair of gossiping ladies.  
Their central point of discussion is Lenzo's alleged female 
companion.  They might reward somebody who could verify the rumor.  
Enter the Zee Fleet building, go up the stairs, and exit back 
outside.  Leap onto the awning near the Ferris wheel, and use the 
DEKU LEAF to glide over to the ledge above the entrance to Lenzo's 
studio.  Go through the door, open the treasure chests, and then 
crawl through the small passage.  Sure enough, Lenzo is carrying on 
a conversation with a mysterious woman.  Take a picture of them 
together, and return it to the gossipers.  They will identify the 
woman as a former beauty queen, and discover that she and Lenzo 
share a passion for pictographs.  Now that they know the truth, they 
will thank Link by giving him TREASURE CHART 24.


XXIV.	Volunteer Association

Location: Windfall Island
Reward: Heart Piece

Once you either begin or complete The Trading Game sidequest, Zunari 
will place brown pedestals all over Windfall Island.  He will also 
sell TOWN FLOWERS for 10 Rupees apiece.  The Joyous Volunteer 
Association is headed by Mrs. Marie.  Talk to her for a free 
membership.  Then, you can start placing TOWN FLOWERS in the 
pedestals.  

Potion Shop: 2 pedestals
Between Potion Shop and Mansion: 1 pedestal
Mansion (lower floor): 6 pedestals (2 on stage)
Mansion (upper floor): 5 pedestals 
Wooden Deck, on right path after mansion: 2 pedestals
In front of Zanuri's Shop: 2 pedestals
Around Sam's bench: 3 pedestals
Lenzo's Studio: 2 pedestals 
School: 4 pedestals
Zee Fleet Building: 4 pedestals 
Through arch left of school: 6 pedestals 

You don't have to fill up all the pedestals.  There are, I believe, 
37 of them.  Plant TOWN FLOWERS in at least 28-30 pedestals and talk 
to Sam, the guy sitting on the bench near Zanuri's Shop, to receive 
the HEART PIECE.  


XXV.	Maggie and Mila 

Location: Windfall Island
Reward: Heart Piece, Bottle

After your second trip through the Forsaken Fortress, you will 
rescue Aryll and two other girls, Maggie and Mila.  Back on Windfall 
Island, they switch social stature.  Maggie and her father become 
wealthy, while Mila and her dad live in poverty.  

Head to the upper floor of the Mansion.  Maggie's father hates 
postmen.  Maggie is standing near the window, and gives you a nicer 
reception than her old man.  She tells you that she fell in love 
with a Moblin named Moe while she was in Forsaken Fortress.  She has 
written several love letters, but has not gotten a response.  She 
hands over her newest letter, and asks you to deliver it for her.  
Place it in the mailbox, and play the SONG OF PASSING to fast-
forward to the next day.  Return to the Mansion to find Maggie's 
father arguing with Quill.  The Rito becomes frustrated, and says he 
is going someplace to "cool his feathers".  Head to the Cafe and 
speak with Quill.  He gives you a letter from Moe.  Deliver it to 
Maggie and receive a HEART PIECE. 

At night, you'll find Mila between the Potion Shop and the Mansion.  
Talk to her, and she will tell you to go away.  Run up the stairs 
towards Zanuri's Shop, and Mila will run off.  Follow her.  Keep 
your distance, because she stops momentarily to check to see if 
anyone is spying on her.  Eventually, she will head back to Zanuri's 
Shop, and attempt to break into his safe.  Catch her in the act, and 
announce that you are an "ally of justice".  Agree to hear her 
story, but refuse to let her go on the grounds of being honest.  She 
promises to change her ways, and hands over a BOTTLE in gratitude.  


XXVI.	Orca Trials 

Location: Outset Island
Reward: Rupees, Heart Piece

Return to Outset Island at any point during your adventure, and talk 
to Orca to enter a series of trials.  You have to hit Orca a certain 
number of times before he hits you three times.  This can be 
extremely easy or pretty difficult, depending on your approach. 
Don't ever underestimate the old geezer, because he can often take 
you by surprise.  Thrusts are the best way to go.  Use about five or 
six of them, and then back until he takes his shot.  Combos are a 
good way to rack up the hits, as well.  Always try to stay in the 
center of the room, and use Parry attacks whenever possible.  

50 Blows     Purple Rupee      Upgraded to rank of Knight
100 Blows    Orange Rupee      Upgraded to rank of Swordsman 
500 Blows    Heart Piece       No rank upgrade
1000 Blows    Silver Rupee     Upgraded to rank of Master


XXVII.	Wilted Deku Trees

Location: Forest Haven, The Great Sea
Reward: Heart Piece

You don't want to try this sidequest until you learn the BALLAD OF 
GALES.  Go to Forest Haven and talk to the Great Deku Tree.  Have 
him tell you about the Koroks and the Forest Water, which is what 
you wade through to reach the Deku Tree.  Put some in an EMPTY 
BOTTLE.  It will retain its magical properties for 20 minutes, but 
that is more than enough time to complete this sidequest.  

1.	Sail east from Forest Haven to reach Cliff Plateau Isles.  Use 
the Secret Cave to reach the upper ledge where the sapling is.  
2.	Warp to Southern Fairy Island and sail west to Shark Island.
3.	Warp to Greatfish Isle and water the tree on top of the spiraling 
hill.  
4.	Sail southwest from Greatfish Isle to Needle Rock Isle.
5.	Warp to the Tower of Gods and sail south to the Private Oasis. 
6.	Warp to the Tower of Gods again and sail north to Eastern Fairy 
Island. 
7.	Warp to Tingle Island and sail northwest to Mother & Child Isles.  
8.	Sail north from Mother & Child Isles to Star Island.  

Once all the trees have been watered, you will get a HEART PIECE. 
XXVIII.	Mini-Games 

1. Zee Fleet 

Location: Windfall Island
Price: 10 Rupees
Reward: Heart Piece, Treasure Chart 7, Treasure Chart 23, Orange 
Rupee, Purple Rupee

The Zee Fleet mini-game is played a lot like Battleship.  You are 
supplied with 24 Bombs.  There are three squids to destroy.  Each 
squid is a different size.  One requires four hits, one requires 
three hits, and the smallest one requires two hits.  Their locations 
are completely random.  Pick a square on the grid and press the A 
button to fire.  If you miss, you'll hear "Sploosh", and an "X" will 
appear in the square.  If you do get a successful hit, you'll hear 
"kaboom", and a yellow symbol will appear in the square.  At first, 
space out your guesses, so you can cover a larger area.  The squid 
groups may be positioned vertically or horizontally, but never 
diagonally.  To get one of the prizes, you have to beat the high 
score, which is initially set at 20 Bombs.  

2. Mail Sorter

Location: Dragon Roost Island
Reward: Heart Piece, Rupees

Approach the counter on the second floor of the mail center and talk 
to the postal worker.  He is looking for part-time help, and 
recruits you for the position.  Your first assignment is to sort 10 
letters in 30 seconds.  This is incredibly easy.  When finished, 
you'll get 1 Rupee for every two letters that you sorted correctly. 
Your next task is 20 letters in 30 seconds.  This is a little more 
difficult, but not by much.  You'll receive 1 Rupee per letter.  Now 
comes the hard part: at least 25 letters in 30 seconds!!!   This 
requires superlative hand-eye coordination.  It took me nearly an 
hour to do this.  However, the more you fail, the better your 
chances improve, because you'll usually get five or more letters 
that are exactly the same.  If you complete this segment, you'll 
receive three Rupees per letter.  

Your 25-letter achievement will go down as legend.  When you come 
back later, you'll find a new employee named Baito, who asks you to 
repeat your historic task.  Do so, and he gives you a letter that 
you need to mail to his mother.  Once you deposit it in the mailbox, 
play the SONG OF PASSING to fast-forward to the next day, and check 
the mailbox to find a letter from Baito's mother.  You'll get the 
HEART PIECE.  

3. Pig-Sitting

Location: Windfall Island
Price: 3 Skull Necklaces
Reward: Purple Rupee

There is a pirate on the dirt path near the Bomb Shop.  If you give 
him three SKULL NECKLACES, he will let you earn some money by 
finding his three pigs and bringing them to him.  

