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

                                       /\
                                      /  \
                                     /    \
                                    /      \
                                   /________\

    /\                                                                   /\
   /  \                       The Legend of Zelda:                      /  \
  /    \                         The Wind Waker                        /    \
 /      \                                                             /      \
/________\                                                           /________\

FAQ/Walkthru
Written by: Matt "Biff Slamkovich" Murray
Version 2.25
===============================================================================
                       Table of Contents
===============================================================================
 1.  Version History
 2.  Introduction
 3.  Items/Spoils
 4.  General tips/tricks
 5.  Basic enemies
    a. Land/dungeon enemies
    b. Sea enemies
 6.  Walkthru
    a. Outset (on Outset Island)
    b. Storming the Forsaken Fortress
    c. Windfall Island and the "quest" for a sail
    d. The Rito tribe and Dragon Roost Island
    e. Dungeon #1: Dragon Roost Cavern (Fire)
    f. Forest Haven
    g. Dungeon #2: Forbidden Woods (Wood)
    h. Return to Windfall Island and more pirate fun
    i. Getting the third pearl and raising the tower
    j. Dungeon #3: Tower of the Gods (Water)
    k. A lost castle and a legendary sword
    l. Return to the Forsaken Fortress and a destiny revealed
    m. Upgrading and collection run
    n. Power bracelets and Fire Mountain
    o. Iron boots and Ice Ring Isle
    p. Enlisting Medli's help
    q. Dungeon #4: Earth Temple (Earth)
    r. Makar lends a hand
    s. Dungeon #5: Wind Temple (Wind)
    t. Link's world tour #1: Exploring the globe
    u. Tingle proves useful
    v. Link's world tour #2: Treasure and Triforce
    w. Return to Hyrule
    x. Final Dungeon: Ganon's Tower
    y. The Ultimate Showdown
    z. Ending
 7.  Reference lists
    a. Wind Waker songs
    b. Locations of bottles
    c. Arrow/bomb/magic/wallet upgrades
    d. Triforce maps
    e. Treasure maps
    f. Heart pieces
 8.  Missing things
 9.  Contact information
 10.  Credits, contributors, and acknowledgements
 11. Copyright information 

===============================================================================
1.       Version History         
===============================================================================

Version 2.25: April 1, 2003
              No jokes here. Added an enemies section. Look for more tomorrow. 

Version 2.10: March 30, 2003 (second update today)
              The updates will be coming fast and furious now. I basically want 
              to do some organizational things. This particular update has 
              sections on the upgrades, heart pieces, and some reader tips 
              mixed into the walkthru. I also finished redoing what I finished 
              yesterday but inadvertently lost. Over the next couple days, look 
              for updates with stuff on Tingle/GBA, the enemies, the Nintendo 
              Gallery, and a section on the side/mini-quests.

              Also, I am contemplating changing the way I refer to islands. The 
              (x,y) coordinate system has been confusing people. I am thinking 
              of switching to the letter-number system that is so popular 
              (e.g., A7, B6). E-mail me with any thoughts you have on the 
              issue.

Version 2.01: March 31, 2003
              Crap, and I just realized I uploaded a half-finished version 2.0 
              Yesterday. I've gotta fix that right away.

Version 2.00: March 30, 2003
              MAJOR update. Americanized the guide. Added multiple things, 
              including the remaining heart pieces and maps (charts, whatever).
              There are some things I'd like to do still that I haven't gotten 
              around to (i.e., adding more sections), but this guide will now 
              help you get everything in the game. So, the walkthru is 
              complete, but unfinished. I also changed the introduction 
              completely.

Version 1.00: March 13, 2003
              The first version of the guide. The walkthru is complete in the 
              sense that it contains everything you need to get through the 
              game. I am missing a lot of things still, heart pieces and the 
              like. That stuff probably won't be remedied until the English 
              version comes out in 11 days or so.

===============================================================================
2.         Introduction
===============================================================================

Alright, so I scrapped the original intro. Now that the American version is out, 
the fact that I can't read Japanese doesn't mean squat.

This guide was written with the intent of being a full walkthru, one that would 
help you COMPLETE, not just beat the game. If you're looking for the quickest 
way through, this is not the guide for you. If you want to enjoy your Zelda 
experience fully, then read on.

At the time of this writing, there are four FAQs on gamefaqs.com, and there are 
at least three strategy guides available on the market. I believe this guide is 
better than all of them because it integrates all the parts of the game 
together, and in a cohesive manner. You don't have to look at the end of the 
guide for the side-quests that give you hearts, treasure charts, etc.. I 
personally always hated having to flip back and forth. For quick reference, 
though, or for people who only want to know where to find treasure chart #41, 
there are also lists at the end.

This guide is organized in the way I find it easiest to do things. Zelda games 
in general are fairly loose. That is, you have a general order in which you 
should do things, but you can wander around too. Because that is the case, some 
people may prefer to get things in a different order. That is their choice, and 
hey, good for them. This is the way I like to do things, and I hope you find it 
easiest this way too. I generally try to minimize running around and do things 
in one fell swoop.

Lastly, I try to call things by their correct names, but sometimes I don't. 
Zunari is Iceman to me, because he looks like the enemy from Megaman. Miniblins 
are imps because I find the name "miniblin" stupid. You may find other instances 
where I've taken similar liberties. It shouldn't be too confusing, I hope.

===============================================================================
3.         Items/Spoils
===============================================================================

As with every Zelda game, you slowly build an arsenal of various weapons and 
items as you complete tasks and clear dungeons. Here is a brief description of 
things you will come across:

ALL PURPOSE BAIT: Purchased from Beedle or via the Knuckle Hand-me-down tuner. 
When thrown on the ground, animals and even some enemies swarm to it to eat it. 
VERY useful in taking pictures for the Gallery. It is also used when near the 
Merman to get him to fill in your sea chart. If used on the Merman a second 
time, he plays a little target game with you.

BAGS: There are three bags in the game, each is obtained in different ways. You 
win the spoils bag from Niko while you are sailing to the Forsaken Fortress the 
first time. It holds various items dropped by enemies. The bait bag is bought 
from Beedle, and it holds all purpose bait and hyoi pears. The delivery bag is 
given to you by Quill on Dragon Roost Island, and it holds letters and other 
miscellaneous things you pick up. Each bag can hold 8 "sets" of items.

BOMBS: Won from Niko in between dungeon #2 and dungeon #3. Bombs, uh, blow 
things up. They are also used as ammo for a cannon when on King. When you first 
get them, you can hold 30 max, but you can upgrade to 99 bombs max.

BOOMERANG: Won in dungeon #2. Aside from the sword, the most useful item in the 
game, hands down. Use it to stun enemies, pick up items, hit switches, or cut 
strings. I cannot overstate how useful the boomerang is.

BOTTLE: You can hold up to four. Each is found in a different place. Medli gives 
you the first right outside of dungeon #1.

DEKU LEAF: You get this from the Great Deku Tree right before the second 
dungeon. It is most useful as a sort of glider/parachute, though using it that 
way consumes magic. You can also use it to blow a gust of wind, which is also 
useful in various situations.

GRAPPLING HOOK: Won in the first dungeon. It can be attached to certain poles so 
you can either swing or climb, depending on what is needed. If used on King, it 
serves as a crane. Use it to pull treasure out of the sea.

HERO'S BOW: Won in dungeon #3. You start with regular arrows, useful as weapons 
or to hit switches (either from afar or certain eye switches that only arrows 
can trigger). Later, you get fire and ice arrows, used to burn/melt or freeze 
things/enemies, respectively. Near the end of the game, you win light arrows, 
the most powerful weapon in the game. Any non-boss dies in one shot. Fire, ice, 
and light arrows cost magic to use, and you have a limited supply of arrows in 
general (that starts at 30 but can be upgraded to 99).

HERO'S CHARM: Given to you by Miss Marie after you give her 50 joy pendants. It 
is on the quest menu, under the shield and whatnot. If equipped, you see a life 
bar for enemies (and Link is wearing a mask, but that is purely cosmetic).

HOOKSHOT: Won in dungeon #5. Used to pull one thing to another. You can pull 
yourself to a ledge or a tree or lamp, OR you can pull enemies, items, or even 
statues to you.

HYOI PEARS: Bought from Beedle. When used, you place it on your head. If there 
are any seagulls in range, one will swoop down and take it off your head. You 
then have control of the bird until you either cancel it or the bird is hit by 
an enemy.

IRON BOOTS: Found inside Ice Island. When worn, they weigh you down, which means 
wind can't blow you. They're also used to weigh down certain spring platforms 
and switches, and, when used with the hookshot, lets you pull Maoi heads off the 
wall.

MAGIC ARMOR: Given to you by Iceman (Zunari) after you get two more products for 
his shop (sea flower and exotic flower). It protects you from a lot of attacks 
(and from floormasters).

PICTO BOX: Found in Tingle's cell. It is used to take pictures. Easy enough. If 
you complete several tasks for Lenzo, he will upgrade it to a Deluxe Picto Box, 
which takes color pictures. 

POWER BRACELETS: Found inside the volcano. They let you pick up huge boulders. 
That's about it.

SAIL: Purchased on Windfall Island. You use it to sail King. That's it.

SHIELD: The wooden shield is given to you by your grandmother as you leave to 
find Aryll. It is used to block projectiles and can even bounce some back. In 
dungeon #4, the shield is upgraded to the mirror shield. In addition to normal 
uses for a shield, it can also reflect light.

SKULL HAMMER: Won the second time you go to the Forsaken Fortress. It is used to 
pound things. It's a hammer.

SWORD: Used to cut things (and bounce certain projectiles back at enemies). 
There are four levels to the sword:
     Level 1: The wooden sword. Given to you by Orca on Outset Island before 
              you rescue Tetra. The weakest sword.
     Level 2: The Master Sword. Pulled from a stone in Hyrule Castle. 
     Level 3: A powered up Master Sword. Won at the end of dungeon #4.
     Level 4: A fully powered up Master Sword. Won at the end of dungeon #5.

TELESCOPE: Given to you by Aryll in the first 5 minutes of the game. You use it 
to see things that are far away.

TINGLE TUNER: Tingle gives this to you when you rescue him from his cell. It can 
only be used in areas with maps (you don't actually have to have the map, 
though), and it "summons" Tingle to help you. Basically, it allows your GBA to 
be used to do various things. There is a more detailed section later in the 
guide.

WIND WAKER: King gives it to you when you land at Dragon Roost Island. Like the 
ocarina from Ocarina of Time, it is used to conduct songs. The Wind Waker itself 
doesn't do much, but the songs you play have various effects.

                                  - SPOILS -

First, ALL spoils can be sold to Beedle if you need some cash. Secondly, the 
easiest way to get them by far is to use the grappling hook. See the next 
section for details. I list the easiest places to get each spoil, but you can 
find them other places too (even in chests sometimes).

BLUE CHU JELLY: Won from blue chuchus. You give them to Doc Bandam, the potion 
master on Windfall Island, and he will make you blue potion.

BOKO BABA SEED: Won from boko babas. You can give them to Hollo, the korok who 
lives in a cave near the Great Deku Tree (i.e., it's in the same room, look 
around). He will give you blue potion for every 4 seeds you give him.

GOLDEN FEATHER: Won from peahats and kargarocs. Hoskit, who is on Dragon Roost 
Island, will buy them from you.

GREEN CHU JELLY: Won from green chuchus. You give them to Doc Bandam, the potion 
master on Windfall Island, and he will make you green potion.

JOY PENDANT: Shaped like a butterfly, you win them from bokoblins. THE most 
important spoil in the game. You give them to Miss Marie, the teacher on 
Windfall Island, and various things happen (detailed in the walkthru).

KNIGHT'S CREST: Won from darknuts. Orca loves these, and if you bring him 10, he 
will teach you a special sword technique (an upgraded spin attack).

RED CHU JELLY: Won from red chuchus. You give them to Doc Bandam, the potion 
master on Windfall Island, and he will make you red potion.

SKULL NECKLACE: Won from moblins. You give them to a pirate near the bomb shop 
on Windfall Island and he plays a mini-game with you.

===============================================================================
4.      General tips/tricks
===============================================================================

Here are some general strategies you should think of while you play the game. 
With only one exception (boomerang fighting), I don't really go into detail on 
any of these in the walkthru. None of these strategies are necessary to beat the 
game, but they will make your quest a lot easier.

GRAPPLING FOR FUN AND PROFIT: As you may have noticed, some enemies drop various 
spoils, things that don't really help you directly in any way, but can prove 
useful nonetheless (red drops from red chuchus or joy pendants from bokoblins, 
for example). It is in your best interest to collect as many of these as you 
can, because certain characters will barter for them (joy pendants especially, 
as you need 20 of them to beat the game). Once you get the grappling hook, 
however (which is rather early in the game, luckily), it becomes much easier. 
When used on any enemy that drops a spoil, it steals that item 100% of the time 
(the first time you use it, that is; you can't get an infinite amount from just 
one enemy). I wouldn't suggest doing this in a huge melee, but if there are only 
one or two enemies, go for it.

BOOMERANG FIGHTING: After you get the boomerang, it should be equipped 100% of 
the time. It is your best friend in this game. As any Zelda veteran knows, it is 
one of the most useful items anyway, but here it really shines. Whenever you 
encounter any enemy, with very few exceptions, your tactic should be: stun with 
the boomerang, attack with the sword. Darknuts, for example, need to be made 
vulnerable first (by cutting off the helmet), but they too will fall to the 
mighty boomerang. Some enemies, like stalfos knights, require a different 
strategy, but this is a very good general tactic.