Pig #1: Grass near beach
Pig #2: grass near beach, but closer to Bomb Shop
Pig #3: grassy slope leading to jail cell

4. Auction

Location: Windfall Island
Reward: Heart Piece, Treasure Chart 38, Treasure Chart 18, Joy 
Pendant 

At night, Zanuri holds an auction in the Mansion.  The event is open 
to the public.  Zanuri will try to trick into saying that you don't 
need an explanation of the rules.  If you aren't sure what to do, 
answer that you are "not fine with that", and he will explain how 
the auction works.  

The crowd has one minute to place its bids.  To give Link a chance 
to bid, you have to press the A Button repeatedly.  You can offer 
any amount of Rupees, as long as you go higher than the current bid, 
and you don't wager more Rupees than you have.  

The best way to win the auction items is to wait until Zanuri 
announces that there are 10 seconds left.  Fill up the gauge about 
three-quarters of the way, and then finish filling it up after the 
5-second announcement.  Bid at least 20 Rupees more than the current 
price. The crowd will be stunned, and you can walk away with the 
prize. 

Treasure Chart 38    
Opening Bid: 60 Rupees
Estimated Winning Bid: 180 Rupees

Heart Piece
Opening Bid: 80 Rupees
Estimated Winning Bid: 225 Rupees

Joy Pendant
Opening Bid: 40 Rupees
Estimated Winning Bid: 120 Rupees

Treasure Chart 18
Opening Bid: 60 Rupees
Estimated Winning Bid: 180 Rupees


5. Barrel Shoot

Location: Spectacle Island
Price: 50 Rupees
Reward: Treasure Chart 17, Heart Piece, Orange Rupee

You have 10 chances to sink five barrels that are sitting in the 
water.  Use the Control Stick to move the cannon around, and press 
the A Button to fire a cannonball.  

Obviously, in order to hit a barrel, you must be lined up with it.  
However, the more important factor here is trajectory.  Use the 
angle gauge in the lower right-hand corner to experiment with 
various distances.  Most of the barrels fall within the 25-42 degree 
range.  It just takes practice.  Make sure you have at least 500 
Rupees.  This gives you a lot of chances, and you'll probably have 
money to spare.  Sink all the barrels to receive a HEART PIECE.  
Sink all the barrels in less than 10 shots to get a TREASURE CHART.  
Sink the barrels a second time to get the other TREASURE CHART.  

6.	Merman Target Practice

Location: Great Sea
Reward: Rupees

Once a Merman has filled an island in on your Sea Chart, you can 
feed him some more ALL-PURPOSE BAIT, and he will give you the 
opportunity to shoot him with the BOW.  You have 10 arrows and no 
time limit.  Wait for the Merman to leap out of the water, and then 
watch his shadow to see where he'll fall.  Nail him just before he 
hits the water.  You get 10 Rupees for each successful hit.  

7.	Picture Puzzles

Location: Private Oasis
Reward: Lots of Rupees

When you give Mrs. Marie 20 JOY PENDANTS, she will hand over the 
CABANA DEED.  Use this to enter the cabana at the Private Oasis.  
You'll have to come here to find a TRIFORCE CHART, but you can also 
come here to solve the picture puzzles hanging on the walls.  You 
have to use the Control Stick to move the pieces of the puzzle into 
place.  There are 16 puzzles, and I have only completed 5 of them. 
You get 50 Rupees per puzzle.  There is no time limit, so you can 
work on them as long as you want.  


XXIX.	Island Guide

Note: If you look at the Sea Chart, you will distinctly see a series 
of columns and rows.  I assign a letter to each column, and a number 
to each row.  That is how I will list the location of each island in 
this section.  


Forsaken Fortress
Sector: A1
Treasure: Use TREASURE CHART 25 to find a SILVER RUPEE.
====================================================================

Four-Eye Reef
Sector: A2
Treasure: Use TREASURE CHART 41 to find the GREAT FAIRY CHART.  
Destroy the gunboats and turrets to reveal a chest with TREASURE 
CHART 19.  
====================================================================
Western Fairy Island 
Sector: A3
Treasure: Use TREASURE CHART 8 to find a SILVER RUPEE.
Use the SKULL HAMMER to pound the peg in front of the seashell.  
Enter the shell and talk to the Great Fairy to get an ARROW upgrade. 
====================================================================
Three-Eye Reef
Sector: A4
Treasure: Use TREASURE CHART 38 to find a HEART PIECE. 
Destroy the gunboats and turrets to reveal a chest with TREASURE 
CHART 32.  
====================================================================
Needle Rock Isle 
Sector: A5
Treasure: Use TREASURE CHART 28 to find a SILVER RUPEE.
Use a FIRE ARROW to melt the ice covering the secret cave.  Drop 
into the hole to find a Ship Graveyard.  There are six well-hidden 
torches scattered throughout this area.  Light them all to find a 
chest with an ORANGE RUPEE. Here are the torch locations. 

1.	near the signpost
2.	bow of the ship on the right
3.	Stand on mound near the exit, and shoot a FIRE ARROW through the 
opening in the railing straight ahead. 
4.	Left part of ship in distance
5.	on the left, high up on the ship
6.	back-left corner, in crow's nest

There is another chest on this island, as well.  Take out the 
Kargarocs flying around the large stone tower, and then use a HYOI 
PEAR to take control of a seagull.  Have the seagull activate the 
switch on top of the tower.  This lowers the ring of fire around the 
chest.  Open it for a HEART PIECE. 
====================================================================

Diamond Steppe Island 
Sector: A6
Treasure: Use TREASURE CHART 23 to find a HEART PIECE.
Big Octo: 8 eyes, ORANGE RUPEE

You'll need to navigate the Mystical Jar maze to find the GHOST SHIP 
CHART.  This is discussed in the walkthrough, because you need to 
find the Ghost Ship to pick up one of the TRIFORCE CHARTS.
====================================================================
Horseshoe Island 
Sector: A7
Treasure: Use TREASURE CHART 9 to find a SILVER RUPEE. 

Thick vines block the path around Horseshoe Island.  To get rid of 
them, you must use the DEKU LEAF to blow the Boko Nuts into the 
holes beyond the vines.  It's a lot like bowling.  Each hole is 
marked by a flag.  Once the last hole has been filled, a chest will 
appear.  Glide over and open it for TREASURE CHART 28.  Fall into 
the hole near Old Man Ho Ho (the guy with the Telescope).  Kill the 
Mothulas with FIRE ARROWS and open the chest that appears to claim 
TREASURE CHART 8.  
====================================================================
Star Island 
Sector: B1
Treasure: Use TREASURE CHART 7 to find a SILVER RUPEE.
Wilted Deku Tree  

Use a Bomb to destroy the boulder in the southwestern corner.  Drop 
into the hole, and fight off the Magtails, Bokoblins, and Moblins.  
Open the chest that appears after the battle for a HEART PIECE. 
====================================================================
Mother & Child Isles 
Sector: B2
Treasure: Use TREASURE CHART 29 to find a SILVER RUPEE
Wilted Deku Tree
Traveling Merchant

The FIRE & ICE ARROWS are obtained here. Check the walkthrough for 
all the details. 
====================================================================
Rock Spire Island 
Sector: B3
Treasure: Use TREASURE CHART 2 to find a HEART PIECE. 
Beedle's Special Shop Ship can be found sailing around this island.  
Platforms: ORANGE RUPEE

Run up the slope to the ledges above the water, and use BOMBS to 
clear the boulders off of the pedestals.  This unblocks the path to 
the Secret Cave.  Drop into the hole.  Use a stick to light the 
torches in this room, and then take out the Keese with the 
BOOMERANG.  Open the chest that appears to claim TREASURE CHART 37.
====================================================================
Greatfish Isle
Sector: B4
Treasure: Use TRIFORCE CHART 1 to find a TRIFORCE SHARD. 
Beedle Shop Ship
Wilted Deku Tree
Traveling Merchant
====================================================================
Islet of Steel
Sector: B5
Treasure: Use TREASURE CHART 35 to find a SILVER RUPEE.
====================================================================
Five-Eye Reef
Sector: B6
Treasure: Use TREASURE CHART 12 to find a SILVER RUPEE

Destroy the gunboats and turrets to reveal a chest with TREASURE 
CHART 41. 
====================================================================
Outset Island 
Sector: B7
Treasure: Use TRIFORCE CHART 4 to find a TRIFORCE SHARD. 
Beedle Shop Ship
====================================================================
Northern Fairy Island 
Sector: C1
Treasure: Use TREASURE CHART 24 to find a SILVER RUPEE
Submarine: TREASURE CHART 22

The Great Fairy gives you a RUPEE BAG upgrade. 
====================================================================
Spectacle Island
Sector: C2
Treasure: Use TREASURE CHART 22 to find a SILVER RUPEE
Beedle Shop Ship
Barrel Shoot mini-game
====================================================================
Tingle Island 
Sector: C3
Treasure: Use TREASURE CHART 10 to find a SILVER RUPEE
Big Octo: 12 eyes, HEART PIECE

Sell TINGLE STATUES for 50 Rupees apiece.  Receive 500 Rupees if you 
collect all five TINGLE STATUES.  Tingle will decipher TRIFORCE 
CHARTS for 398 Rupees apiece. 
====================================================================
Cyclops Reef
Sector: C4
Treasure: Use TREASURE CHART 21 to find the LIGHT RING CHART

Destroy the gunboats and turrets to reveal a chest with TREASURE 
CHART 21. 
====================================================================
Stone Watcher Island
Sector: C5
Treasure: Use TRIFORCE CHART 3 to find a TRIFORCE SHARD.  
Platform: HEART PIECE (destroy all turrets)
====================================================================
Shark Island 
Sector: C6
Treasure: Use TREASURE CHART 16 to find a SILVER RUPEE
Wilted Deku Tree
Beedle Shop Ship

There are four switches that must be triggered in a particular 
order.  Pound the wooden peg with the SKULL HAMMER, and then step on 
the switch on the ledge.  Hit the next switch to turn it yellow, and 
then run to the other end of the island and stand on the metal 
button and equip the IRON BOOTS to push it down.  If the sequence is 
done correctly, an updraft will appear, and the flames around the 
Secret Cave will be lowered.  

Drop into the hole to enter the game's most fast-paced battle.  
You'll be confronted by legions of Darknuts, Bokoblins, Miniblins 
Moblins, and Wizzrobes.  Once all the enemies are defeated, open the 
chest that appears for a SILVER RUPEE.  
====================================================================
Headstone Island 
Sector: C7 
Treasure: Use TREASURE CHART 40 to find a SILVER RUPEE.
Submarine: TREASURE CHART 14
====================================================================
Gale Isle 
Sector: D1
Treasure: Use TRIFORCE CHART 2 to find a TRIFORCE SHARD. 
====================================================================
Windfall Island 
Sector: D2
Treasure: Use TREASURE CHART 18 to find a GREEN RUPEE.
Beedle Shop Ship
====================================================================
Northern Triangle Island 
Sector: D3
Treasure: Use TREASURE CHART 26 to find the OCTO CHART.
====================================================================
Six-Eye Reef
Sector: D4
Treasure: Use TREASURE CHART 6 to find a SILVER RUPEE
Submarine: HEART PIECE

Destroy the gunboats and turrets to reveal a chest with TREASURE 
CHART 26.
====================================================================
Southern Triangle Island
Sector: D5
Treasure: Use TRIFORCE CHART 6 to find a TRIFORCE SHARD.
Beedle Shop Ship
====================================================================
Southern Fairy Island
Sector: D6
Treasure: Use TREASURE CHART 4 to find a HEART PIECE.
Platforms: TREASURE CHART 40
====================================================================
Two-Eye Reef
Sector: D7
Treasure: Use TRIFORCE CHART 8 to find a TRIFORCE SHARD
Big Octo: 4 eyes, Great Fairy (doubles Magic Meter)

Destroy gunboats and turrets to reveal a chest with TREASURE CHART 
13. 
====================================================================
Crescent Moon Island
Sector: E1
Treasure: Use TREASURE CHART to find a HEART PIECE
Submarine: TREASURE CHART 9

The chest sitting on the island contains TREASURE CHART 10.
====================================================================
Pawprint Isle 
Sector: E2
Treasure: Use TREASURE CHART 30 to find a HEART PIECE.
Beedle Shop Ship

Crawl through the hole in the base of the dome structure in the 
middle of the island.  Fall through the hole into the Secret Cave.  
Blow up the boulders and open all of the chests.  One of them 
contains the HEART PIECE.   

Outside the dome, use the HOOKSHOT to latch onto the oddly shaped 
tree. Drop into the Secret Cave and defeat the Wizzrobes to reveal a 
chest with a SILVER RUPEE.
====================================================================
Eastern Fairy Island
Sector: E3
Treasure: Use TREASURE CHART 3 to find a SILVER RUPEE
Wilted Deku Tree

Blow up the boulder in front of the seashell and drop through the 
hole to meet with the Great Fairy.  You'll get a BOMB upgrade.
====================================================================
Tower of the Gods
Sector: E4
Treasure: Use TREASURE CHART 14 to find a SILVER RUPEE 
Beedle Shop Ship
====================================================================
Private Oasis 
Sector: E5
Treasure: Use TREASURE CHART 1 to find a SILVER RUPEE
Wilted Deku Tree
Big Octo: 8 eyes, ORANGE RUPEE

Stand on the railing on the deck of the cabana and use the HOOKSHOT 
to latch onto the tree on top of the cliff.  Open the chest to find 
TREASURE CHART 27.
====================================================================
Ice Ring Isle
Sector: E6
Treasure: Use TREASURE CHART 17 to find a SILVER RUPEE.
====================================================================
Angular Isles
Sector: E7
Treasure: Use TREASURE CHART 15 to find a HEART PIECE.

Head to the larger island and slide the blocks with the symbols 
around until you can reach the top of the island.  Open the chest 
for the HEART PIECE.
====================================================================
Seven Star Isles
Sector: F1
Treasure: Use TRIFORCE CHART 7 to find a TRIFORCE SHARD
Big Octo: 12 eyes, HEART PIECE
Platform: TREASURE CHART 16
====================================================================
Dragon Roost Island 
Sector: F2
Treasure: Use TREASURE CHART 39 to find a SILVER RUPEE
Beedle Shop Ship

Go outside on the second floor and approach the left landing 
platform.  Use the DEKU LEAF to fly to the rock spires, and you 
eventually reach the hidden cave.  Open the chest for an ORANGE 
RUPEE.
====================================================================
Fire Mountain
Sector: F3
Treasure: Use TREASURE CHART 37 to find a SILVER RUPEE
Big Octo: 8 eyes, ORANGE RUPEE
====================================================================
Eastern Triangle Island
Sector: F4
Treasure: Use TREASURE CHART 34 to find a SILVER RUPEE
Beedle Shop Ship
====================================================================
Bomb Island
Sector: F5
Treasure: Use TREASURE CHART 20 to find a HEART PIECE.
Submarine: BOTTLE
Traveling Merchant

Destroy the boulder on top of the island and drop into the hole. 
You'll have to use the Magtails to depress some switches.  Use a 
Jump attack to make them roll into a ball, and then you can pick 
them up. In the first room, you just have to drop a Magtail on the 
switch.  In the second room, you have to throw the Magtails into the 
indentations beyond the torches.  There are more details about this 
in the Islands Guide. With both switches depressed, you can open the 
chest surrounded by fire.  Inside, you'll find a HEART PIECE.  
====================================================================
Forest Haven
Sector: F6
Treasure: Use TREASURE CHART 31 to find a HEART PIECE
Beedle Shop Ship
====================================================================
Boating Course
Sector: F7
Treasure: Use TREASURE CHART 32 to find the SEA HEARTS CHART.

On the smaller island, you can find a Secret Cave.  Inside, distract 
the Miniblins with ALL-PURPOSE BAIT and flip the three switches with 
the BOOMERANG.  Open the chest that appears for the SUBMARINE CHART.
====================================================================
Overlook Island 
Sector: G1
Treasure: Use TREASURE CHART 13 to find the SECRET CAVE CHART.
====================================================================
Flight Control Platform
Sector: G2
Treasure: Use TREASURE CHART 19 to find the ISLAND HEARTS CHART.
Submarine: PLATFORM CHART

Win the Bird-Man Contest by reaching the finish line before you run 
out of Magic power.  Make sure that your Magic Meter has been 
doubled by the Great Fairy that was trapped by the Big Octo near 
Two-Eye Reef.  Hit only the second and third updrafts, and make sure 
the wind is blowing to the northwest.
====================================================================
Star Belt Archipelago 
Sector: G3
Treasure: Use TREASURE CHART 27 to find a SILVER RUPEE
====================================================================
Thorned Fairy Island
Sector: G4
Treasure: Use TREASURE CHART 5 to find a HEART PIECE.