COUNTER-STRIKE: In the heat of battle, sometimes you will hear a noise and your 
sword will glow green for a second. This is your chance to perform the parry 
attack. Basically, you hit A and Link does a counterattack. It is generally a 
wise move to do this, especially when fighting darknuts, but not always. If the 
boomerang attack I described above works on what you are fighting, it is usually 
a better attack. Also, there are other times it might not be prudent. Fighting 
magtails comes to mind. If you just want to kill the bugs, go for it, but often 
you need them to place on a switch. In these cases, the parry attack is too 
powerful and the magtail will die instead of roll into a ball.

CANNONBALL RUN: As you travel the high seas, you will encounter all kinds of 
enemies. You can technically go through the game without fighting most of them 
(though it's easier to fight than dodge), but you HAVE to fight warships at 
least once. If you don't have bombs, you have no chance, so run away. If you do 
have bombs (you need 3 per ship at the very least), these can be really easy 
fights. The AI that controls the ships is very poor at close range, so I like to 
sail right up to them and attack point-blank. Also, if you are very close, the 
water rolling (you know, going up and down) doesn't have as great an impact as 
it does from far away. If you get a hit, fire two shots more as fast as you can 
to put the boat away. Also of note, if you hold R, you can actually move King 
with the cannon still drawn. You move too slowly to be effective at dodging, or 
even pursuit, but it is still useful at times. 

GONE FISHING: Besides the warships and turrets you may encounter on the high 
seas, there are several other enemies you will face. While the cannon works, it 
is too slow to serve as a useful weapon. Arrows are effective too, but my weapon 
of choice is the boomerang. It's fast and doesn't have a limited number of 
shots. If you encounter something, lower your sail (hit A) and lock onto the 
enemy ASAP. Gyorgs (sharks) and kargarocs (birds) are simple, they take two hits 
each. The things that really annoy me at the seahats (huge turnip-looking 
things). You need quick reflexes to lock on and hit them before they can get to 
you. Sadly, there is no other tactic I can really give. Just be quick, get back 
on King if you are knocked off, and avoid them altogether if possible.

===============================================================================
5.          Enemies         
===============================================================================

This is a list of the basic, everyday enemies you will face. For the bosses, 
look in their respective dungeons. The spoils lists are to the best of my 
knowledge, but feel free to correct me.

---------------------------------------------------------------
A) LAND/DUNGEON ENEMIES
---------------------------------------------------------------

ARMOS
Description: Small bouncy statue with spikes
Spoils dropped: None
Strategy: You need to hit the crystal on the back of the Armos. You can either 
strafe around it until you have an opening, or shoot the "eye" on the front with 
and arrow to stun the Armos and attack then.

ARMOS KNIGHT
Description: Large bouncy statue with spikes
Spoils dropped: None
Strategy: Lock on and shoot an arrow into the eye of the statue, then chuck a 
bomb into its open maw.

BLACK CHUCHU
Description: Black blob
Spoils dropped: Random chuchu jellies
Strategy: These are the trickiest of all. You need to get the chuchu to step 
into light (or shine light on them with the mirror shield) to turn them into 
statues. Then you can throw the statues or hit them with the hammer to kill the 
chuchu. Like magtails, they are often used on switches, though.

BLUE BUBBLE
Description: Flying skull covered in blue flames
Spoils dropped: None
Strategy: If you get touched by the flames, you can't use any weapons/items 
(much like the bubbles from Zelda 1), so avoid getting hit at all costs. Use 
either the Deku Leaf or an ice arrow to put out the blue fire (the weapons are 
each useful in certain situations). When the flames are out, kill the skull with 
your sword.

BLUE CHUCHU
Description: Blue blob
Spoils dropped: Blue chuchu jellies
Strategy: They are usually electrified, so stun with the boomerang, then attack 
with the sword.

BOKO BABA
Description: Think "Little Shop of Horrors"
Spoils dropped: Baba seeds
Strategy: One blow from a boomerang will kill it. If you don't have the 
boomerang yet, use the grappling hook to stun the plant for a second and wail on 
it with your sword.

BOKOBLIN
Description: The smaller pig-nosed guys
Spoils dropped: Joy pendants
Strategy: No real strategy needed, these guys are a cinch. Just whack them with 
the sword until they die. Use the boomerang to make an easy task even easier.

DARKNUT
Description: Armored knight, kinda looks like a dog underneath
Spoils dropped: Knight's crests
Strategy: Use the parry attack. Always the parry attack. When you have the 
helmet off, you can stun with the boomerang. Run behind and cut the straps 
holding the rest of the armor on. Then use the boomerang attack described above 
in section 4.

FLOOR MASTER
Description: Strange bodiless arm
Spoils dropped: None
Strategy: Stun with the boomerang, then attack. Or use fire arrows. Or, use an 
ice arrow, then a fire arrow while frozen. Just be quick with whatever you 
decide to do, or you'll be sucked back to the beginning of the dungeon (or 
somewhere else that isn't where you were).

GREEN CHUCHU
Description: Green blob
Spoils dropped: Green chuchu jellies
Strategy: Hit them with the sword. That's it. The boomerang stuns them.

KARGAROC
Description: Multi-colored bird (also found on the sea)
Spoils dropped: Golden feathers
Strategy: Use the sword. Or two hits with the boomerang. Or one arrow. Or a 
bomb. Or... These guys are easy, go away.

KEESE
Description: Bats
Spoils dropped: None
Strategy: Boomerang, grappling hook, sword, arrow... Also very easy. They come 
on fire sometimes. If you get hit, roll on the ground to put out the flames.

MAGTAIL
Description: Giant centipede
Spoils dropped: None
Strategy: To kill, use the parry attack. More often, though, you want them alive 
(but in ball form). In that case, throw a jar of water at them, or hit them with 
the sword/boomerang. But NOT the parry attack.

MINIBLIN ("Imp")
Description: Little, well, imp guys
Spoils dropped: None
Strategy: Sword, boomerang, arrows... They're easy; they just like to swarm you.

MOBLIN
Description: The big pig-nosed guys
Spoils dropped: Skull necklaces
Strategy: Use the parry attack or just the sword. The boomerang makes these guys 
a lot easier. They're not all that tough anyway, though.

MORTH ("Spiny/spiky guys")
Description: Little balls of spines with an eye
Spoils dropped: None
Strategy: They don't do damage, just slow you down. A spin attack will clear 
them off of you and often kill them. The boomerang kills them too.

MOTHULA
Description: Giant bug
Spoils dropped: None
Strategy: Fire arrows kill them in one hit. The boomerang is nice too, or the 
parry attack. They fly sometimes too. Just cut off the wings and they're regular 
mothulas.

OCTOROK
Description: Giant octopus (also found on the sea)
Spoils dropped: None
Strategy: You can't use your sword on them (they won't let you get close 
enough), but any projectile weapon works. Or, just use your shield to reflect 
the rocks they shoot at you.

PEAHAT
Description: Whirly flying plant guys
Spoils dropped: Golden feathers
Strategy: Use the Deku Leaf or the boomerang to force them to land, then kill 
them with the sword. Easy.

POE
Description: Translucent ghost with lantern.
Spoils dropped: None
Strategy: You can't attack them until they are solid. Make them that way by 
either shining light on them with the mirror shield or getting them to follow 
you into light elsewhere. Once solid, they are susceptible to the boomerang 
attack above or fire arrows. OR, you can just wait for them to possess you 
(while translucent, but after they drop the lanterns) and they'll be effectively 
dead.

RE-DEAD
Description: Zombie with hoop earrings
Spoils dropped: None
Strategy: Wail on them with the sword. You can freeze them for a few seconds by 
shining light on them.

RED BUBBLE
Description: Flying skull covered in red flames
Spoils dropped: None
Strategy: You can use the Deku Leaf to put out the flames, but why? Just hit 
them with an arrow (a regular one) or the sword.

RED CHUCHU
Description: Red blob
Spoils dropped: Red chuchu jellies
Strategy: 

STALFOS KNIGHT
Description: Giant skeleton
Spoils dropped: None
Strategy: First, you need to blow them apart with a bomb. When the pieces of the 
skeleton are on the ground, attack the skull with your sword or the hammer.

WIZZROBE
Description: Flying wizard
Spoils dropped: None
Strategy: If they are low enough, use the sword. It's generally easier to use 
fire/ice arrows, though.

YELLOW CHUCHU
Description: Yellow blob
Spoils dropped: Green/red chuchu jellies
Strategy: Same as the blue chuchu. Stun with the boomerang, then attack with the 
sword.

---------------------------------------------------------------
B) SEA ENEMIES
---------------------------------------------------------------

BIG OCTO ("Squids")
Description: Giant squids with 4, 8, or 12 eyes
Spoils dropped: None
Strategy: Take out the eyes with the boomerang. It takes three hits per eye.

GYORG
Description: Shark
Spoils dropped: None
Strategy: Hit them two times with the boomerang. Easy.

SEAHAT
Description: Giant turnip helicopter things
Spoils dropped: None
Strategy: Hit them twice with the boomerang. These guys are easy, but VERY 
annoying.

WARSHIP
Description: Pirate ships
Spoils dropped: None
Strategy: Three cannonball hits. Try to get in close, they are easier at point-
blank range.

===============================================================================
6.          Walkthru
===============================================================================

I hope you read the sections before this. They have some useful info that isn't 
completely spelled out in the walkthru. I'd go check them out.

Let's get this show on the road. Start a new game and watch the intro (which 
features my new favorite Zelda music).

---------------------------------------------------------------
A) OUTSET (FROM OUTSET ISLAND)
---------------------------------------------------------------

Now the game really begins. You're asleep at the top of a watchtower when your 
little sister, Aryll, comes to wake you up. She tells you to go see your 
grandmother (and points out her house to you), so we'd better not keep her 
waiting. Head down the ladder, turn west, and jump into the water. Swim over to 
the shore directly in front of you, and head west along the beach until you see 
a path. Turn south and follow the path. Turn right at the first fork, right at 
the second fork, and go into the first house on your right.

As soon as you enter, take a step forward and hit L. Get used to this, you'll 
need to do it in almost every house you enter to readjust the camera. There's a 
ladder to the left, climb it and approach the little old lady (your 
grandmother). A scene will begin where she hands you some snazzy new threads. 
After all, what kind of Link wouldn't have his trademark green tunic and hat? 
After you put them on (it's done automatically, don't worry), she tells you to 
go show Aryll. So, leave the house and head back to the little watchtower (head 
east down the path, take the first left, a right, go across the bridge, up the 
path directly in front of you, take a left at the fork, and head down the dock 
to the ladder).  Approach Aryll for another scene. She is so thoroughly 
impressed by your new duds that she gives you a telescope (it's actually a 
birthday present, but I like my way better). Not bad, about 3 minutes into the 
game and we've already gotten two items.

As soon as the scene is over, press start and equip the telescope to a button 
(it doesn't matter which, Y is what I use). Take a few steps forward (so you're 
next to sis at the railing) and use it. Tilt the C-stick up until the little 
zoom meter says 4X, then pan down a little. It should stop on a birdman at the 
mailbox. Zoom in all the way, and watch as he looks around and then takes 
flight. Zoom back out to 4X and pan straight up to the sky. You'll stop at a 
giant bird and another event will happen. He's holding a girl until he gets 
clocked in the face by a cannonball and drops her into the forest. You're a 
hero, right? Let's go save her!

Oh, wait. Heroes usually have swords, don't they? Let's go get us one. Down the 
ladder again, turn west, into the water and to the shore just like before. Take 
the same path, but this time when you reach the first fork, go straight into the 
house in front of you, ignoring the little old man (Sturgeon) who calls at you 
when you approach (use the door directly below the aforementioned little old 
man). There's an old man inside the house, this one not so little and with a bit 
of a gut (Orca). Talk to him. He'll sense that you're anxious about something 
and ask if you need some sword training. He will briefly describe what he wants 
you to do. We'll take this in steps, as he does.

1) Hit him once with the B button.
2) Hit him 8 more times with the B button.
3) Hold down L and hit him with B.
4) Repeat 8 more times.
5) Hold down L, hold up, and hit him with B.
6) You guessed it, 8 more times.
7) Hold down B until your spin attack is charged (Link should be holding his 
sword behind him) and hit him with that.
8) Do it again, only once this time.
9) This technique is IMPORTANT! Pay attention! Hold down L to lock onto the old 
man. Wait until he is about to attack you. Your sword will turn green and you 
will hear a little noise. Hit A. You will do a counter attack. Learn it. Live 
it. Love it.
10) Just to make sure you understand, do it again.
11) Use L to lock on, then hit A (not waiting for the green this time) to do a 
jumping slash.
12) Do it one more time.

Training is now over, and you go back to a dialogue. Basically, he says 
something in traditional Zelda old man fashion, like "Master using it and you 
can have this," and he gives you a sword. Huzzah! Turn around and leave the 
house. Use the L button to reposition the camera again (from now on, do that any 
time it is not facing the same direction as Link is). Head straight ahead, back 
onto the path (which is actually the second little patch of brown, the first 
being some dirt in front of the house, and turn right. Down the path, across the 
bridge, back onto the path, and turn right at the fork this time. Follow the 
path up the hill and around the bend to some trees. Cut them down with your 
sword and keep going. Turn left at the fork and go across the rope bridge and 
into the cave there (run as you approach the hole in the bridge to jump across 
it).