Pound the pegs with the SKULL HAMMER to remove the vines blocking 
the seashell.  The Great Fairy allows you to carry more ARROWS.
====================================================================
Bird's Peak Rock 
Sector: G5
Treasure: Use TREASURE CHART 36 to find a SILVER RUPEE.
====================================================================
Cliff Plateau Isles
Sector: G6
Treasure: Use TRIFORCE CHART 5 to find a TRIFORCE SHARD.
Wilted Deku Tree

Jump across the small islands to reach the Secret Cave.  Inside, 
leap across the floating tree stumps to get to the grassy ledge.  
Kill the Boko Babas, and use the torches to find the right path 
through the thick, thorny vines.  Use the Baba Bud to reach the tree 
trunk in the back of the chamber.  From here, you can hop down and 
open the chest for a JOY PENDANT.  Get back on top of the tree trunk 
and destroy the boards with a FIRE ARROW.  Once the boards are gone, 
glide to the ledge they were covering and exit the cave.  Open the 
chest to find TREASURE CHART 25.
====================================================================
Five-Star Isles 
Sector: G7
Treasure: Use TREASURE CHART 33 to find a HEART PIECE
Submarine: HEART PIECE
====================================================================




XXX. Heart Pieces
(locations are listed by their horizontal position on the Sea Chart.) 


Forsaken Fortress
=======================================================================
In Room C, step on the switch behind the barrels to enter the jail cell 
and open the chest. (Check the walkthrough) 
=======================================================================

Star Island 
=======================================================================
Use a Bomb to destroy the boulder in the southwestern corner.  Drop 
into the hole, and fight off the Magtails, Bokoblins, and Moblins.  
Open the chest that appears after the battle. 
=======================================================================

Crescent Moon Island 
=======================================================================
Use Treasure Chart 11, and pull the chest out of the water with the 
GRAPPLING HOOK. 
=======================================================================

Seven-Star Isles 
=======================================================================
Defeat the Big Octo and pull the chest out of the water with the 
GRAPPLING HOOK. 
=======================================================================

Spectacle Island 
=======================================================================
Play the Cannon mini-game and destroy all of the barrels in at least 10 
shots.  
=======================================================================

Windfall Island 
=======================================================================
1)	Find and tag all of the schoolchildren in a game of hide-and-
seek.  This can be done on your first trip to Windfall Island. 

2). 
First prize in the Zee Fleet mini-game.  This can be done on your 
first trip to Windfall Island.  

3). Talk to the woman in the orange dress across from the school, 
and then take her picture.  Show it to the guy with orange hair who 
likes to walk around town.  Play the SONG OF PASSING to fast-forward 
a day or two, and go to the Cafe.  They should be out on their first 
date.  Talk to both of them to get your reward. 

4). Go to the mansion (with the fancy red door) at night and 
participate in the auction.  You can win the HEART PIECE with an 
approximate bid of 230 Rupees.  To make this easier, wait until the 
last five seconds, and then bid 20 Rupees higher than the current 
price. This will stun the crowd, and you can claim your prize.  

5). Buy Town Flowers from Zanuri, and place them in the metal 
pedestals scattered around the island.  Once most of the pedestals 
have been filled up, talk to the guy sitting on the bench, near the 
cliff, facing the sea.  

6). Go up the stairs near the Zee Fleet mini-game, and exit through 
the door to get back outside.  Talk to the guy with the yellow hat 
to learn that the windmill is actually a Ferris wheel.  Play the 
WIND'S REQUIEM, and have the wind blow to the north.  Then, find the 
ladder on the side of the windmill and step on the switch at the 
top.  Now, at night, jump into one of the gondolas, and shoot a FIRE 
ARROW through the center of the rotating Lighthouse beacon.  When 
the light is restored, talk to the guy with the yellow hat a second 
time to receive the HEART PIECE.  

7). Do everything described above, and a chest will appear on a 
small island behind the Bomb Shop.  Set the wind to blow in the 
right direction, and use the DEKU LEAF to glide to the chest.  (If 
the tide is high enough, you might not need the DEKU LEAF.)  

8). Requirement: Delivery Bag 
Go up the stairs near the Zee Fleet building and enter the mansion 
(with the fancy red door). Talk to Maggie's father, and then talk to 
Maggie.  Take her LETTER and drop it off in the mailbox near the 
docks.  Return the next day and her father will be arguing with 
Quill, the flying postman.  Once Quill leaves, find him in the Cafe, 
and he will hand over a LETTER for Maggie.  Deliver this to her and 
she will give you the HEART PIECE as a token of gratitude.  

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

Pawprint Isle 
====================================================================
1). Use Treasure Chart 30, and pull the chest out of the water with 
the GRAPPLING HOOK. 

2). Crawl through the hole in the base of the dome structure in the 
middle of the island.  Fall through the hole into the Secret Cave.  
Blow up the boulders and open all of the chests.  One of them 
contains the HEART PIECE.
====================================================================

Greatfish Isle 
====================================================================
Head up the spiral hilltop and set the wind to blow to the 
northwest.  Make sure your Magic Meter is completely filled up, and 
then glide to the ledge jutting out from the large mound of rock on 
the right.  Open the chest in the small cavern to find the HEART 
PIECE. 
====================================================================

Dragon Roost Island 
====================================================================
1). Play the Mail Sorter mini-game and deposit 25 letters in 30 
seconds.  Return later and repeat the feat for the part-time worker.  
Send the letter to his mother, and then use the SONG OF PASSING to 
fast-forward to the next day.  Check the mailbox and read the letter 
that the boy's mother has sent to you.  It contains a HEART PIECE.  

2). Give 20 GOLDEN FEATHERS to the guard outside Medli's room.  He 
will reward you with an ORANGE RUPEE, but, more importantly, his 
girlfriend will send Link a letter that contains the HEART PIECE.
====================================================================

Flight Control Platform 
====================================================================
Win the Bird-Man Contest by reaching the finish line before the 
other competitors.  Use only the second and third updrafts, and make 
sure that the wind is blowing to the northwest. 
====================================================================

Rock Spire Island
====================================================================
1). Use Treasure Chart 2 and pull the chest out of the water with 
the GRAPPLING HOOK. 

2.) Buy the HEART PIECE from Beedle's Special Shop Ship for 950 
Rupees.  

3). Destroy the gunboats sailing near Rock Spire Island.  One of 
them is gold, which you have to sink to get a TRIFORCE CHART.  
However, the other two will yield an ORANGE RUPEE and a HEART PIECE. 
====================================================================

Tingle Island 
====================================================================
Defeat the Big Octo and then pull the chest out of the water with 
the GRAPPLING HOOK. 
====================================================================

Six- Eye Reef
====================================================================
Enter the submarine and defeat the 3 Moblins.
====================================================================

Three-Eye Reef
====================================================================
Use Treasure Chart 27 and pull the chest out of the water with the 
GRAPPLING HOOK.
====================================================================

Thorned Fairy Island
====================================================================
Use TREASURE CHART 5 and pull the chest out of the water with the 
GRAPPLING HOOK. 
====================================================================

Needle Rock Isle
====================================================================
Take out the Kangarocs circling the tall stone spire, and then use a 
HYOI PEAR to control a seagull.  Have the seagull hit the switch on 
top of the rock tower to lower the flames surrounding the chest.  
Open the chest for the HEART PIECE.
====================================================================

Stone Watcher Island 
====================================================================
Use the Bomb Cannon on your boat to take out the gun turrets on the 
platform.  The HEART PIECE is inside the chest that appears. 
====================================================================

Bomb Island 
====================================================================
1). Use TREASURE CHART 20 and pull the chest out of the water with 
the GRAPPLING HOOK. 

2). Destroy the boulder on top of the island and drop into the hole. 
You'll have to use the Magtails to depress some switches.  Use a 
Jump attack to make them roll into a ball, and then you can pick 
them up. In the first room, you just have to drop a Magtail on the 
switch.  In the second room, you have to throw the Magtails into the 
indentations beyond the torches.  There are more details about this 
in the Islands Guide. With both switches depressed, you can open the 
chest surrounded by fire.  
====================================================================

Diamond Steppe Island
====================================================================
Use TREASURE CHART 23 and pull the chest out of the water with the 
GRAPPLING HOOK. 
====================================================================

Southern Fairy Island 
====================================================================
Use TREASURE CHART 4 and pull the chest out of the water with the 
GRAPPLING HOOK. 
====================================================================

Forest Haven 
====================================================================
1). Read the letter from Komali's father after defeating Kalle 
Demos.

2). Use TREASURE CHART 31 and pull the chest out of the water with 
the GRAPLING HOOK. 
====================================================================

Outset Island 
====================================================================
1). Once you have a sword, talk to Orca and hit him 500 times before 
he hits you three times.  This will probably be one of the first 
HEART PIECES that you'll collect. 

2). Catch the black pig and put it in the woman's pen on the hill 
behind Orca's house.  Come back later (once you have the POWER 
BRACELETS) and check on the pig.  It has become enormous.  Pick it 
up and carry it to the black patch of dirt across the wooden bridge, 
near the tall grass.  Spread some ALL-PURPOSE BAIT on the ground and 
the pig will dig up the HEART PIECE.

3). Fight your way to the 51st floor of the Savage Labyrinth and open 
the chest to claim the HEART PIECE.  
====================================================================

Angular Isles
====================================================================
1). Use TREASURE CHART 15 and pull the chest out of the water with 
the GRAPPLING HOOK. 

2). Head to the larger island and slide the blocks with the symbols 
around until you can reach the top of the island.  Open the chest 
for the HEART PIECE.
====================================================================

Five-Star Isles
====================================================================
1). Use TREASURE CHART 33 and pull the chest out of the water with 
the GRAPPLING HOOK.

2.) Infiltrate the Submarine and defeat the enemies inside.  Climb 
the ladder and open the chest for the HEART PIECE.
====================================================================

Headstone Island
====================================================================
Use a HYOI PEAR to take control of a seagull, and have the bird nab 
the HEART PIECE from the rock at the very top of the island.
====================================================================


The Great Sea
====================================================================
1). After you've cleared the Forbidden Woods, the Koroks are sent 
into the world to plant Deku tree saplings one several of the 
islands in the Great Sea.  During your travels, you'll notice that 
they aren't growing very well.  Once you have an EMPTY BOTTLE and 
the BALLAD OF GALES, return to Forest Haven and talk to the Great 
Deku Tree.  He will give you some FOREST WATER.  You have twenty 
minutes to visit eight islands and revive the Deku saplings with the 
magical drink.  Once you succeed, you'll be rewarded with a HEART 
PIECE.  This sidequest has its own section, so check it for more 
information.

2). Give the traveling merchant on Greatfish Isle the Shop Guru 
Statue. 
====================================================================


XXXI. Fairy Locations

Northern Fairy Island 
Sector: C1
Reward: Rupee Bag Upgrade (to 5000)

Western Fairy Island 
Sector: A3
Reward: Arrow Upgrade (to 60)
You need the SKULL HAMMER to pound the wooden peg. This lowers the 
flames surrounding the shell. 

Mother & Child Isles 
Sector: B2
Reward: Fire and Ice Arrows
You need to use the BALLAD OF GALES to warp to this island in order 
to meet with the fairy. 

Eastern Fairy Island 
Sector: E3
Reward: Bomb Upgrade (to 60) 
Use a BOMB to blow up the boulder in front of the shell

Southern Fairy Island 
Sector: D6
Reward: Bomb Upgrade (to 99)
You need FIRE ARROWS to destroy the boards covering the shell 
entrance

Thorned Fairy Island
Sector: G4
Reward: Arrow Upgrade (to 99)
You need the SKULL HAMMER to the pound the wooden pegs.

Outset Island 
Sector: B7
Reward: Rupee Bag Upgrade (to 1000)
Use the DEKU LEAF to reach the Forest of Fairies, and then use a 
BOMB to remove the boulder. 

Two-Eye Reef
Sector: D7
Reward: Doubled Magic Meter
Defeat the Big Octo to release the fairy.
====================================================================




XXXII. Songs 

Wind's Requiem 
Notes: Up, left, right
Location learned: Dragon Roost Island, at Wind Shrine
Use: changes direction of wind

Song of Passing
Notes: right, left, down
Location learned: Windfall Island, from Tott, the dancing man by the 
tombstone
Use: Changes day to night and vice versa

Command Melody 
Notes: left, neutral, right, neutral (neutral means that you don't 
tilt the C-stick)
Location learned: Tower of the Gods
Use: take control of other characters

Ballad of Gales
Notes: down, left, right, up
Location learned: from Cyclos, after shooting him with Arrows
Use: creates warp points across the Great Sea

Earth God's Lyric
Notes: down, down, neutral, right, left, neutral 
Location learned: Headstone Island
Use: awakens Earth Sage, allows you to enter Earth Temple

Wind God's Aria 
Notes: up, up, down, right, left, right
Location learned: Gale Isle
Use: awakens Wind Sage, allows you to enter Wind Temple 
====================================================================


XXXIII. Charts Index

1). Forbidden Woods   
Leads to: SILVER RUPEE (E5)

2). Give Maggie's father 20 SKULL NECKLACES
Leads to: HEART PIECE (B3)

3). Glide from the highest ledge above the Great Deku Tree to the 
island beside Forest Haven (not the Nintendo Gallery)
Leads to: SILVER RUPEE (E3)

4). Buy from Beedle's Special Shop Ship at rock Spire Island for 900 
Rupees. 
Leads to: HEART PIECE (D6)

5). Wind Temple 
Leads to: HEART PIECE (G4)

6). Tower of the Gods
Leads to: SILVER RUPEE (D4)

7). Win from Zee Fleet mini-game
Leads to: SILVER RUPEE (B1)

8). Defeat enemies in Secret Cave on Horseshoe Island
Leads to: SILVER RUPEE (A3)

9). In Submarine near Crescent Moon Island 
Leads to: SILVER RUPEE (A7) 

10). Treasure Chest on Crescent Moon Island 
Leads to: SILVER RUPEE (C3)

11). Dragon Roost Cavern
Leads to: HEART PIECE (E1)

12). Earth Temple
Leads to: SILVER RUPEE (B6)

13). Destroy all turrets and gunboats at Two-Eye Reef
Leads to: SECRET CAVE CHART (G1)

14). Defeat the rats in the submarine near Headstone Island
Leads to: SILVER RUPEE (E4)

15). Forbidden Woods
Leads to: HEART PIECE (E7)

16). Clear platforms near Seven-Star Isles 
Leads to: SILVER RUPEE (C6)

17). Win Cannon Game at Spectacle Island 
Leads to: SILVER RUPEE (E6)

18). Win at auction on Windfall Island
Leads to: GREEN RUPEE (D2)

19). Destroy all turrets and gunboats at Four-Eye Reef
Leads to:  ISLAND HEARTS CHART  (G2)

20). Earth Temple
Leads to: HEART PIECE (F5)

21). Destroy all turrets and gunboats at Cyclops Reef
Leads to: LIGHT RING CHART (C4)

22). Submarine near Northern Fairy Island
Leads to: SILVER RUPEE (C2)

23). Win from Zee Fleet mini-game
Leads to: HEART PIECE (C6)

24). Show the gossiping women on Windfall Island a photo of Lenzo 
and his mysterious lady friend. 
Leads to: SILVER RUPEE (C1)

25). Use Secret Cave on Cliff Plateau Isles, and take the 
underground passage to reach the other side of the island, with the 
high cliffs.
Leads to: SILVER RUPEE (A1)

26). Destroy all turrets and gunboats at Six-Eye Reef
Leads to: OCTO CHART (D3)

27). Use HOOKSHOT to get to the top of the waterfall at Private 
Oasis
Leads to: SILVER RUPEE (G3)

28). Blow all Boko Nuts into the holes on Horseshoe Island
Leads to: SILVER RUPEE (A5)

29). Inside secret room in Lenzo's studio.  Get there by gliding 
from the awning near the Ferris wheel to the balcony.  
Leads to: SILVER RUPEE (B2)

30). Tower of the Gods
Leads to: HEART PIECE (E2)

31). Show the man on the steps outside the mansion on Windfall 
Island a picture of the full moon. 
Leads to: HEART PIECE (F6)

32). Destroy all turrets and gunboats at Three-Eye Reef
Leads to: SEA HEARTS CHART (F7)

33). Show the woman outside the Potion Shop on Windfall Island a 
picture of herself. 
Leads to: HEART PIECE (G7)

34). Get from divers on salvage ship
Leads to: SILVER RUPEE (F4)

35). Wind Temple
Leads to: SILVER RUPEE (B5)

36.) Frozen chest on Ice Ring Isle
Leads to: SILVER RUPEE (G5)