You're in the forest, and look, there's the girl we're looking for. Go forward, 
hugging the right wall so you go up the little path there. Jump down from the 
little ledge and continue forward to our first enemy, a bokoblin! This guy is a 
piece of cake, but he still takes a few hits. Just lock onto him and mash the B 
button. If he falls down, let him get back up and then hit him again. He'll die. 
Climb onto the stump you see (it was next to the bokoblin), and jump from it 
onto the ledge in front of it. Head forward and you'll see a fallen tree trunk. 
It's lying remarkably like a ramp, so let's use it as one. Up and over, and 
after a few steps, some birds (kargarocs) will drop two more bokoblins. Take 
them one at a time, the same way as the first. If you're lucky, you might even 
hit both with one attack. If so, good for you. Have a cookie.

After they're dead, the girl falls from her precarious perch, and you 
automatically run over to talk to her. Her name is Tetra, and she's a pirate. 
She's actually the leader of the pirates, despite being the same age as Link. 
While you're talking, one of her crew runs up. More talking, and everyone leaves 
the forest. Back at the rope bridge, Aryll is waiting for her hero big brother. 
She runs over to congratulate you, only to be snatched by the giant bird. Link 
is apparently a moron, as he runs right off the cliff while chasing the bird. 
Luckily, Tetra catches you and pulls you back to safety. Cut down to the beach, 
where Tetra and one of the crew are waiting. They're about to leave and you ask 
to come along. Tetra says no way, but the birdman (Quill, a mailman) shows up 
and lays a major guilt trip on her. Reluctantly, Tetra agrees to give you a lift 
to get your sister if you can find a shield. But, before you can leave, you'd 
better go tell your grandmother, so head back to her house (you should know the 
way). Before you talk to her, head up the ladder. The shield from the wall is 
gone. Now go talk to granny and she'll give it to you. You can use it in battle 
by pressing R while you have a weapon drawn.

Before you leave the island, you might want to pick up some rupees. There are a 
total of three pigs running around (2 near Granny's house, and one near the 
house furthest east). There is a lady who lives up the path from Granny's house, 
she is standing in a fenced in pen. If you throw the pigs into the pen, she will 
give you 20 rupees each. You need to sneak up on the pigs by crawling (hold R, 
but not while you have any weapon/item drawn). I find it easiest to crawl next 
to them, as opposed to in front or behind. Also, you can cut down trees and 
grass for all kinds of goodies. 

Fully equipped and ready now, Head back to Tetra, talk to her, and choose the 
top option so you can sail off to adventure!

After watching some more scenes, you'll find yourself on the boat. Turn around 
and then head forward into the door there. Go down the stairs you see. Walk 
forward until a bucktoothed pirate (Niko) starts talking to you. He wants you to 
do this little puzzle, so let's humor him. Besides, the plot won't advance 
unless you do. Jump across the platforms, swinging from lamp to lamp (using the 
d-stick up and down to gain momentum (though you won't need to here, just for 
future reference) and the A button to let go), until you reach the end. Simple 
stuff, really, and since there's no penalty for screwing up, you can figure it 
out on your own. If you take too long, or hit the left button, the platforms 
will lower. Just hit the same button (by jumping onto it) that he did (the right 
one) to raise them again. He's shocked you made it, and lets you pass to a 
treasure chest containing the spoils bag. It holds some special items enemies 
drop, but it's not important now. Grab it, and Tetra will yell for you. Head 
back up to the deck. Tetra is in the crow's nest, so climb the ladder to join 
her.

---------------------------------------------------------------
B) STORMING THE FORSAKEN FORTRESS
---------------------------------------------------------------

Another scene will follow. You've arrived at an enemy fort, and the giant bird 
is there, so Aryll probably is too. We should check it out. Tetra has a plan on 
how to get you in there, a fairly humorous one at that. Sadly, you lose your 
sword in the process. We worked hard to get that thing, too. Even worse, you're 
in no condition to fight enemies now, so you need to be stealthy. When I think 
stealth in gaming, I think Metal Gear. When I think Metal Gear, I think of 
sneaking around in cardboard boxes. We don't have any of those on hand, though. 
What to do? Turn to your right and approach the stairs. Your pendant (that you 
didn't know you had) will talk to you. It's a way for Tetra to communicate with 
you. Walk up the stairs to the first landing where we find barrels. These will 
do nicely. Pick one up with the A button, and start walking. Go up the next set 
of stairs to another landing. This one is larger and has spotlights roaming on 
it. When one approaches you, stop until it passes you by, the lookout no doubt 
going "Ho-hum, just another barrel." Use this method to gather rupees if you 
wish, and when you're done, enter the door (there's only one you can reach).

Screw stealth for the moment and head left from this room. Continue until you 
see some huge moblins with lanterns, and let one of them see you. You'll get 
caught and thrown into a jail cell. Get on the table, and then jump over to the 
top of the bookshelf. Get rid of the vase there to expose a hole. Crawl into it 
(move while holding R), and follow this little tunnel to the end, which is 
conveniently outside of the cell. Go the only way you can, around the corner and 
down to a chest containing the map. Yay. Turn to the right and use that lantern 
to swing across to the other platform. Take the left door. If at any point your 
controller starts vibrating, hit A because the amulet wants to talk some more. 
Luckily this isn't as frequent as Navi from Ocarina. In this hallway, go into 
the little alcove on the left and climb the ladder there. 
Around to the left is a jar. Try and stay out of sight of the bokoblin until you 
can get to it (the easiest way is to go to the right and then come back around). 
Pick it up and smash it, and there are staves inside. Pick one up with A, and 
now you have a makeshift weapon. Use it just like a sword to kill the bokoblin 
controlling the lights. If he hits you, you will drop your staff and need to 
pick it up again, which can't be done while you're locked onto him. Just so you 
know. Go back down the ladder and back into the room you just left.

This time, take the other door. This is a little hallway that has openings to 
the left and right. Take the left one, and turn left again to head up a ramp. At 
the top of the ramp are a landing and a ladder. Climb it. Another bokoblin, 
light, and jar. Do the same as before. That's two of the big lights down. Head 
back down the ladder, down the ramp again, and when you reach the hall, turn 
left (so you're heading in the direction you were back when you first entered) 
and go through the door at the end. Over to your right and behind two barrels is 
a chest with a compass. Swing across to the other side and take that door. 
Another hall. Again, go to the left, up the ramp and the ladder, and kill the 
bokoblin. No more lights. Go back down the way you came, and go almost straight 
into the hall, again going in the same direction you were when you first got 
here.

Now you're actually in the very first room again, except up top this time. Swing 
over to the other side and through that door. Neither branch in this hall is 
important, so continue through the door in front of you. More stealth. There's a 
barrel to your left, so grab it and sneak past the buff moblin up the little set 
of stairs there and out the door. Almost there now. Follow this staircase around 
until you reach a landing with a barrel. Grab it and play the sneak-past-the-
moblin game one last time. Go to the left and up the ramp. Eventually you'll 
come to a break in the path. That's too far to jump, but we're not stuck yet. 
Get Link against the wall and facing it, and using the L button to position the 
camera so you are looking right at him. Hold up and hit A and he should get flat 
against the wall. Keep holding A, and now go left along that narrow little ledge 
to the other side. Around the corner, there is another ledge so do the same 
thing. Go up the stairs to a bokoblin... and your sword! Grab it and wail on him 
(the A counter attack where your sword turns green works nicely). Enter the door 
he was guarding and you find Aryll! And some other girls that don't really 
matter much (yet). Sadly, this rescue and tearful reunion are cut short by that 
stupid giant bird! I hate him so very very much. He carries you off to a 
mysterious man with red hair (Hmm...) who apparently doesn't think you are good 
enough, because he tells the bird to throw you back. Right into the ocean!

---------------------------------------------------------------
C) WINDFALL ISLAND AND THE "QUEST" FOR A SAIL
---------------------------------------------------------------

You wake up on a boat. A talking boat. You will be seeing a lot of this boat, 
but you don't usually have to talk to him if you don't want to. His name is 
"King of Red Lions," but that is long and unwieldy, so we'll change that to 
King. Your boat's name is "King." King babbles on and on about some stuff. The 
only thing of interest is that he confirms what many of you may have thought, 
that the mysterious man was none other than Ganon himself. He also tells you 
that he needs a sail, so if you want to go anywhere, you'd better get one in 
this town you're conveniently at (Windfall Island). A sail costs 80 rupees, 
which you may or may not have, depending on what enemies dropped, etc. If you're 
short, run around town cutting up pots and things to get the dough. Flowers work 
nicely too. Don't pick on the pigs, please. You'll die. In the town, there is a 
man dressed as an Eskimo (he reminds me of Iceman from Megaman 1, but his name 
is Zunari). He sells the sail, so talk to him and choose the top option to buy 
it. Equip it to one of your buttons. Let's go look around town a little more 
before we leave, though. Directly above your boat is a cliff with a grave and an 
Elvis impersonator (Tott) on it. On the wall behind them is a door, enter that. 
This is some kind of jail cell with a little Christmas elf guy in it. Smash the 
jars to your left to find a switch. Use it to open the door and let him out. 
It's Tingle. He gives you a map to his island (drawn in crayon, did Aryll do 
this?) and the Tingle Tuner (GBA dealie). If you have a Game Boy Advance, this 
comes in handy sometimes. If not, oh well. You need to let him out anyway. Now 
go into the cell he just left, and you'll see a large crate. Push it to the left 
or right (hold the R button to push/pull things), and go into the little hole 
there. Go into first person mode by pushing the C-stick up (it makes navigating 
holes easier), and take the following path at the intersections: left, right, 
left, right, straight, straight, straight, right, straight, straight, straight, 
right. You'll be in a room with a chest containing the Picto Box (camera). 
Follow the little tunnels back to the cell, then leave through the door you came 
in. Turn left and go around the side and up a wooden ramp. At the top, turn left 
and go through the archway. Along the left wall is a door with a camera above 
it. Go inside. Talk to the bearded man here (Lenzo) and then walk past him to 
some stairs. Go up them and you'll be in Lenzo's photo gallery. He will come up 
and talk to you. Look at each picture, then leave.

Turn right around and go back inside, and talk to Lenzo again. He wants you to 
become his assistant, but you need to pass a little test first. He wants you to 
take a picture of someone mailing a love letter. The mailbox is back near the 
entrance to town. There are some docks there, stand on them and use your camera. 
Center the viewfinder on the mailbox and wait for a man wearing red (Garrickson) 
to approach (it takes a WHILE). There are two tricks here. First, make sure you 
get the mailbox and the man's whole body in the shot. Also, you need to take the 
picture while he has the letter in his hand, right as he's putting it in the 
box. When you get it, go back to Lenzo. Show him the picture (lock onto him and 
use the camera, select the picture, and hit A). If you got it right, you hear 
the good old Zelda "A-ha!" music (as opposed to 80's A-ha music, "Take On Me"). 
Talk to him again and he gives you a second test. You need to find someone who 
is scared. In town, right next to Iceman (Zunari), there are some stairs you can 
go up that lead to like a bar. There is one man sitting at a table with a 
pitcher and some cups. Grab a jar and throw it at him, then take his picture 
while he is shaking (make sure you get his whole body in it). Show Lenzo the 
picture, then talk to him again for the final test. Leave the store and turn 
right. Walk past the first arch and go into the second. Turn right back around 
and aim at the lady in orange. Eventually a man with red hair will talk to her. 
Take their picture (full bodies!) to pass the third test. This one is annoying 
because the damn kids are marching around and screw up the shot. For your 
trouble, he gives you a joy pendant. He wants you to get him a firefly, but we 
can't do that yet.

That's enough for now; we'll be back here later. Go to King. He'll talk to you, 
choose the top option then hop in (get around to the side and hit A). Use the 
sail and you'll be off. 

Turn to the right until you're going in the direction the arrow is pointing (the 
direction of the wind). After that, just go straight. You should see a tall 
structure in the distance, aim for that. You won't encounter any enemies yet, 
because you have no way of fending them off. It'll take a few minutes. If you 
get bored, hit R and you'll jump. That usually amuses me enough. Once you get 
close enough, you'll automatically land.

---------------------------------------------------------------
D) THE RITO TRIBE AND DRAGON ROOST ISLAND
---------------------------------------------------------------

I particularly like the music here. Anyway, you see various shots of this new 
island, including one of a dragon on top of a mountain (volcano, whatever). He's 
useful later. As you leave to check the place out, King gives you the Wind 
Waker. This is a little conductor's baton that functions much like the ocarina 
from Ocarina of Time. He teaches you how to use it with some practice songs. Use 
the C-stick to mimic the notes as the little metronome dealie at the top ticks 
back and forth. Also, a basic song has 3 notes, but if you hold the D-stick to 
the left, you can enter 4. Hold it to the right, and you can now use 6. Various 
songs have various lengths. Coincidentally, if you hold the D-stick up, the 
notes are louder, down for softer. It doesn't affect the game any, but just 
worth pointing out. Lastly, if you screw up a song, you have to wait until all 
the notes are completed to redo it, BUT, if you hit left or right on the D-stick 
and change the number of notes, then change it back, it resets everything. Save 
a little bit of time, and a lot of frustration that way. The Wind Waker is very 
useful, so equip it right now.

From where you are, leave King and head forward and slightly to the right into a 
little cave that leads through to the other side of the island. Once here, you 
will see a tiny island with an arch. You may also see a boat. That's the 
traveling salesman. We'll see him later, not now. Swim over to the island and 
examine the left tablet there (the intact one). Hmm, those symbols look 
familiar. Use your Wind Waker and play Up, Left, Right. This is the Wind's 
Requiem. Play it whenever you need to change the direction of the winds (which 
is ridiculously often). A little frog guy (Zephos) comes up to see you, and he 
tells you what I just said. He also tells you that his brother, Cyclos, is upset 
because his monument is broken and is going around the sea starting cyclones. 
Head back to shore, through the little cave, and head right. Use the bomb plants 
you see to blow up boulders and go up and around the ramp (going right at the 
fork). They get progressively trickier, but nothing too difficult. At one point 
there is a ledge you have to cross, go across it and then drop back down a level 
to the last boulder (this one has two green blocks on it. Step on the green 
blocks, drop down a level, and pull the bottom one out. This makes it easier to 
get in and out of here. Hop back up on top, and continue through another little 
cave to the birdman from the beginning of the game. He talks, then go up the 
ramp some more and into a cave.

Welcome to the city of the Rito. You talk to their chieftain, and he tells you 
about Valoo, the dragon. Apparently, he's been kinda moody lately and that 
screws up their society. See, the dragon is involved in like a Rito bar mitzvah, 
and his son (Prince Komali) can't grow wings until Valoo gives him a scale. As a 
result, Komali has been really depressed. He asks you to try and cheer Komali 
up. Quill also gives you the delivery bag. This one holds random things, letters 
and such, that people give you. Being a good hero, we will help out. But we need 
to check this place out first. Head up the ramp to the first door and go in. 
Talk to the little bird girl there. Her name is Medli. She's relatively 
important. She wants you to give a letter to Komali, and you put it in your new 
bag. Go back out and continue up to a little desk with a mail sorter guy. The 
first mini-game. Yay. Talk to him and choose the top option twice. Basically, 
you need to sort the mail. Pretty straightforward. First you have to get 10 
right, then 20, then 25, and you are given 30 seconds each time. Keep playing 
until you get 25. It might take a bit, but even if you're bad, eventually you'll 
get lucky with like 5 of a kind in a row. You get rupees for doing a good job. 
Do that, then go out the little door to the left of him. Come right back in, and 
there is a different person there. He's in awe of your mad mail sorting skillz, 
so show off and get 25 again. He will be so blown away that... he wants you to 
run an errand for him. He wants you to put a letter in a mailbox. Head down the 
ramp to the very first door you came in (directly to the right of the bottom of 
the ramp). Head down and eventually you will see a mailbox on your left. Go to 
the menu, equip his letter (by hitting X, Y, or Z on the bag, then again on the 
letter, his is the blue one), then use it on the mailbox. It costs 5 rupees 
postage. Some reward. Back into the bird town, and go into the door almost 
directly across from the entrance. There's a little path that leads to another 
door. Go in and give this kid Medli's letter. Go back out to bird town and go 
into the only door on this floor you haven't gone in yet (it has feathers 
hanging from the arch and a guard next to it).

Lovely weather out here, huh? Take note of these red plants and go left and down 
into the area below. Look, it's Medli. Talk to her and choose the top option. 
Apparently she isn't very good at her bird-dom and needs help getting up to the 
area in front of you. Your job is to pick her up and throw her up there. Back up 
a little and onto the rock formation there. Use the dust as a guide and throw 
her when the wind is blowing towards where she wants to go. You can try multiple 
times if needed. When she makes it up, she gives you a bottle. Gotta love these 
things. Equip it, wade in the water you see, and use it to fill it up. Head back 
to those red plants you saw before (by climbing the broken rope bridge) and use 
the bottle to water one and make it grow into a bomb flower. Use that to blow up 
the boulder in the lower area and flood it. Now swim across to where Medli just 
went. There are two statues on either side of the lava. Pretend you're Kareem 
Abdul-Jabaar and sink a bomb flower in the pot the right one is holding. Then 
jump onto the platform it creates and do the same to the left. Stay out of the 
lava (duh). Continue right on into the first real dungeon. Whee.

---------------------------------------------------------------
E) DUNGEON #1: DRAGON ROOST CAVERN (FIRE)
---------------------------------------------------------------

Easy enough puzzle. Pull the left statue towards you, then the center one left. 
Go through the newly exposed door into the first proper room. Kill two 
bokoblins, pick up a dropped staff, hopefully still on fire. If not, walk near a 
torch, stand so the end of the staff is in the fire and it will ignite. Use that 
to light the other torches and make a chest containing a key appear. Use that to 
open the door and go into the next room.

Cut through the crappy wood bars with your sword and go left. Skip the first 
door you see (it's locked and continue along the wood path. Jump across the 
first gap, and at the second, drop a level and pull a box out of the wall. Climb 
on that to jump to the other side and keep going. Wait for the flames to die 
down and jump across to the next platform. Fight some keese (the bats), but 
don't cut the strands on the rope bridge. That would be bad. Run across said 
rope bridge and blow up the boulder you see. Next room.

The jugs on this table are special. If you throw these pots into the lava, the 
water inside solidifies it and gives you a platform to stand on. Use that to 
your advantage and try to place one that allows you to jump onto it and then 
over to the left. Don't take your sweet time, though, they don't last forever. 
Grab the chest here (the map) and head back to the table. Make another platform 
and use it to get to the other side. That whole trip can be easily made with one 
platform, but if you don't think you could make it, there you go. Go up the 
ladder and fight your very first red chuchu. They come in several colors, but 
this one is red. Hit him once or twice, he will die. Next room.

Walk towards the wooden bars in front of you and a bokoblin will break loose. 
Kill him and pick up his sword. Smash the other set of bars with it. Go through 
and hop up on the ledge to fight 2 red chuchus, then use the bokoblin sword to 
break these bars. Get a key. Head down and continue the way you were going to 
another door (guarded by two more red chuchus, they come in packs). Kill and go 
through.

You're back in the second room (with the keese and rope bridge). To your left is 
a boulder and some bomb flowers growing in a wall. Throw a stone or something 
and hit the flowers to make them explode. Go across and take the second door, 
the one we skipped back at the beginning because it was locked.

Skip the stuff on your right and fight some more red chuchus. If they weren't 
easy, they'd get old REAL fast. Smash the left bars, kill the bokoblin, and take 
his staff. Light it with the torch, and set the right bars on fire. Then run 
back to the turn near the door I told you to skip, still with the burning staff. 
Get as close to the edge as you can, aim towards the bars, and throw the staff 
with A. They'll light too. Head back to the first set of bars you burnt, step on 
the switch, and go through the door.

We're outside. Pick up the pot to the right of you and carry it. Go across the 
rope bridge, hitting the bokoblin in the head once you get in range. You don't 
want to mess around with the rope bridges. That should get him clear enough to 
wail on him. Do so. Climb the ladder paying attention to the flame spurt. Once 
up there, kill the bird, and go across the ledge, again being careful of the 
flame spurt. Go around the boulder and find a ledge just above your head. Hang 
from it and shimmy to the other side of the chasm, pulling yourself up once the 
room is adequate. Hope onto the stone, then up, grab the bomb, blow up the 
boulder. Go into that new door.

Here you see a stack of blocks. Pull the middle one out completely. Then stand 
on it and pull the block in front of you out one notch. That's enough to climb 
on it, then the third one and go in that entryway. Kill the rats, or ignore 
them, they're just a nuisance, and pull the block out of the wall. Climb up and 
open the chest near the torch. Compass. Yay. Smash the jar and light and throw a 
staff to burn the boards opposite you. Get that chest for a key. Through the 
locked door.

Back outside. Run up the stairs and kill the kargaroc. Then steal its baby, a 
silver key. They're so cute when they're young. Open the door and go in.

Ooh. Dark. I'm scared. Smash a jar, grab a staff, light it. Run through, 
lighting a torch and some boards. Drop the staff and kill the keese. On the 
ledge here, there's a chest with a joy pendant. Pick the staff back up, relight 
it from this new torch, and continue through the smoldering boards. Light two 
more torches and go through the door.

Grab the bomb flower and blow the boulder off the top of the jar. That's a warp 
jar. Useful sometimes. Best to open them up in case you die or something. You 
never know. Across the rope bridge and into the door.

Kill the bokoblin and start smashing every pot you see. There are two more 
bokoblins hiding in them. Climb on things to make sure you get them all. The jar 
bokoblins will each drop a staff, use one to light the unlit torch and make a 
chest appear. Your first treasure map (which is actually #39). We'll worry about 
it later, but each one of these is worth at least 200 rupees. So they're good 
stuff. Go out the door up top.

Try and kill the magtail over on the platform, or at least get him to move. I 
find it easiest to kill him with the parry attack, but if you have trouble, 
throw a water jug at him. Head back, grab a water jug, and hop back to the 
platform. Wait until the flames die down, throw the jug to where they were, and 
hop on. Instant elevator. Jump over to the wood and through the door.

Blow up both boulders here using the bomb flower near the door. One is another 
warp jar, the other is a door. Go through it.

Outside one more time. Run up the stairs. They fall, so keep moving. Medli's 
been captured! Let's see if you can mount this rescue without being tossed into 
the ocean by a giant bird. Kill these two bokoblins, then the big ugly moblin. 
The big one turns into a weird glowing sphere. Hit it with your sword and 
various things will come out, rupees, hearts, etc. It's like a jackpot. Talk to 
Medli and get a grappling hook. Go up the stairs you see, and use it. You'll get 
a little targeting thing, aim it at the bar Medli is standing on, the brownish 
part. When you can fire, it changes to a yellow starburst kind of mark. Then 
it's just like swinging on those lanterns. Swing over the next one, then cut 
through the boards and drop a level. This is the door you just came in. Use it. 
Run to the warp jar and hop in. You're back at the beginning. Kill these two 
bokoblins (again) and go through the door. Go into the first door on the left, 
then turn right. Remember here? Swing across and get another treasure map (#11). 
Swing back, go back out the door, into the first room, and back into the warp 
jar. This takes you to the second warp jar, but we don't want to be here, so hop 
back in again. Go through the door that led to the grappling hook and turn left. 
More grapple poles. Swing like Tarzan down to the door and go in. Also, if you 
get stuck at an awkward angle while swinging, hold R. That'll stop you. Turn a 
bit, then let go of R and start swinging again. You can also climb up and down 
while holding R.

Go across the rope bridge, killing the obvious bokoblin and then the one that 
pops out of a jar. Remember what I said about respecting the bridge? Forget it. 
Cut all the vertical strands, or, what I find more fun, grab a bokoblin staff, 
light it, and then burn them. You'll fall to a lower level. Grab the chest (joy 
pendant) and go out the door.

Okay, hop into this birdcage thing on your left. You want to stand in the center 
and cut all three ropes and once. The easiest way is the charged B spin attack. 
Done right, the bottom will fall and land on another flame geyser, so you have 
an elevator. Once you are down bottom, jump into the little archway and 
continue. Jump across wood platforms then go up a ladder to a big mouth with a 
door in it. Turn around and look up at the ceiling to find a grapple dealie. 
Swing on it, and it will pull down, because this is actually a switch as well. 
Hold in R, stop, turn around, swing back, and go into the door.

**GBA note** If you have the GBA, use the Tingle Tuner and bomb the little 
alcove right across from you (there will be a question mark where you should 
bomb). A chest will appear with a golden Tingle statue inside. There are 5 
total, one in each dungeon. You CAN'T get it without the Tingle Tuner (even if 
you come back later with bombs). **end GBA note**

Grapple, stop, turn right (or left if you got the Tingle statue), and swing over 
that way. Jump across platforms and grapple to the door.

Okay, here you want to take one of the magtails and hit it, but not kill it. If 
you hit it twice with a normal attack, it will roll into a ball. Pick it up and 
drop it on the switch so you can get at the chest with the boss key. Now, if 
you're lazy, you can save, quit, and then you'll be back at the beginning of the 
dungeon where you can use the warp urn twice to get to where we're going. Or you 
can backtrack the long way. Your choice. Me, I'll backtrack. Get a few more 
rupees, and it's not like it's hard. Besides, it's what you "should" do. 

Leave through the door you came in. Grapple across, hop to the next grapple 
pole, then grapple, turn left, climb up a little so you are level with the 
ledge, and swing to that door. Exit. This is tricky, but can be done. Grapple 
onto the switch we pulled down before. Hold R, turn so you're facing the exact 
center of the bridge, and climb down a little. We need as wide a swinging arc as 
possible while still being able to reach the bridge. When you have it, swing and 
let go, and if done right, you will catch onto the bridge. If you have too much 
trouble, just do what I described before about saving, quitting, and using the 
urn twice. Assuming you made it, turn right on the bridge. Jump across the gap, 
follow the path, jumping where need be. Take the second right turn and voila, 
you're back at the warp urn room. Kill the bokoblins, use it, then use it again.

Finally. Near the lava is a grapple pole that you can use to swing across. Kill 
the magtail if you wish, and run up the stairs to the door, grabbing the chests 
on the way. Each of the top jars has a fairy, which you should catch in your 
bottle (use it near the fairy). Unlock this mean looking door and enter... if 
you dare.
 
                                BOSS: Gohma

I remember back when this guy used to be just a stupid crab. Make sure you have 
your grappling hook equipped and walk towards the lava to make the boss appear. 
His name is Gohma. Say hello to him. Shake his hand... err, claw if you wish. 
Then kill him. How do I do that? Directly above his head is a tail (belonging to 
the dragon who resides on top of this volcano). You can grapple onto it. Do so 
and swing across to the other side. This will bring the ceiling down, cracking 
Gohma in the head. Gohma will fling the ceiling back up where it belongs, at 
which point you can repeat the process. After hitting him three times, his 
carapace is shattered, allowing you to hurt him. Lock onto his head and use the 
grappling hook on it. This will pull it close enough for you to poke him in the 
eye a couple times. Do that until he is dead. If you're good, it'll only take 
two head grapples. Get your heart container and enter the glowing spot in the 
middle of the room.