37). Defeat enemies in Secret Cave on Rock Spire Island
Leads to: SILVER RUPEE (F3)

38). Auction on Windfall Island 
Leads to: HEART PIECE (A4)

39). Dragon Roost Cavern 
Leads to: SILVER RUPEE (F2)

40). Clear platforms near Southern Fairy Island
Leads to: SILVER RUPEE (C7)

41). Destroy all turrets at Five-Eye Reef
Leads to: GREAT FAIRY CHART (A2)

Tingle Chart
Where to find: free Tingle from his cell on Windfall Island
Use: reveals location of Tingle Island 

Beedle's Chart
Where to find: Check the mailbox for a letter after obtaining the 
BOMBS by passing Niko's second trial. 
Use:  shows location of every Beedle's Shop Ship

Platform Chart
Where to find: Defeat enemies in submarine near Flight Control 
Platform 
Use: Reveals location of every platform 

IN-credible Chart
Where to find: Check mailbox after completing Hyrule Castle and 
learning about Princess Zelda and the King.  Requires a C.O.D. of 
201 Rupees. 
Use: Reveals location of Triforce Charts

Light Ring Chart 
Where to find: Use TREASURE CHART 21 to locate the chest near 
Cyclops Reef
Use: reveals location of light rings that appear on surface of water 

Ghost Ship Chart
Where to find: Complete Mystical Jar maze on Diamond Steppe Island
Use: Reveals location of Ghost Ship

Sea Hearts Chart
Where to find: Use TREASURE CHART 32 to locate the chest near the 
Boating Course. 
Use: Shows where all sunken chests with HEART PIECES can be found.  
There are 11 of them.

Secret Cave Chart 
Where to find: Use TREASURE CHART 13 to locate the chest near 
Overlook Island.    
Use: Reveals all Secret Cave locations

Submarine Chart 
Where to find: Drop into Secret Cave at the Boating Course and hit 
all the switches.  Open the chest appears.
Use: Reveals locations of all submarines

Island Hearts Chart 
Where to find: Use TREASURE CHART 19 to find the chest near the 
Flight Control Platform 
Use: Shows all islands where HEART PIECES can be found, and the 
total number of PIECES for that island.

Octo Chart
Where to find: use TREASURE CHART 26 to locate the chest near 
Northern Triangle Island
Use: Reveals locations of the six Big Octos, as well as the number 
of eyes each one has.

Great Fairy Chart
Where to find: Use TREASURE CHART 41 and locate the chest near Four-
Eye Reef
Use: reveals location of the 8 Great Fairies
====================================================================


XXXIV. Nintendo Gallery (figurines list only, everything else is 
described in the walkthrough)

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

Forest Haven (14) 

Makar - get his picture while he's with you in the Wind Temple

Fado - buy from Lenzo during the 2nd play-through

Great Deku Tree - 1st trip to Forest Haven

Elma - Forest Haven, before Forbidden Woods, or near wilted Deku 
tree

Hollo - Forest Haven - he makes the BLUE POTION 

Olivio - Forest Haven, before Forbidden Woods, or near wilted Deku 
tree

Drona - Forest Haven, before Forbidden Woods, or near wilted Deku 
tree

Rown - Forest Haven, before Forbidden Woods, or near wilted Deku 
tree

Irch - Forest Haven, before Forbidden Woods, or near wilted Deku 
tree

Linder - Forest Haven, before Forbidden Woods, or near wilted Deku 
tree

Aldo - Forest Haven, before Forbidden Woods, or near wilted Deku 
tree

Oakin - Forest Haven, before Forbidden Woods, or near wilted Deku 
tree

Carlov the Sculptor - Nintendo Gallery  

Manny - Nintendo Gallery 


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

Dragon Roost Island  (18)

Medli - take her picture while she's with you in the Earth Temple

Laruto - buy from Lenzo during 2nd play-through 

Komali - in his room - or after Medli goes to the Earth Temple

Rito Chieftain - in room behind Hoskit

Kogoli - must take his picture before Medli realizes she is the 
Earth Sage

Pashli - always busy

Skeet & Akoot - Chieftain's bodyguards - behind Chieftain - just 
have to snap one of them 

Koboli - behind mail counter

Baito - behind mail counter

Hoskit - guard who asks for GOLDEN FEATHERS

Quill the Postman - Windfall Island Cafe (during Maggie sidequest)

Valoo - great Dragon on top of Dragon Roost Island 

Zephos & Cyclos - snap Cyclos before getting the BALLAD OF GALES, 
and you will get Zephos automatically 

Ilari - walks around with red envelope  

Namali - walks around with red envelope

Basht & Bisht - Island police - standing outside door that leads to 
Dragon Roost Cavern - ledge outside Chieftain's room - just have to 
snap one of them 

Obli - host of Bird-Man Contest on Flight Control Platform

Willi - Obli's brother - Flight Control Platform 
====================================================================

Common Enemies (19) 

Floor Master - Forsaken Fortress, Wind Temple 

Magtail - Dragon Roost Cavern

Keese & Fire Keese - Dragon Roost Cavern, Savage Labyrinth 

Bokoblin - Forsaken Fortress, virtually everywhere else

Red Bubble & Blue Bubble - Tower of the Gods, Savage Labyrinth, Wind 
Temple

Rat - Forsaken Fortress

Boko Baba - Forbidden Woods, Forest Haven (outside)

Miniblin - Forsaken Fortress, Savage Labyrinth 

ChuChu - many colors - doesn't matter what one you take a picture of 

Peahat - Forbidden Woods, Wind Temple, Savage Labyrinth 

Gyorg - Great Sea

Octorok - Great Sea, Forest Haven (outside)

Seahat - Great Sea

Armos - Tower of the Gods, Savage Labyrinth 

Kargaroc - Dragon roost Island, Bird Peak's Rock

Armos Knight - Tower of the Gods, Savage Labyrinth 

Morth - Forbidden Woods, other Temples, Savage Labyrinth

Poe - Earth Temple (Boss fight with Jalhalla is your best chance)

ReDead - Earth Temple, Savage Labyrinth
====================================================================

Ganon's Army (18)

Darknut - Tower of the Gods, Hyrule Castle, Savage Labyrinth

Gohdan - Tower of the Gods - Boss

Darknut - Tower of the Gods - carry shields

Wizzrobe - Tower of the Gods 

Mighty Darknut - Hyrule Castle - some of them have capes 

Moblin - Forsaken Fortress, Hyrule Castle, Savage Labyrinth 

Phantom Ganon - Forsaken Fortress - buy from Lenzo during 2nd play-
through, or take during final battle 

Lord Wizzrobe - Wind Temple - Sub-Boss

Stalfos - Earth Temple, Savage Labyrinth 

Jalhalla - Earth Temple Boss

Ganondorf - Ganon's Castle - take during final battle 

The Monstrous Helmaroc King - Forsaken Fortress - Boss

Mothula - Forbidden Woods, Savage Labyrinth

Puppet Ganon - Ganon's Castle - take during battle (marionette 
phase)

Molgera - Wind Temple Boss

Kalle Demos - Forbidden Woods Boss

Gohma - Dragon Roost Cavern Boss

Big Octo - Great Sea
====================================================================

Outset Island (14)

Crab - on beach 

Mesa - Patch of tall grass

Jabun - buy from Lenzo during 2nd play-through

Orca - Lower section of two-story house

Sturgeon - upper section of two-story house

Sue Belle - woman with vase on her head

Seagull - flying in the sky over the Watchtower

Aryll - get by taking picture of Grandma

Grandma - house near mailbox

Wild Pig - either black or pink

Rose - in pen on hill behind two-story house

Abe - tells you about black pig at the beginning of the game

Joel - on wooden bridge

Zill - kid with stuff hanging out of his nose
====================================================================

Windfall Island (27)

Minenco - Lenzo's lady friend

Anton - takes daily strolls around town - has orange hair

Missy - elderly woman - at auction

Kreeb - operates Ferris wheel - wears a yellow hat

Garrickson - red coveralls - he's the one who places the love letter 
in the mailbox when you have to take the picture for Lenzo

Pompie & Vera - gossiping ladies 

Zunari - shop guru 

Tott - likes to dance - standing near a tombstone

Lenzo - in his studio 

The Killer Bees - four boys outside of school

Mrs. Marie - schoolteacher - she collects JOY PENDANTS

Potova & Joanna - girls who like to spread rumors 

Maggie - upper floor of mansion, near window 

Maggie's Father - upper floor of mansion

Mila - thief - in daytime, she is standing near Zunari's Shop

Mila's Father - standing under tree near docks & mailbox

Gummy - at auction

Kane - near mailbox 

Dampa - near Bomb Shop (guy with the pigs)

Candy - at the edge of the dock

Linda - lady in the orange dress across from the school

Sam - guy who sits on bench

Gillian - Cafe manager

Gossack - scared guy in Cafe (you took his picture for Lenzo)

Bomb Master Cannon - owner of Bomb Shop

Doc Bandam - Potion Shop owner 

Kamo - guy on steps in front of mansion
====================================================================

The Great Sea (24)

Fairy - any of the Great Fairy chambers or dungeons

Great Fairy - Buy from Lenzo during 2nd play-through

Queen of Fairies - buy from Lenzo during 2nd play-through

Traveling Merchants - snap them during the Trading Game sidequest

Old Man Ho Ho - guy with Telescope, found on several islands

Mako - obtained automatically after taking Tetra's picture

Niko - obtained automatically after taking Tetra's picture

Zuko - obtained automatically after taking Tetra's picture

Nudge - obtained automatically after taking Tetra's picture

Senza - obtained automatically after taking Tetra's picture

Gonzo - obtained automatically after taking Tetra's picture

Tetra - take her picture in the Tower of the Gods before she awakens 
as Princess Zelda

Merman - near every island in the Great Sea

King of Hyrule - buy from Lenzo during 2nd play-through 

Link & the King of Red Lions - obtained after collecting every other 
figurine in the Nintendo Gallery (except Knuckle)

Princess Zelda - take her picture during the final battle, save the 
game, and then restart.  You can travel to the Nintendo Gallery and 
drop it off before continuing.  

Salvage Corp - found in the Great Sea at various locations, always 
near an island 

Salvatore - operator of the Zee Fleet and Cannon mini-games

Loot the Sailor - operator of Boating Course

Beedle - any of the Shop Ships (except the special one)

Tingle - Tingle Island

Ankle - Tingle Island

David, Jr. - Tingle Island

Knuckle - find him on Outset Island using the TINGLE TUNER, pass his 
challenge, and then return to Tingle Island and take a picture of 
him (he is in the flowers).  If you get the Link & King of Red Lions 
figurine before this one, then you won't ever be able to get it. 
====================================================================


XXXV.	Bestiary  (enemies, not Bosses)

Armos 
Special types: none
Spoils: none

Armos statues come to life when you approach them.  As they leap 
toward you, fire an ARROW through its front opening (its eye, in 
other words), and then attack the red gem on its back while it's 
paralyzed. 

Armos Knight 
Special types: none
Spoils: none
They will leap at you three times, and then open their mouths.  
Throw a BOMB into their mouths at this moment to defeat them. 

Big Octo 
Special types: 4-Eye, 8-Eye, 12-Eye
Spoils: Heart Pieces or Rupees

Gigantic creatures that live under the water.  They won't appear 
until your boat is directly overhead.  Use the BOMERANG to destroy 
their eyes, and they will leave behind valuable prizes.  

Blue Bubbles 
Special types: none
Spoils: none

Skulls protected by mystical energy. Link will be cursed if he 
touches them.  Use the DEKU LEAF to dissipate the fog, and then 
attack the skull as it lies helplessly on the ground.  

Boko Baba
Special types: none
Spoils: Baba Seeds

They look like Baba Buds from a distance, but as you draw closer, 
they will spring into action, lunging forward and biting with their 
powerful jaws.  You can defeat them in several ways, but the 
BOOMERANG is most efficient. 

Bokoblin 
Special types: armed with torches, swords, and shields
Spoils: Joy Pendant

The game's most common enemy.  They can be defeated easily with 
numerous sword slashes.

ChuChu 
Special types: Green, Red, Blue, Yellow, and Dark 
Spoils: ChuChu Jelly

Gelatinous creatures that crawl on the ground in the form of a 
puddle.  Green and Red ones can be easily dispatched with Link's 
sword.  Blue and Yellow ones are electrified, and must be knocked 
out with the BOOMERANG before being attacked.  The Dark ones are 
very rare; they will turn to stone if hit by sunlight.  Pick them up 
and shatter them on the ground to defeat them.  

Darknut
Special types: can carry shields or wear capes
Spoils: Knight's Crest

The armored brutes in Ganon's army.  Strafe around them until you 
can unleash a Parry attack.  This should remove their armor and 
helm.  Then, you can stun them with the BOOMERANG, and hit them with 
sword combos.  The toughest ones wear capes, which must be burned 
off with a FIRE ARROW before the armor straps are exposed.  

Floor Master
Special Types: None
Spoils: None

Floor Masters are incredibly fast.  Strike them from a distance with 
the BOW.  If you want to use the sword, be sure to stun them with 
the BOOMERANG before attacking.  If they grab Link, he will be 
transported to another part of the dungeon.  While this may 
sometimes be only a minor setback, on other occasions, it can be 
extremely frustrating.  Floor Masters also have the ability to toss 
jars, skulls, and other objects within their reach. 

Gyorg 
Special types: none
Spoils: none

Named after a Boss from Majora's Mask, these aquatic predators will 
swim right at Link, hoping to collide with his boat, throwing him 
into the water.  They frequently travel in groups.  You can jump 
over them like any other obstacle, but it is easier just to target 
them with the L Button and use the BOOMERANG or BOW to damage the 
dorsal fin. 

Kargaroc 
Special types: none
Spoils: Golden Feather

These feathered fiends don't pose much of a threat once you have 
access to long-range weapons, like the BOW or BOOMERANG.  They will 
try to dive bomb you, but you should be able to take them out before 
they make contact.  They are extremely pesky when you have to 
control a seagull.

Keese 
Special types: Fire Keese
Spoils: none

Small bats that always attack in large numbers.  The BOOMERANG is 
the most effective to deal with them (because you can take out five 
at once), but a continuous series of sword slashes works well at 
close range. 

Magtail 
Special types: none
Spoils: none

Worm-like creatures that live in lava.  They have a hard external 
coating that makes them resistant to high temperatures, and protects 
them from attack.  The only way to defeat them is by performing a 
well-timed slash on their solitary blue eye.  This causes them to 
roll into a ball, which can be used to weigh down switches and serve 
other functions as needed.  

Miniblin 
Special types: none
Spoils: none

The foot soldiers of Ganon's army.  They usually attack in monstrous 
swarms, which can be dispatched very easily with the HURRICANE SPIN.  
However, the best course of action is just to scatter some ALL-
PURPOSE BAIT on the ground and slip by while they're gobbling it up. 

Moblin 
Special Types: some carry lanterns
Spoils: Skull Necklace 

These porcine foes mostly serve as Ganon's security force.  The 
spears they carry have a long reach, and they can take quite a 
beating.  Use the BOOMERANG to stun them before attacking.  

Mothula 
Special Types: Winged, Morth 
Spoils: None

These insects are first encountered in the Forbidden Woods.  They 
are incredibly fast, which makes them deadly in areas where movement 
is restricted.  FIRE ARROWS can destroy them instantly, as can a 
single blow from the Master Sword (except in the case of Winged 
Mothula).  They often release Morths, which can no damage, but they 
can attach themselves to Link, slowing him down considerably.  If 
Morths are clinging to you, use a Spin attack to quickly escape from 
their grasp. 

Octorok 

Special Types: River, Ocean 
Spoils: None

These eight-armed opponents are more of a nuisance than a threat.  
They will emerge from their aquatic habitats long enough to spit 
rocks at you.  The rocks can be deflected with the shield, or hit 
back with the sword.  Either way, you must hit an Octorok with its 
own projectile to defeat it.  The Ocean Octoroks are a lot bigger 
than the River variety.  


Peahat 

Special Types: none
Spoils: Golden Feather

Flying monsters that are found most commonly in Forest Haven, and 
are first encountered in the Forbidden Woods.  Unless you have the 
BOW, you must knock the Peahats out of the air (with either the 
BOOMERANG or DEKU LEAF) before you can strike them with your sword. 

Poe 

Special Types: various colors, some carry lanterns
Spoils: none

Poes are ghosts that must be turned solid before they can be 
defeated.  They are vulnerable to sunlight.  Concentrate sunlight on 
them until they become clearly visible.  Then, finish them off with 
a few strikes of your sword.  