You're teleported outside. Medli and Komali come over to talk to you. The prince 
gives you Din's Pearl. Yay.

Remember the traveling salesman? Get into his boat now. If you don't see it, 
wait, he'll be around (he circles the island). Time for some shopping. What we 
want to buy is something that looks like a pig's head. This is the bait bag. It 
costs 20 rupees. He also has things that look like pears and little specks of 
something. Buy 3 pears (hyoi pears) and 5 sets of the specks (all-purpose bait) 
if you can afford them, but pears are the priority. Get at least one of those 
(if you somehow don't have 30 rupees for the bag and a pear, I pity you). 

A note on Beedle from Jarel Jones:

"Beedle (the guy that runs those floating shops around certain islands) has a 
membership program where you can buy 30 items to get a Silver Membership and 60 
to get a Gold.  Getting a Silver nets you a Complimentary ID through the mail.  
If you show him the Complimentary ID, he... wait for it.. compliments you.  How 
lame.  The Gold nets you a Fill-Up Coupon, which will fill most of your items to 
their max values when you show it to Beedle.  You can only use it once though."

I haven't gotten 60 yet, but I did get the Complimentary ID. It's HILARIOUS. 
This is, hands down, the funniest Zelda installment yet.

Leave and go back to King.

Equip the Wind Waker and the sail. Talk to King, then go back to shore and use 
the Wind Waker and play the Wind's Requiem. A little compass will pop up. Push 
the D-stick in the direction you want the wind to blow, south in this case, and 
hit A. Get into King, raise your sail, and go south (the direction of the arrow 
behind you, remember).

Hit up on the D-PAD (not the stick). This brings up the world map, and one 
square will have a glowing mark on it. That's our destination. From now on, I 
will use (X,Y) coordinates in reference to the map (that is horizontal then 
vertical, for the math impaired). Likewise, I will treat the map as a graph. It 
looks so much like one anyway. (1,1) is the furthest west and furthest south 
square. Windfall Island is located at (4,6), the island we just left is (6,6), 
and the island we are headed to is (6,2). It's not so important now, but later 
on I will be heavily dependent on that notation to tell you where to go. Try to 
get used to it.

Speaking of the map, before you get too far, a little fish will pop up. He is a 
master cartographer, apparently. He fills in your map at this square, then takes 
off. He appears in every square on the world map, near whatever the main island 
of the square is. You call him with food (that we haven't gotten yet), and he 
will fill in that respective square. By game's end, you will have filled them 
all in, simply because we will visit each square at least once. We will not 
worry about it right now, however, because we have more pressing matters to 
attend to.

You still aren't equipped to fight and enemies probably won't bother you (key 
word: probably). If you see anything, avoid it. You may get smacked in the head 
by some cannonballs, most likely after passing a watchtower. It shouldn't 
happen, but you might get unlucky. If so, hop back on King and keep going. 
Again, you are not equipped to fight anything at sea, not yet. After quite a 
while, you will end up at the next island. It is made up of several very large 
formations, so when you see it on the horizon, aim for it. Like the last, King 
will automatically land.

---------------------------------------------------------------
F) FOREST HAVEN
---------------------------------------------------------------

This is Forest Haven. Climb up the ledges, watching for the giant plants (boko 
babas). They're not too hard to defeat, just strike quickly. Head right at the 
fork and continue. At the top you will see a grapple pole, use it to swing 
across the gap, then quickly turn right and hold up your shield. An octorok will 
be firing at you. His shots will bounce of your shield and kill him. Jump to the 
left, then over to the right, then forward. Swing to the very highest level of 
water (there was an octorok there at one point) and enter the cave.

Head right and climb around. On the back side of the big tree in the center is a 
giant face. As you get close, red and green chuchus will appear on it. Run 
towards the tree and hit A so you roll into it. The impact will knock off the 
chuchus so you can kill them. After they are all dead, the head will talk to 
you. I think he sounds like a cross between Barry White and the teacher from 
Charlie Brown, personally. His little leaf friends (children?), the koroks, will 
talk to you as well. Basically, The tree painfully makes a leaf appear fairly 
high up. Now, quickly, I want you to empty your bottle (assuming it is full) and 
try and grab a firefly. You want a big blue/white one. Look close to the walls, 
the ones you want will shine lots of light on them. When you get one, wander 
around looking for a purple bud (baba bud) in the ground. You can jump into it, 
and it will fire you into the air. While in the air, you can aim towards 
another, and then another, climbing into the sky. From the fourth bud, land on a 
treetop, then swing over to the fifth with the grappling hook. From the 9th, you 
can get to the treetop with the deku leaf. Get it. It is a very interesting and 
useful item. It uses magic (and a magic meter will appear when you get it), and 
has two main uses. First, if used from the ground, it sends out a powerful gust 
of air. Second, it can be used like a parachute/handglider if you activate it 
while in the air. While gliding, if you hit the button again (the one you have 
it equipped to) you can do an attack where you billow out the leaf. It doesn't 
do much, but it keeps pesky enemies away. Now, from where you are, you can see 
another bud you can jump to (you'll have to glide to make it). It'll shoot you 
up in the air, and then you can glide (from the highest point of your "jump") to 
a ledge. Cut down weeds to get your magic bar full again, then go through the 
cave back outside.

You can see an island out here. Set the wind to NW by playing the Wind's Requiem 
and glide down to it with the leaf. There is a crazy hatch here and a guy. Look 
back where you just jumped from, and to the right and below that ledge, you can 
make out a crystal switch. Remember those pear things you bought? Use one. A 
seagull will take it off of your head and you take control of it. Fly up and 
into the switch (use A to flap your wings). The valve hatch will open. A ladder 
will also drop. Hit R to switch back to Link and jump into the hole. You can't 
do anything here, so get back out. King will now be waiting at the base of the 
ladder (the only reason we went into the hole). We're going to take our first 
sidetrack (the side-QUEST part is here, but we need to do some prep work). Use 
the Wind's Requiem to set the wind N and sail back to (6,6). There, set the wind 
W and sail to (4,6), Windfall Island. Yes, just going NW would seem faster, but 
you can't do that. King won't let you.

Land at Windfall Island (you have to do it manually, just get to the dock and 
jump off King). Go give Lenzo his firefly and he'll give you a better Picto Box. 
This one takes color photos and is necessary for the HUGE Gallery side-quest. We 
can actually do some things with it now. Head around town and look for the 
potion shop (it has a sign outside with a potion on it). There is a woman 
standing there with a green shirt and orange vest. Talk to her, then take her 
picture (full body, pictures must always be full body!). Show her the picture 
and she will give you a treasure map (#33). There's more you can do here, but 
we'll be back later. It's nothing pressing anyway. Now go find Iceman (Zunari). 
Talk to him, but not behind the little stand. Instead, move a little to the left 
and he'll follow you. Talk to him there. He'll say some stuff, then talk to him 
again. Choose the top option twice. He'll give you a flower (in your delivery 
bag). We'll do more with that in a bit too. Lastly, go find the Elvis 
impersonator. Talk to him, then use the Wind Waker. Play Center, Center, Center 
twice (i.e., do nothing) and he will talk to you. Now play Right, Left, Down. 
You've learned the Song of Passing. It will change day into night and vice 
versa. Go back to King, and sail back to Deku Island (E to (6,6), then S to 
(6,2)).

You don't want to land on the main island; instead, we're shooting for where the 
hatch was, it's over to the left as you come in, and it's actually before the 
main island anyway. Go up the ladder and drop into the hatch. Take a full body 
picture of the kid there and show it to the guy behind the desk. Go back 
outside, play the Song of Passing twice (i.e., fast forward a day), and go back 
in. You've just got your first figurine. Welcome to the Nintendo Gallery. This 
INSANE mini-quest will take you at least two games to compete. Basically, there 
is a figure for everything in the game, and you get it by taking a picture (99% 
of the time) and giving it to the guy behind the desk. I will detail some 
specific ones in the walkthru, but if you don't really care, I don't blame you. 
This is for the most dedicated of fans. OH, and to get a COMPLETE set, you need 
the GBA. Sorry. Before you go, I suggest you go into the door to the right of 
the desk and look at your figurine. You can examine it closely, and if you do, 
you'll see an 8-bit octorok on the lower-left corner of his bag. Tres cool. You 
can leave now. Go back to the main island and get up to the room with the Deku 
Tree.

Finally, back here. Using the pods, shoot up in the air to where you got the 
leaf (the second landing). Now, jump and glide your way to the lowest ledge that 
isn't on ground floor, it has plants growing in the shape of an arrow on it.

Head up to the highest part of the cliff, then look at the island towards your 
left. Use the Wind Waker to play the Wind's Requiem, and set it to SW. This is 
important for the use of the leaf: always set the wind where you want to go. 
Jump of the cliff and use the leaf to get to that island. Cut up shrubs to 
refill your meter, then use the Wind's Requiem again, this time we want NW. DO 
NOT JUMP YET! Take note of a tornado circling the island you are on. Use the D-
pad to set the mini-map in the corner to close up. Wait until the tornado is at 
the southeast position of the island, and then jump east, using the leaf. You 
should land in it and be blown high in the air. Use the boost to float to the 
ugly looking island. If the flying guys (peahats) get too close, use the billow 
attack. Enter the cave... Dungeon #2!

---------------------------------------------------------------
G) DUNGEON #2: FORBIDDEN WOODS (WOOD)
---------------------------------------------------------------

This room is full of green chuchus. Don't beware, but be aware. Go up the ramp 
to the right to get the map. Over on the left side of the room is a giant nut. 
Pick it up and head toward the door. Throw the nut at the plant there and kill 
it. You may need to try several times. Enter the next room.

Basically, you want to get around by going from platform to platform using the 
leaf. But first, let's drop to the bottom of the floor. It's pretty far, so 
here's the technique I use: use the leaf, then hit A, then leaf again, hit A, so 
on. It lets you land softly without using up too much magic. Also, as you 
haven't really gotten a chance to notice yet, the little baba buds that shoot 
you up in the air refill a bit of your magic each time you enter. If you get 
low, hop in one, and don't move at all. It'll shoot you straight up and you'll 
land right back in it, getting more magic. Repeat until you're topped off again. 
Alright, we're on the floor. Kill the enemies: a few green chuchus and some boko 
babas. You can get a staff by killing boko babas. Pick it up, light it with the 
torch, and use that to subsequently light the plant on top of the chest. It's 
nothing great, just a belt (knight's crest) that some later enemies drop, much 
like the drops from the various chuchus. We'll want 10 of these eventually, but 
for now it's no biggie. Now use the baba buds and the leaf to climb and glide 
your way to the top of the room (opposite where you entered). From the second 
bud, you don't want to go to the one closest to you, you actually want to glide 
over to the roof of the room that had the chest in it. Other than that, it's 
rather straightforward. When you get up to the ledge with the door (the one you 
haven't entered yet), there is a bomb flower in the grass (guarded by two green 
chuchus) you can use to blow up the plant on the door. You can keep climbing, 
but we won't. Not right now. Leave through the newly cleared door.

To your immediate left is a little wind switch thingy. It looks like a weather 
vane or something. Blow a gust of air at it with the leaf, and a gondola will 
come over to you. Hop onto it, then blow a gust at the door you just entered. 
That'll give you the momentum to get across the chasm. Enter the door.

You have no idea how much trouble this room gave me the first time I played, and 
I'll tell you why: I had no idea how to kill the stupid peahats. I've always 
hated them, even in Zelda 1. I eventually got through with pure luck and only 
later realized what to do. Luckily for you, you can learn from my mistakes. What 
you do is lock onto the little bugger, and blow a gust of wind at him. He'll 
land, stunned for a second, which is your chance to kill him. Take out the two 
down here, then the 3 boko babas. The one on the right turns into a baba bud, 
use it and then the next one you see to get up to the second floor. Use the wind 
switch to your right, then move the gondola (the same way) to the other side. 
Cut through the boards to get a ball. Bring it on the gondola, put it down, and 
move the gondola back to the other side (be careful not to blow the ball, it 
will fall). Use the ball to kill the door plant and go through.

Use a leaf to blow the ball from its current spot (you can't pick it up, 
tentacles surround it), then use it to clear the door. 

Head to the right using the grappling hook where needed. Get to the ledge with 
the locked door. First, get the rupees inside the little room hanging from the 
ceiling, then get the ball and continue to the right, where there is a door to 
be cleared. Enter.

Fall in the little chasm in the floor, and kill these spiny guys with the spin 
attack. Get the chest, climb out, and go on.

Be careful in this next room, it's completely filled with those floor tentacles. 
Just go slow and you'll be fine. Work your way around to the left first, using a 
bomb plant to blow up the bars and get the compass. Grab another one and throw 
it at the bars you can see but can't reach (tentacles in the way). Once that's 
gone, work back to where you entered and then around the other side. Open the 
chest for a key, then get back to the door (using the baba buds as a shortcut). 
Go back two rooms to the one with the giant plant hanging from the ceiling. Go 
to the left and enter the locked door there.

Use the wind switch and the gondola to get to the other side. Ignore the peahat 
for now. Enter this door. 

Kill some boko babas, a mothula (giant bug, these are new, no real tricks 
involved) and some peahats as you work your way up two levels to a set of doors. 
One is covered with plants, so go in the other one.

Mini-boss fight. It's just a flying mothula. This guy is kinda hard with the way 
we're equipped, but you can still take him. When he does his flying charge 
thing, you have an opportunity for a parry attack. Also, you can target him and 
blow gusts at him with the leaf, which will stun him. Eventually, you'll cut his 
wings off and then he's just a mothula. Get the chest for the boomerang. The 
game just got a billion times easier. Let's discuss.