ReDead 

Special Types: none
Spoils: none

Boy, can these things be annoying.  When they scream, Link will be 
paralyzed for several seconds.  During this time, a ReDead can 
literally squeeze the life out of him.  Like with Poes, use sunlight 
to stun them, and then slash them with your sword.  They are very 
slow, so avoiding them isn't that difficult. 

Seahat 

Special Types: none
Spoils: none

Much larger than the Peahats, Seahats live in the Great Sea.  They 
are always seen in clusters, usually around a specific island.  
You'll probably meet them for the first time near Southern Triangle 
Island.  Use the BOOMERANG to take them out.  If you don't have the 
BOOMERANG, then just try to avoid them.  

Stalfos 

Special Types: none
Spoils: none

Quite possibly the strongest enemy on the game, and also one of the 
slowest.  These skeletons carry enormous axes, which they will swing 
if you get close.  Use a BOMB to blow them apart.  The Body will 
reform as long as the Head is still active, so quickly strike the 
head with the BOOMERANG and then crush it with a series of sword 
attacks. 

Wizzrobe 

Special Types: High Level Wizzrobe
Spoils: None

Magicians who teleport from place to place, using a variety of 
attacks.  If they get close enough, you can dispatch them with the 
sword, but usually, they keep their distance.  The BOW is the most 
effective way of dealing with Wizzrobes, especially if you have the 
FIRE ARROWS.  




XXXVI.	Big Octos

1). Two-Eye Reef (Sector D7)   4 Eyeballs  
Reward: Great Fairy (doubled Magic Meter)

2). Diamond Steppe Island (Sector A6)   8 Eyeballs 
Reward: Orange Rupee

3). Private Oasis (Sector E5)  8 Eyeballs 
Reward: Orange Rupee

4). Fire Mountain  (Sector F3)   8 Eyeballs 
Reward: Orange Rupee 

5). Tingle Island (Sector C3)  12 Eyeballs 
Reward: Heart Piece

6). Seven-Star Isles  (Sector F1)  12 Eyeballs 
Reward: Heart Piece 

To find the Big Octos, go to the square that they are located in 
(the OCTO CHART is highly recommended), and look for a flock of at 
least six seagulls.  CRUISE towards the birds, and have the 
BOOMERANG at the ready.  The Big Octo will emerge from the center of 
a large whirlpool.  To make this task even easier, find a platform 
and use the TELESCOPE to spot the seagulls.  The PLATFORM CHART will 
help you in this area.



XXXVII.	Items

Bait Bag 
Location: Buy from Beedle Shop Ship 
Use: Carries All-Purpose Bait and Hyoi Pears

Boko Baba Seeds 
Location: defeat Boko Babas
Use: Ingredient in Blue Potion at Forest Haven 

Bombs 
Location: Tetra's Pirate Ship (in chest) 
Use: blows stuff up, allows use of Bomb Cannon on King of Red Lions

Boomerang 
Location: Forbidden Woods
Use: Retrieve spoils, attack, flip switches

Bottle
Location: Beedle Special Shop Ship, Mila Sidequest, Given by Medli 
before Dragon Roost Cavern, Submarine near Bomb Island 
Use: Stores things

ChuChu Jelly
Location: spoil from ChuChus
Use: makes potion

Deku Leaf 
Location: Forest Haven (after Forbidden Woods) 
Use: Gliding, blows gusts of wind

Delivery Bag 
Location: Dragon Roost Island
Use: Stores special items

Golden Feather
Location: spoil from Peahats and Kargarocs
Use: Give to Hoskit on Dragon Roost Island

Grappling Hook
Location: Dragon Roost Cavern
Use: Climbing, swinging, stealing spoils from enemies

Hero's Bow
Location: Earth Temple
Use: shoots arrows

Hero's Charm
Location: Windfall Island (give 40 Joy Pendants to Mrs. Marie)
Use: Shows enemies' health

Hero's Shield
Location: Outset Island (from Grandma)
Use: Defense

Hero's Sword
Location: Outset Island (from Orca)
Use: attack

Hookshot
Location: Wind Temple
Use: Climbing, pulls object to Link

Iron Boots
Location: Ice Ring Isle
Use: Walking through strong winds, depresses metal switches and 
springs

Knight's Crest
Location: spoil from Darknut 
Use: give to Orca on Outset Island

Magic Armor
Location: Windfall Island (from Zanuri during Trading Game 
sidequest)
Use: Defense against enemy attack (consumes magic)

Master Shield
Location: Earth Temple
Use: Defense, reflects sunlight 

Master Sword
Location: Hyrule Castle
Use: attack

Picto Box 
Location: Windfall Island (in Tingle's cell)
Use: Taking pictures

Power Bracelets 
Location: Fire Mountain
Use: lift heavy objects

Sail
Location: Windfall Island
Use: Sailing

Skull Hammer
Location: Forsaken Fortress (2nd visit)
Use: Pounds stuff

Spoils Bag
Location: Pirate Ship
Use: Stores spoils

Telescope 
Location: Outset Island (from Aryll)
Use: Viewing distant objects

Tingle Tuner
Location: Windfall Island (free Tingle from his cell)
Use: Call Tingle for assistance

Wind Waker
Location: Dragon Roost Island
Use: conducts songs



XXXVIII.	Shops


Beedle Shop Ship
====================================================================
All-Purpose Bait  
Quantity: 3
Price: 10 Rupees

Arrows
Quantity: 30
Price: 30 Rupees

Bait Bag 
Quantity: 1
Price: 20 Rupees

Bombs
Quantity: 30
Price: 30 Rupees

Hyoi Pear 
Quantity: 1
Price: 10 Rupees

Red Potion
Quantity: 1
Price: 60 Rupees

Silver Membership - 30 purchases - Complimentary ID 
Gold Membership - 60 purchases - Fill-up Coupon 
Neither certificate will be accepted at the Special Shop Ship 
====================================================================

Beedle Special Shop Ship
====================================================================
Bottle
Quantity: 1
Price: 500 Rupees
Heart Piece
Quantity: 1
Price: 950 Rupees

Treasure Chart 4
Quantity: 1
Price: 900 Rupees
====================================================================

Potion Shop
====================================================================
Red Potion
Jellies needed: 4
Price: 20 Rupees
Effect: restores health

Green Potion
Jellies needed: 4
Price: 10 Rupees
Effect: restores magic

Blue Potion
Jellies needed: 15
Price: 60 Rupees
Effect: restores health and magic 
====================================================================

Tingle Items
====================================================================
Seagull Pen 
Price: 0 Rupees
Effect: mark things in Sea Chart

Tingle Watch 
Price: 0 Rupees
Effect: Tells time

Tingle Bomb
Price: 10 Rupees
Effect: blows things up (reveals chests with TINGLE STATUES)

Red Ting
Price: 10 Rupees
Effect: Refills health when you become exhausted

Green Ting
Price: 20 Rupees
Effect: replenishes magic power

Tingle Balloon
Price: 30 Rupees
Effect: allows Link to float in the air

Tingle Shield
Price: 40 Rupees
Effect: defends against enemy attacks for 10 seconds

Blue Ting
Price: 40 Rupees
Effect: replenishes magic, boost strength

Kooloo-limpah
Price: 60 Rupees
Effect: varies

Tingle Statue passwords

Dragon - Outset Island
Forbidden - Similar Place
Goddess - Hidden Jar
Earth - Leaf Flight
Wind - Western Edge 
====================================================================


XXXIX.	Version History

Version 1 (4/8/03)   Completed walkthrough up to Wind Temple.  
Compiled information on Hearts and sidequests. 

Version 1.5 (4/15/03)   Completed walkthrough.  Found all Treasure 
Charts and added Bestiary and Items section.  

Version 2 (4/25/03) All sections complete.  
====================================================================

XL.	Copyright 

This guide can be posted on any site, as long as my permission is 
properly obtained.  Copyright info is pretty much cliche, so I won't 
go into that many details. 
====================================================================

XLI.	Credits and Thanks 

Doug Walsh - Whose excellent guide for Bradygames helped in almost 
every conceivable way, especially in terms of layout.

Zack Keller - again, an invaluable resource who helped in typing and 
revising.  

Jerry Pollack - A close friend of mine who has a knack for finding 
Heart Pieces.  

Teddy - my adorable Pomeranian, who seems to bring me good luck.  I 
always play games better when he's around.
====================================================================