If you hold the Gamecube controller the way it was built to be held, your left 
thumb is on the d-stick, left index finger on the L-button, right thumb on the 
B-button, and right index finger on the R-button. If you hold the controller 
that way, equip the boomerang to the Z-button and leave it there. You will play 
99% of the rest of the game with it there. From now on, I will not describe how 
to kill enemies in any detail, with a few exceptions. It should be assumed that 
you use the following tactic on EVERYTHING: lock on with L, hit with boomerang, 
pound with sword while vulnerable, repeat until dead. As always, it won't work 
on some enemies... at first. But even those that aren't susceptible to the 
attack can be made to be (usually). This is why you want it set to Z, because Z 
allows the quickest transition between boomerang and sword (simply because Y and 
X use the thumb, the same as the sword, so you'd need to get it back in 
position). Besides this combat usage, the boomerang is useful for other things, 
so we'd like it to be at our fingertips anyway. 

Back to the game. Above the door we entered, there is a pair of crystal 
switches. Hold in Z (if you listened to me) and move the cursor over each of 
them. You should see the same little starburst you see with the grappling hook 
if done right. Once you've targeted both, let go of Z and the boomerang will 
home in on them. You can target up to 5 things (switches, rupees, enemies, etc.) 
in one throw. Always target as much as possible. Leave the room.

Remember the pesky peahats? Not a problem with that technique I just told you. 
In fact, hitting them with the boomerang knocks off the propellers, rendering 
them flightless. Head over to the right side of the room (from this door) and 
you'll see a grapple pole. Hook on, then use R to climb up your rope and get on 
top of the pole. Grapple to the next one, and Hit R again until you are hanging 
straight down, then drop onto the platform below you. Use the moving platforms 
to climb even higher, finding a chest with a joy pendant in it. Drop down to the 
level we were just on and go to the door with two plants on it. Target them with 
the boomerang and they'll die. Enter.

Kill all these hanging tentacles with the boomerang (5 at a time), and use the 
leaf to float to the other side. This chest has another joy pendant. Enter the 
next room.

Target all 5 vines at once (important) to cut down the big flower. Drop down to 
where it landed (you may see a door with vines on it on the middle level, but 
we're not going there yet) using the leaf intermittently to slow your fall. Go 
in the door here.

Kill the peahat then kill the spiny guys from afar with the boomerang. Go to the 
right (can't go left) and kill the green chuchus. The blue tentacles regenerate 
infinitely, so get them out of your way and keep moving. Enter the door.

Jump across the flower hanging in front of you to get a chest (10 rupees). Cut 
down the flower and drop down to it. Kill the octorok like before (or with the 
boomerang). Grab the bomb flower and use it to blow up the boards. Enter that 
room.

**GBA note** The piece of land to your right as you enter the room has a 
question mark. Blow it up with a Tingle bomb to get another Tingle statue. **end 
GBA note**

Kill the peahats. Go around the room killing boko babas and spiny guys (both die 
after one boomerang attack). The furthest boko baba from the entrance turns into 
a baba bud, use it to get up a level. Use the wind switches to make the gondola 
come and carry you over to a bomb flower. Pick it up and hop to the edge of the 
gondola. Throw it into the hole in the ceiling of the room below. Eventually 
you'll get it and it'll kill the plant there that was blocking the chest. Drop 
through the same way and open it for another treasure map (#15). Crawl out the 
little hole in the back and leave this room the way you came in.

As soon as you enter, you're at a perfect angle to hit all 4 vines and cut the 
flower down again. Do it. Hop on the center and kill the octorok again. Use the 
leaf to propel your way downriver (it takes more than one gust, unlike the 
gondolas). At the bend are two octoroks you should kill, then keep moving the 
flower to the ledge. Kill three green chuchus and go through the door.

Go to the top of the hill, then while facing the door you came in from, turn to 
your right. Target this switch first, then the other four, moving clockwise 
around the room. Done correctly, you'll hit all at once and open the bars below. 
Get the chest for the boss key, then kill the two moblins that show up. The 
easiest way is what I call the modified boomerang strategy. Stun one with it, 
then the other, then attack either one. Repeat. Climb back up the hill where you 
can grapple over to another door. Leave.

Head forward and enter the door there. We're back at the huge flower that fell 
to the ground. From where you enter, use the wind switch to your left to create 
a tornado. Hop into the baba bud, then glide to the tornado using the leaf to 
rise up a level. Kill the two door plants and enter that door.

Kill the mothulas, get the chest (joy pendant), and go forward into the next 
room.

Kill any balls on the floor with the boomerang, you'll get stuff. One on the 
left side has a fairy you can bottle if you wish. Some have spiny guys or green 
chuchus, but they're simple. On the right side, you can grab a staff which you 
can light and burn the lid off the warp jar. Do it and get in. We're back in the 
first room. Go through the door to the second room. Use baba buds to work your 
way all the way up to the very top to that chest we couldn't get before. 
Boomerang the plant and get another treasure map (#1). Drop back to where you 
came in, return to the first room, and use the warp pot. Rekill any balls you 
wish and then enter the boss door.

                            BOSS: Kalle Demos

First of all, if you're going for a complete Gallery, take a picture. You won't 
be able to fit everything in the viewfinder, just center on the huge bulb.

The trick is to keep moving, running in circles around the room, as tentacles 
follow you and pop out of the floor. Wait until they do (behind you, if you're 
doing it right), and that is your chance to stop and take out 5 of the tentacles 
holding the boss up. They'll regenerate, so you want to do this as quickly as 
possible. After cutting them all down, it falls, exposing a core you can hit 
with the sword. Run in and do so. You're supposed to try and escape before it 
closes up, but it's not worth it. Do the extra damage that couple seconds will 
allow, and take the half heart or whatever penalty you get for still being 
inside. Repeat until dead (after about 3 falls).  Get your heart and enter the 
glowing spot.

Deku tree will talk to you a bit and give you Farore's Pearl. One left. Leave 
where we originally came in, and kill anything that gets in the way as you head 
back to King. Down by him, though, there's a mailbox that should be dancing 
around. If so, hit A by it and collect your mail, a heart piece. King will talk, 
hop in, use the Wind Waker to go NW (if need be, it should actually be set that 
way), and head to (2,4) (it's marked on your map).

You may get attacked on the way. If attacked by seahats (giant helicopter 
things), kargarocs, or gyorgs (sharks), 2 boomerang attacks will do the trick. 
Run from pirate ships. It's best to try and escape the helicopter things too. I 
hate them. You'll automatically land at this island too. We're not staying long. 
Quill talks to you. There's still a little to do. First, run through the little 
path to the other side of this tiny island and turn right. There is a little 
raft there with a guy on it. Talk to him, then give him the flower we got from 
Iceman earlier. In return, he'll give you a weirder looking flower. Now, give 
him this flower, and you'll get an even weirder one. Go back to King, but don't 
get on yet. Look directly behind him and you'll see a tiny island with a hill. 
Get on King and go there. Run around the side up to the top, then jump off and 
glide NW with your leaf. There are two islands separated by a little bit of 
water, and you want to aim towards the right one. On the wall is a little alcove 
you can land on with a chest you can get a heart piece from. Swim back to King 
and get on.

Head to Windfall Island (4,7), which is northeast, so set the wind that way.

---------------------------------------------------------------
H) RETURN TO WINDFALL ISLAND AND MORE PIRATE FUN
---------------------------------------------------------------

For some reason, you stop as you enter the square, just raise your sail and 
continue on to the island. You'll land automatically again. You see Tetra's ship 
as you enter. From your landing point, turn around and head towards the building 
you see (the bomb shop). To the left of the building is a ledge you can shimmy 
across to gain access to the back. On the back wall of the building is some ivy 
you can climb to enter a little hole. Go forward and you'll see a scene with the 
pirates. They're robbing the shopkeeper. Oh well. PAY ATTENTION! Tetra will 
leave at one point, and the two remaining pirates will mention a password (3 
times). You should be able to remember it long enough, but if not, go talk to 
King and he'll tell you again. When the pirates leave, you leave too.

Go to the pirate ship (it's over by the gravestone) and talk to the door. Enter 
the password exactly as it was said (case matters), and if right, you can get 
in. Head down to where you got the bag earlier, and there will be another game 
for you. Step on the right switch to open the bars, then just swing across, 
using R to change angles when needed, and you will get bombs as a reward. Nice.

Go back to King. He's moved to the docks, just head for the red triangle on the 
minimap. Now you're saying "Let's go fight a dungeon to get that third pearl," 
right? Wrong. We're headed back to Outset Island, where we started way back at 
the beginning. Hop on boat, set the wind southwest, and use your map to plot a 
course for (2,1).

---------------------------------------------------------------
I) GETTING THE THIRD PEARL AND RAISING THE TOWER
---------------------------------------------------------------

We could do a few other things now, pick up some upgrades and stuff, but we'll 
wait, and I'll explain why later. For now, we just want to get to Outset Island. 
Again, you land automatically. 

**GBA note** Turn on the Tingle Tuner here and wander around the isle. 
Eventually, Knuckle, Tingle's blue brother, will show up on the GBA. He will 
yell at Tingle for putting a sign on the Tingle Tower (which Knuckle carved) and 
will only forgive him if Link does what he says (and you can't open any doors in 
the meantime). So, first, go to the bath which is behind Grandma's house. Hop in 
and Knuckle will tell you to go to a ladder no one uses: the one that leads from 
the pier into the sea, right under the watchtower you started the game on. Next, 
you need to go to the biggest rock on top of the hill, which is back up near 
where we found Tetra. Luckily it is on the near side, because the bridge is out 
(damn giant bird). Just go around the hill and get onto each of the three rocks 
there. It's easier than trying to describe it. Lastly, walk off the broken 
bridge. He'll say you win and do two things. A) He goes home (which means you 
can take his picture for the Gallery); and, B) he gives you the "hand-me-down 
Tingle Tuner." Where the Tingle Tuner is a Game Boy Advance, the HMD Tingle 
Tuner is a Game Boy Color/Pocket. It takes the place of one of Tingle's 
functions and is basically a store. It makes buying bait easier later, you won't 
need to find another shop for it. **end GBA note**

Head to grandma's house real quick if you have a fairy in a bottle. On the way, 
check the mailbox. I had 3 letters: a map of the traveling salesman's locations, 
20 rupees, and another heart piece. Yay. Grandma's in the kitchen/bedroom on the 
bottom floor. Get close, lock on, and use the fairy on her. She was sick, now 
she's better. She gives you soup for helping her, it refills hearts/magic and 
you get two doses per bottle. Plus, it's free. You can get more when you've 
drunk it all, too. Too bad you can only have one bottle of it at a time.

I'd skip this like the other upgrades, but we're already here, so might as well 
get it. Plus, when I explain why I didn't want you to get the others, this 
doesn't fall under that category. Head up to where we saved Tetra. Little imps 
and chuchus will attack you on the way. Kill them or run, it doesn't matter. The 
rope bridge is broken, so you'll need to set the wind W and jump from the 
highest point on this side and float over. Head into the cave, and go around the 
way we did to get Tetra. At one point, you'll see a large boulder. Blow it up 
with your new bombs and drop into the hole you find. Go to the giant shell and a 
fairy will make it so you can hold more rupees. If you didn't have a fairy to 
save grandma, you can grab one now and go back to the house. Otherwise, make 
your way back to King.

Hop in, equip your bombs to one button and sail around the island, staying 
relatively close to it. Eventually, you'll be sucked into a whirlpool. While 
going around, if you look at the cliff wall, you'll see a portion that is 
obviously out of place. Shoot it with your bombs (a cannon when on the boat). 
There are three sections, top, middle, and bottom, blow them all up, from top 
down. We're not made of bombs, so be conservative. You'll enter the new cave 
automatically, and a giant fish (Jabun) will say hi. He gives you the third 
pearl. That was easy. Now we need to put them in place.

If you look at your map, three spots are now highlighted. At each, there is a 
very small island with a statue. You put a pearl in each one. The only 
"difficult" part is getting there. Just avoid any enemies and you'll be fine. My 
suggested course is NE from here to (4,3), then N to (4,5), and lastly SE to 
(6,4). While you are at (6,4), look around for a boat with some people on it 
wearing diving helmets. That's Salvage Corp. Sail up to them and the head guy 
will give you treasure map #34. Not too shabby. Thanks to DarqKnyght for the 
info. Avoid whatever enemies you can, kill whatever you can't. Also of note, you 
want to avoid the giant tornado. When you see it, you'll be able to tell the 
difference between it and a regular one. If you get sucked up, you'll be 
randomly teleported and need to correct your course accordingly.

After you put all three orbs in place, you get a cool cutscene. Our next 
destination is the tower we've just unlocked. Luckily, the cutscene took care of 
our travel arrangements for us. Sail in.

---------------------------------------------------------------
J) DUNGEON #3: TOWER OF THE GODS (WATER)
---------------------------------------------------------------

The first part of this dungeon requires the use of King. First, you have to 
realize there is no wind inside of the tower. How do we get King to move then? 
Simple. There are actually two ways to do it. If you raise the sail and hold up 
on the D-stick, you'll move. Likewise, if you hold down R, then hold up on the 
D-stick you'll also more. The other thing about this dungeon is that the water 
level rises up and down periodically. Some areas need a high water level, others 
like it low.

That being said, head directly to your right upon entering. In the lower right 
corner of the room, you'll find a door (when the water is low). Enter.

Here you meet yellow chuchus. They're easy enough, the only thing about them is 
that you need to stun them first with the boomerang, then attack, or else you'll 
get electrocuted (similar to the green ones from Link to the Past). When the 
water raises, you can get access to the upper part of the room. Several of the 
wall panels are bombable, namely the center and far panels on the left side and 
the center panel on the right. The important one is the right-center one, which 
when bombed, reveals the map. Move the crates around to get at it, if need be 
(you don't have to, though). Leave where you entered.

Head to the upper right corner of this room now. There is a ledge you can get at 
once the water level is high. Hop up there. You'll see a door with bars on it. 
To solve the simplest puzzle ever, pick up the statue slightly to the right of 
the door and place it on the glowing spot. Enter.

Kill the yellow chuchu. Wait for the water to lower, then jump down into the 
little pit here. You want to move a crate so it is on the glowing spot, then 
climb out. When the water is down, the crate will be on the switch, creating a 
bridge. When it is high, the crate will float, making the bridge disappear. 
Using that knowledge, run across the bridge while it is there, grab the weird 
statue, then run back across. Leave the room (still with the statue).

Turn left, and you'll see a little place where you can put the statue (it looks 
exactly like where you took it from). Doing so lowers a gate. Hop in King and 
head to where it was (the center of the right side of the room). Go around the 
bend, hop up on the ledge, and put the statues where they so obviously belong. 
Enter the door.

There's a crate puzzle here. Wait for the water to lower, and hop down. Walk 
straight forward, skipping the first and second crate. Grab the third one you 
see on the left, and pull to the right so it is in line with the first two. Then 
pull it two steps towards the back of thee room. Wait for the water to raise, 
then use the crates to get back to the ledge you started on. Done correctly, you 
should have the crates set up as 4 equally spaced stepping stones to the other 
side of the room. Grab a staff, light it, hop across, and light the two torches 
there. Grab the chest for a key. Leave, killing the yellow chuchus.

Hop into King and go to the left side of this room now. You should see three 
large panels that you can blow with your cannon. Do so. Go across to the area 
you just exposed (you'll need to get out of King). Kill the yellow chuchu and 
head upstairs. Kill another, grab a staff, make a torch, and head back down 
(with low water). Light the two torches here. Run back up and claim your new 
chest, a joy pendant. Enter the door up here.

Kill the red bubble (two sword swings, you don't need to boomerang him) and grab 
the compass in the chest. There's a second chest here too, but we can't get it 
yet, so leave.

Go back downstairs and into the door here.

Kill all the chuchus to make light stairs appear. Use them to get up top, grab 
the weird statue, and run out the door when the water is low.

Bring the statue up top and put it where it belongs. Finally, we can enter the 
dungeon proper. Hop in King, sail over to where you just opened (center-top part 
of the room), and go into the door there.

I HATE this room. It's not difficult, it just rubs me the wrong way, I guess. 
Besides, I've never liked these beam guys (beamos). Look at the center of the 
room (but don't step on the gold floor) and kill the two rats with the 
boomerang. Then grab one of the statues on either side of the door. Hug the wall 
and work your way to the other side of the room, where you can put it on a 
switch. Repeat. If you are more than one step from the wall, the beamos will fry 
you. Be careful. There are only two statues, so stand on the third switch 
yourself to activate the platforms. Hop from one to the other to get to the top 
of the room. **GBA note** The last platform goes higher than you need to because 
it lets you reach another (stationary) one. Tingle bomb a question mark there 
for another gold statue. **end GBA note** Enter the door.

There's not much to do here (yet), so head over to the right door and enter.

Kill the yellow chuchu and hop on the floating platform. Ride on it to the other 
side, but don't get off yet. Let it go back and forth one more time before you 
do, that way the yellow chuchus on the other side will make like lemmings and 
you won't need to bother with them. Go through the door.

Go up the light stairs and run to the other side of the room. Look at the black 
tablet, then hit R. This will lower the platform and this black statue will 
follow you. Go slowly around the little maze, not cutting corners, and make your 
way back to the beginning of the room. You will need to pick up the statue and 
jump across the gap once you pass the maze. Carry it through the door.

Fairly straightforward. While carrying the statue, ride the platform to the 
other side and go through the door.

You will automatically drop the statue and a scene will happen. In the center of 
the room, a tablet will appear. Go up to it, read it, then crack out the Wind 
Waker. Play Left, Center, Right, Center to learn a new song. This lets you take 
control of certain people and things. Important now and in the two next 
dungeons. Go into the left door now.

Kill the red bubble, then grapple across to the other side of the room (straight 
across, not left). Kill the other red bubble and go in the door. Grapple across, 
walk up to the statue and hit R. Pick it up and put it down to get it to stop 
following you. Walk to the switch and stand on it to make a path appear. While 
doing that, play the Command Melody. You are now the statue. Move across the 
bridge, then hit either R or Start to switch back to Link. Grapple back across, 
pick up the statue, and go through the door.

Place the statue on the switch, then grapple over to the right side of the room. 
Enter.

This is a mini-boss, but you should pay a lot of attention to this fight. You 
fight about a million of these guys later in the game. There are two ways to 
fight this knight (a Darknut, BTW, another member of the Zelda 1 reunion): the 
easy, safe way, and the easy, slightly risky way. They're very similar and start 
out exactly the same. Draw your sword, lock onto him, and use the parry attack. 
You will cut off a piece of his armor. Now, for the easy, safe way,  repeat 
until he is dead. For the other way, repeat until his helmet is off. Now he's 
susceptible to our standard tactic of boomerang-then-attack. If he still has his 
chest plate on, though, you will need to sneak around behind him to attack until 
it gets cut off. The second way is slightly faster because you can get multiple 
hits in, and it's also invaluable when fighting multiple darknuts (the parry 
attack becomes less useful when three guys are swinging at you). Anyway, pick 
whichever tactic you like best, then kill him. You will get the bow and arrows. 
Yay. Leave.

Right in front of you is an eye switch. Shoot it with an arrow. Kill the red 
bubbles too if you can. Grapple back to the statue, pick him up, carry him 
across the moving platforms and through the door. Ignore the little guys that 
start hopping around.

The statue will automatically hop away again. Head back into the right door (the 
first one we entered in this room).

Kill the yellow chuchu, then shoot the flying guy (wizzrobe) with an arrow twice 
to kill him. Hop onto the floating platform and face right. Shoot the eye switch 
when you see it, then hop over to the new platform that appears. Ride it up and 
enter the door.

There are two giant hopping statues here (Armos knights). The trick is to shoot 
them in the eye, then throw a bomb in their open mouths. Kill both to make a 
chest appear (joy pendant). Leave, ride the platforms again, and go back to the 
room where you learned the Command Melody.

Go into the only door you haven't yet, the top one.

Kill the keese with the boomerang. There are two platforms here suspended by a 
chain. Hop onto the left one and turn left. Blow up the wall and enter the door 
here.

There are two circles on the floor. One has a Triforce emblem, the other has 
something different. Stand on the different one and play the Wind's Requiem. A 
chest will appear and the Armos knights will come to life. Kill them and take a 
treasure map from the chest (#30). Leave.

Go straight across from where you are now to another door. Enter it.

Shoot two red bubbles with arrows. On a platform to your upper right, you can 
barely make out an eye switch. Shoot it. There is another to your lower left, 
shoot that too. Now hop from platform to platform, working your way up to a 
chest in the upper left with a key. You can keep climbing to find an eye switch 
above the door, which creates a chest with a joy pendant. Using the leaf, you 
can glide back to the door and leave.

Climb the ladder to your left, and pick up a statue. Hop to the right suspended 
platform and drop it there. Take another and do the same thing. Now if you hop 
on the left platform, it won't sink and you can continue across to the locked 
door. Enter it.

Climb on top of the gold block you see in front of you. Use the leaf to glide 
over the beams, press R, and get the statue. Play the Command Melody and have it 
hop onto the switch. Switch back to Link and run past the stopped beams. Pick up 
the statue and head out the door.

Drop the statue and kill the wizzrobe. Leave the statue where it is, and get to 
the other side. This time, you'll need 3 statues to weigh down the right side, 
hop back, get the black statue, get across, and go out the door.

With the third statue in place, a beam appears in the center of the room. Enter 
it to go up to the third floor.

In front of you are two statues. You're going to need to put each on a switch. 
Avoid the beamos by walking on the raised part of the floor close to the 
elevator thing we just arrived from. Step on the third switch to turn off the 
lasers and get the boss key. The statues are alive now (they are Armos, the 
little brother to Armos knights) and we need to kill them. Shoot them with an 
arrow to stop them, then hit the purple crystal on their backs with your sword 
twice to kill them. Once they're dead, you can leave through the only door in 
the room.

You want to climb these stairs, but you'll need to kill stuff. Two boomerangs 
will kill the birds, and an arrow shot will kill the beamos (but only while 
they're firing, and then it only takes out the blue ones; roll past the red 
ones). Make your way to the boss door at top. Smash the jars here to refill life 
and ammo, bottle a fairy if you need it, and go in.

                              BOSS: Gohdan

This boss is pair of floating hands and a head. He says he is going to test you. 
Again, take a picture if you're going for a complete gallery. Just make sure the 
head part is in it. It has several attacks. The head likes to rapidly fire 
fireballs at you, which you should roll out of the way of. The hands try and 
knock you onto the electric floor to the side, or clap together and smash you in 
the middle. What you want to do is hit each hand with two arrows, then each eye 
with two arrows, then toss a bomb in its mouth. If you run out of arrows, it 
will drop some for you. Why, I don't know. Seems to me it would be smarter to 
keep a weapon you're vulnerable to out of the hands of your enemy. Three bombs 
in the mouth will kill it. Get the heart and get out of here.

You're at the top of the tower. Climb the ladder here to a bell tower, and 
grapple onto the bell. As you swing, you will ring it, creating a little glowing 
spot in the water you and King automatically enter.

---------------------------------------------------------------
K) A LOST CASTLE AND A LEGENDARY SWORD
---------------------------------------------------------------

You're teleported under the sea to Hyrule Castle. Good old Hyrule. The first 
thing you'll notice is that everything is black and white (except for you). Head 
into the castle.

A bunch of big moblins and darknuts were apparently raiding the castle. They are 
frozen in time, though, so ignore them. Down some stairs are three huge 
triangles. You want to try and get them onto the Triforce mark on the floor by 
pushing and pulling. It's hard to describe exactly what to do, so I'll leave it 
up to you. It's not difficult. Once you do that, the Link statue will move, 
revealing some stairs. Go down them.

Climb down the stairs here and go to the center of the room. King talks, and 
then you see... the Master Sword! Yank that baby out! Not only do we have a 
better sword now (twice as strong), but we've also restored color to the castle. 
No greyscale for us! Of course, nothing comes without a downside. All those 
darknuts and moblins are alive now. 

Head back upstairs and kill them all. Yes, ALL. This is the hardest thing you've 
done yet, but there is no real strategy to offer. Try and isolate the enemies. 
Kill the moblins first, as they are easier. And USE YOUR BOOMERANG! It should be 
second nature by now, but I can't emphasize enough how much it will help you. 
Once they are all dead, head up the stairs and out of the castle back to King.

Sail into the glowing spot and get back to the world. Once you do, turn around 
and sail right back into the tower. Head over to the left and go to the room at 
the top of the stairs. Shoot the eye switch to open the way to a chest 
containing a treasure map (#6)). Get back to King and leave the tower.

---------------------------------------------------------------
 L) RETURN TO THE FORSAKEN FORTRESS AND A DESTINY REVEALED
---------------------------------------------------------------

Our next destination is (1,7), the fortress from back at the very beginning of 
the game. You may run into the giant tornado on the way. If so, get caught in it 
and then shoot the pink guy (Cyclos) at the top three times with your arrows. Do 
it quickly or you'll be teleported. He'll teach you the Ballad of Gales for your 
troubles... Sort of. He doesn't give it to you as blatantly as some of the other 
songs, he gives you a hint, though. The song you want to play is Down, Right, 
Left, Up. Personally, I encountered him on this trip in square (2,6). You may 
have different results, I dunno. Whatever the case, if you get the song, ignore 
it for now. It's just one of those "if you see him, you might as well get it 
now" things. Plus, once you do it, he doesn't appear anymore, so no more random 
teleports. Yay.

In the center of the south wall of the island is a giant wooden door. We've got 
the Master Sword now, stealth is for suckers. Watch out for fire from the 
turrets surrounding the door and blow it up with the cannon (two or three 
shots). Head inside.

King drops you off at much the same place you started the last time you were 
here. Like I said, stealth has gone the way of the dodo (or Gleeok for a Zelda 
reference), so don't worry about barrels. Besides, there aren't any to be found 
out here. Head up the stairs to the big courtyard dealie and a mini-boss.

If you fought Ganondorf in Ocarina of Time or Aghanim in Link to the Past, this 
will be a piece of cake. This black floaty guy (Phantom Ganon) is a big pong 
fan, so let's play with him. Use your sword to bounce his fireballs back at him 
(he may bounce them back at you too, so stay alert). Eventually, one will hit 
him, which stuns him. Run over to him (take off your lock-on targeting while 
running, you move faster) and whack the hell out of him with the sword. Repeat 
until dead. Open the chest for the hammer. Yay. Head in the only door you can 
reach.

Head in the door on your right.

Walk through the little hall to the end where there are these spiky post things. 
In case it wasn't obvious, whack them with the hammer to pass. Take the door 
ahead of you and to the right.

If you get caught by moblins this time, it isn't necessarily your demise, so 
kill these guys and continue. At the end is a jail cell. Move the barrels to 
find the switch that will open it and get the chest for a heart piece. We've got 
4 now, which makes a complete extra heart. Yay. Head back through the door, 
smack the posts, and back through that door to the first room.

This time take the other door, which is past some posts and a trio of moblins. 
Head around the corner and watch out for what appears to be a black hole in the 
floor. These are floormasters (cousins of the wallmasters from previous games), 
and they are nasty. As you walk close, they will grab you and pull you into the 
hole. If they do so, you get warped somewhere, usually the beginning of the 
dungeon. The trick here is the same you use for every other enemy, boomerang 
then sword. You can only get in one sword hit safely before they need to be 
stunned, though, so be on your toes. After six or seven hits it will die. 
Continue around, kill a moblin, and go into the door.

There is a moblin bust above the door that will fire lasers at you, so hug the 
right wall. Get the chest on one of the bunks, then climb up. Head through the 
door on the right. 

By the way, you could have gotten the heart and the rupees the last time you 
were here, but why? It's much easier with the sword. If you want tactical 
espionage action, go play Metal Gear Solid instead, okay?

As you pass through the hall, there will be an alcove on the right. Inside is a 
ladder. Climb up and take out the light bokoblin. Yes, we have to do this again. 
After you do that, look to the right of the ladder before you climb down. There 
is a break in the wall here that lets us jump to a ledge below and get at 
another light bokoblin. Two in one shot! Nice! Climb back down the ladder and 
head down the little ramp here. Enter the hallway when you get a chance, and 
take the door to the left.

Kill the bokoblin. The last time we were here, we could swing to the other side 
on a light. Apparently they wised up and took the light out. No matter. Use the 
leaf to make the jump across, pound the posts, and continue. If you don't make 
it, there is a ladder on the bottom that will let you climb back up and jump 
right to the target ledge anyway.

What's a hall without alcoves? Take the left, up the ramp, ladder, take out the 
last light bokoblin. Yay. Back down both ladder and ramp, left into the hall, 
take the door.

Again, the light we were friends with has gone AWOL, so glide across and take 
the door.

Neither alcove is of particular importance, so take the door.

Head around, killing the moblins if you care to, and take the stairs to the same 
door we took the last time we were here.

Up the sets of stairs which are now infested with imps (miniblins, really, but I 
call them imps). Kill any that get in your way, but they spawn infinitely, so 
keep moving. Go left at the landing and continue up. Pound the posts and move 
on. Shimmy across two ledges, go up some stairs, smack the post there, and into 
the door.

Finally! With the help of Tetra (who takes particular note of your sword (and it 
takes note of her too, apparently)), we've saved Aryll! After only about 22 
pages of walkthru. And that stupid bird didn't stop us! Oh wait, he must have 
heard me, because here he comes now. Luckily, Aryll and the other girls are 
safe, because the room starts flooding and they probably would have drowned. 
There are a series of ramps along the walls of the room. Run up them. The bird 
will both attack you and the ramps periodically. If the way becomes smashed and 
you can't cross, wait for the water to rise high enough for you to swim across. 
Work your way to the top of the room, ignoring all the bokoblins. If need be, 
boomerang them and get away. If you stay and fight, the bird will have time to 
break more ramps, which is bad. If you see him getting ready to attack, roll out 
of the way. It's faster. At the very top of the ramp, the bird will land and not 
let you pass. I'm getting sick of this guy, aren't you? Smack him in the face 
with the hammer to knock him down in the water. Go up the last bit of ramp and 
climb out onto the roof. Boss fight!

                           BOSS: Helmaroc King

We owe this guy some payback. And a free portrait if you're going for a complete 
Gallery. Take note of the spikes on the walls. Is there any game where touching 
these is GOOD for you? Same here. The bird will fly around and eventually do one 
of two things. Hopefully, he'll land. Run up close to him, then run away and 
he'll chase you. After about four steps, he tries to peck at you and his beak 
gets stuck in the concrete. Stupid bird. Smack him in the head with the hammer 
while he is prone. You want to do this four times to break his helmet. The other 
attack (which he does much more often after the third time you hit him) is a 
diving attack. Roll out of the way. Simple enough. Alright, once the helmet 
comes off, you want to entice him to get his head stuck again. While he's stuck, 
smack him as much as you can with the sword. After breaking the helmet off, if 
you use the grappling hook on his head, he'll do the peck attack right away. He 
also likes to flap his wings now to try and push you into the spikes. Just keep 
rolling towards him to stay out of danger (you can't roll while locked on, 
remember that). After you hit him enough (usually three sword barrages), he will 
DIE. Throw ME into the ocean, will you? Chump. Take the tastiest heart in the 
game and go up the ramp. Go in the door you see.

Prepare for some MAJOR plot exposition. If you don't like spoilers, skip the 
next two paragraphs.

At last, Ganon. Nobody but NOBODY kidnaps our sister and gets away with it. 
Plus, he's the one who told that bird to toss us into the sea. We need 
vengeance! We've got the Master Sword, and Ganon is fazed a little by just its 
presence. Charge! Oh, wait, we suck. After getting slapped clear across the room 
(literally), Ganon pulls out his own sword to finish us off. Ganon tells Link 
that by pulling the Master Sword, he completely unlocked Ganon's power. Things 
look grim for our hero! Just as he's about to deal the final blow, Tetra shows 
up to distract him. It works long enough for a temporary reprieve, but he grabs 
Tetra by the arm. The Triforce of Power (that Ganon has, ALWAYS) reacts, and he 
is shocked. He calls Tetra "Zelda" and cackles evilly. That can't be a good 
omen. Quill and Komali swoop in and save you both. And not a second too soon. 
Hey, look, it's Valoo! He torches Ganon's place. Well, looks like we won't be 
seeing him again. Right.

You're back at the tower (you know, the last level). You and Tetra sail into the 
shining spot again. Lead her into the castle (take her picture here if you're 
going for the Gallery) and then down to where you got the Master Sword. There's 
somebody here. Evil music plays... Oh, wait; it's just the King of Hyrule. He 
explains how Hyrule was sealed under the sea by the gods to protect it from 
Ganon. He also tells you that he is King. Then he reveals Tetra's destiny. She's 
been carrying a large chunk of the Triforce of Wisdom around with her and she 
didn't even know it. The King pulls out the missing piece, puts them together, 
and Tetra is revealed to be Princess Zelda herself! You are charged with two 
quests. The first is to power up the Master Sword so you can fight Ganon. The 
second is to find your own Triforce, the Triforce of Courage. Zelda will wait 
here until you're done. Make it snappy. Go back to King and get out of here.

---------------------------------------------------------------
M) UPGRADING AND COLLECTION RUN
---------------------------------------------------------------

First thing first, if you haven't found a huge tornado and learned the Ballad of 
Gales yet, do so (see it detailed above, right after the getting the master 
sword). I BELIEVE (not sure, so don't quote me on this) he can be found in the 
following locations: (2,1), (2,4), (2,6), (3,5), (4,2), (4,6), (5,4), (6,2), 
(6,6). Those are all the places you can warp to once it's learned, so it would 
make sense that he be there. Once you learn it, play it (or for those who 
learned earlier, play it now). Warp to (2,6). This is the only thing you 
technically need the song for in the game. You will end up in a little pond 
inside the island. A scene will occur, and a little girl fairy will give you the 
fire and ice arrows (and then hits on you!). To switch, hit the R button while 
the bow is drawn.

Okay, I mentioned a little while ago that there were some upgrades we could go 
get, but I said to skip them. I did for a two reasons: A) We'd need to sail 
around the world, which is much easier to do with the help of the Ballad of 
Gales (and without having to worry about random teleports); and, B) To get ALL 
of them, you need the hammer, which we just got now. That being said, let's go 
get a bunch of stuff. Teleport out of this place with the song, and choose (2,1) 
as your landing point (the first island). 

Land on the island and go see Orca. He'll ask you if you want to practice 
swordplay, say yes. You have three hearts, you have to hit him as much as you 
can. The trick is to lock on, hit in four-slash bursts, and USE YOUR SHIELD. 
Don't back him into a corner, and don't use the parry attack (it does only one 
hit, and it is safer to block than dodge). Don't try to hit him after he starts 
a swing. If you have trouble, take it slow, just hit and run away. You need to 
get in... 500 hits. I know, it's insane. Cut me some slack. Actually, the goal 
is 1,000 blows, but STOP after you hit 500. You get a heart piece. Then, if you 
wish, you can go back and shoot for the moon. If you do 4-hit bursts, he 
counters after the 2nd set (8th hit overall) 99% of the time. If he blocks an 
attack, he will counter 100% of the time. So be ready to use your shield. It is 
not difficult; if you lose, it's because you get impatient. Trust me. Get 1,000 
blows in and Orca will call you master. When you're done here, go back to King.

Set the wind NW and sail to (1,2). Once you get there, take out your telescope 
and look around the sky (slightly above the water, not like straight up). When 
you see a flock of seagulls ("And I raaaan, I ran so far awaaaay"), sail towards 
them. I'd give you more detailed directions, but this is one of those random 
things. As I said when you first got it, the boomerang should always be 
equipped. As you get close, you will be sucked into a whirlpool by a giant squid 
with 8 eyes. Your job is to take his eyes out with your boomerang. Target 5 each 
time, and you need to hit them each 3-4 times to close them permanently. This is 
time sensitive, so don't be a slacker. If you take too long, he'll spit you out 
and you need to go find him again (in another random spot in this square). Once 
you take out all the eyes, a small glowing spot will appear where he died. 
Approach it (don't use the sail, hold R and up on the D-stick to approach it 
slowly), and use your grappling hook (by holding the button down until you hit 
bottom) where you think it was. This is tedious because it disappears as you get 
close, but you'll get it. Try playing with the camera angles to make it easier 
to guesstimate. When you do it right, you'll pull up a treasure chest with 100 
rupees in it. Time to move on. Warp to (4,2).

Right in front of you when you land is a small island with a seashell building 
on it. Go there, hop off King, and swim to the island (which will be shortened 
to "Go there" from now on). Head around to the door. I also had mail in the 
mailbox (20 rupees and 1 rupee), so get that if you do too. This is a fairy 
island, there are several in the game. Each one gives you an upgrade of some 
sort, and we'll hit them all. Use a bomb to blow up the planks on the door and 
hop into the hole. This is just like where you got a bigger wallet, so run up to 
the fairy and get more bombs (you can hold 60 now). Leave through the shining 
light and get back on King. On this island, you might also encounter blue 
chuchus. Treat them the same as yellow ones, stun first then attack. They have 
an electric shock sometimes, so it's better to be safe that way.

Set the wind S. When you get to square (4,1), look for the seagulls and engage 
another squid. This one is easier because he only has four eyes. Kill him to 
make a fairy appear. She more than doubles your magic meter, which is always 
helpful (and necessary in this game). Now, you can sail back to (4,2), or just 
teleport. I teleport because it is safer. Set the wind NE and go to (5,3).

(5,3) has another 8-eyed squid. Kill him and take your 100 rupees. Set the wind 
E and sail to (6,3).

Use your map to get to almost the exact center of the square. There you should 
find a raft and a submarine. Go inside the submarine, and you'll fight 3 
bokoblins and two mice. Kill them all and you'll get a chest with another bottle 
in it. Yay. Leave and get ready for something kinda tedious. Just outside of the 
submarine is a raft with a bokoblin on it. I want you to do the following: lock 
onto him, use the grappling hook to grab a joy pendant off of him, kill him 
(that one's optional), walk in and out of the sub again, repeat. We need to get 
at least 50 joy pendants total (you already have some, so you don't have to do 
it 50 times, but how many you have already depends on what enemies dropped, 
etc.; personally, I needed 20 more). If you are fairly confident in your 
abilities, you can also steal some from the bokoblins in the sub, speeding up 
the process. The bokoblins aren't the threat, though: the rats are. They can 
clear out your wallet mighty fast if you don't pay attention. It's up to you, 
though. When you are done that, get back on King. Set the wind NE again and go 
to (7,4).

Slightly to the SE of the center of the square, you'll find another fairy 
island. I had mail when I got here, too. The first cost 201 rupees and was a 
green map that tells me where the Triiforce maps are (more on that later). The 
second was free and gave me 20 rupees. To open this one, you need to pound the 
switches with the hammer. Do so and go down to get more arrows. You can also 
grab a fairy here for your new bottle, which is a good idea. Head back to King, 
set the wind NW, and go to (6,5).

We're looking for the last 8-eyed squid here. Take him out for another hundred 
rupees. It'll help recoup the losses from that Triforce map map. Set the wind W 
and go to (5,5).

Also slightly SE of center, you'll find a fairy island. This door is blocked by 
a boulder. Inside is a bomb upgrade, now we can hold 99. You may be wondering 
why anyone would ever need so many. I did at first. You'll be thankful when you 
get into some heated naval battles. Those are a bit later, though. Head back to 
King and warp to (6,6).

When you arrive, land on the island and look along the cliff walls. Eventually, 
you'll see a string of bomb flowers leading up to a boulder. Hit one with a fire 
arrow to blow up the boulder and get a chest with 200 rupees in it. Go back to 
King, set the wind N and go up a square to (6,7). Look around for the seagulls 
and engage a squid. This one has 12 eyes. It may take a couple tries, but you 
can kill him. Just don't dilly-dally and make sure you hit at least 5 eyes in 
each throw. The glowing spot doesn't yield rupees this time; instead we get a 
piece of heart. Wasn't that worth it? Warp to (4,6).

Land on the island, we have several fun things to do here. Time to play with the 
moon. Using the Song of Passing, set the time to night. Look up at the sky for 
the moon. If it is full, stop. If not, play the song again twice to get to the 
next day. Repeat until you have a full moon. Take a picture of it you're your 
picto box. Make sure there are n