******************************************************************************
         
        //
       ||
       \\__- _
     __/   -- ___
 __/ <      _____\______
|_         | ________  /      T H E   L E G E N D   O F
  \/\/\/\, |/  |  } / /_________ _____     _______     ____
  /---______/  |  }/,/ \   ____ |\   /     \   _  \    \   \
               /  /,/   | |    \| | |       | | \  |    /   \
         - - -   / /    | |_/|    | |       | |  | |   / /\  \
          \     /*/ \   |  _ |    | |       | |  | |  / /__\  \
           \   /,/   \__| | \|    | |       | |  | | / ______  \
            \ /,/       | |____/| | |____/| | |_/  |/ /      \  \
             / /       /________|/________|/______/___\______/____\__  __
            / /_______/|                                             \/, \
           /___________|      T H E   W I N D   W A K E R              \_/
             / ,  \,\,  \,\, \, \,  \, \,    \,\,  \, \,   \,\,   \, \/\/\/
            /  \__/\/\__/\/\_/\_/\__/\_/\____/\/\__/\_/\___/\/\___/\_/       

******************************************************************************
The Legend of Zelda: The Wind Waker
A FAQ/Walkthrough by CyricZ
Version 1.4
******************************************************************************

Table of Contents

1. Introduction
2. FAQ
3. Basics
   3A. Controls
   3B. Menus/Displays
   3C. The Sea and Sailing
   3D. Miscellaneous
4. Walkthrough
   4A. Outset from Outset (Outset Island and Forsaken Fortress)
   4B. Setting Sail (Windfall Island and Dragon Roost Island)
   4C. Familiar Forest Faces (Forest Haven and Forbidden Woods)
   4D. The Hero's Trial (The Last Pearl and the Tower of the Gods)
   4E. Return to the Forsaken (Forsaken Fortress)
   4F. Gearing Up (Fire Mountain and Ice Ring Isle)
   4G. Power of the Stone (Earth Temple)
   4H. Fury of the Gales (Wind Temple)
   4I. Shards of Courage (Finding the Triforce Pieces)
   4J. The Return of the Hero (Ganon's Tower)
5. The Islands of the Great Sea
   5A. The Map
   5B. Outset Island
   5C. Windfall Island
   5D. The Dungeon Islands
   5E. And THE REST
6. Items
   6A. XYZ Items
   6B. Quest Items
   6C. Bags
   6D. Bottled Goods
7. Pieces of Heart
   7A. Island Hearts
   7B. Sea Hearts
   7C. How Many Should I Have?
8. Charts Etc.
   8A. Treasure Charts
   8B. Triforce Charts
   8C. Miscellaneous Charts
   8D. How Many Should I Have?
9. Enemies
   9A. Fighters
   9B. Crawlers
   9C. Fliers
   9D. Swimmers
10. Sea-Wide Sidequests
   10A. Upgrades
   10B. Forest Revival
   10C. Merchant Oaths
   10D. Pictography
   10E. Nintendo Gallery List
   10F. The Second Quest
11. Tingle
12. Standard Guide Stuff
   12A. Legal
   12B. E-mail Guidelines
   12C. Credits
   12D. Version Updates
   12E. The Final Word

******************************************************************************
1. INTRODUCTION
******************************************************************************

Hello and Konnichi wa, etc!  Welcome to my guide for the latest Zelda 
masterpiece from those godlike peoples at Nintendo!  That's right!  It's the 
Wind Waker, baby!  This is the, what... ninth Zelda game now?  And only the 
first one for GameCube, as in there may be more!  Waaaah!

Anyway, in this here game, Link takes to the high seas in search of adventure 
and treasure!  Arrrrr!!  So, come on in and pour yourself a mug of grog and 
I'll see if I can help ya landlubbers through this game!

******************************************************************************
2. FAQ
******************************************************************************

Q: What exactly is Zelda: The Wind Waker?

A: Why, it's the latest installment of one of the finest gaming series ever 
created, of course.  Take control of Link once again as you set out to 
fulfill your destiny, and stuff!

Q: How many blocks does this game take up?

A: This game takes up 12 (that's twelve) Memory Card Blocks.

Q: When does it take place in the Zelda timeline?

A: Officially, the word from Nintendo is that it takes place hundreds of years 
after Ocarina of Time.  At this point in history, the events of OoT are now 
legend.

Q: What's the deal with the graphics?

A: They're cel-shaded.  It actually looks really nice.  Screenshots don't do 
it justice.  You have to see it in motion to appreciate it...

Q: LOLOL R U A KID OR SOMETHIN PLAYIN A CARTOON!??1

A: You're the kid if you feel you have to avoid this game to preserve your 
masculinity....

Q: So, is this game set up like Ocarina of Time?

A: Actually, they're very similar in play styles.  The A Button is still the 
action button, B swings the sword, etc.  If you played the GameCube version of 
OoT, you already have a good jump on the controls...

Q: I'm missing one item in my Item Subscreen!  What is it?

A: Most probably the Magic Armor.  Check out how to get it in the Items 
section.

******************************************************************************
3. BASICS
******************************************************************************

All right.  In this section, I outline the eponymous "basics".  This is mostly 
stuff you can read in the manual, which I know you're not going to read 
anyway, because no one ever does anymore...

==============
3A. Controls =
==============

Basic Link Controls - 

Control Stick: Moves Link in the desired direction.  Up moves Link away from 
 the camera.  Down moves him towards it.  Some things can be done automatically 
 using just the Stick, such as climbing ladders, or leaping over small gaps.
A Button: Primary Action Button (see below)
B Button: Attack with the sword (see below)
X, Y, Z Buttons: Use Items selected from the Item Subscreen.
R Button: Secondary Action Button (see below)
L Button: Used for L-Targeting (see below)
C Stick: Controls the camera.  When you're moving or indisposed, it rotates 
 the camera around Link or pans it towards or away from him.  If you tap L 
 first, you can use Up C to switch to a first person view.
Control Pad: Used for maps.  Up brings up your Sea Chart or Dungeon Map on the 
 screen and Down removes it.  Right brings up your Area Map and changes its 
 size.  Left puts the Area Map away.
START Button: Go to the Subscreens.

Advanced Link Controls -

Primary Action Button (A): This does maaaaany things.  When moving or 
 L-Targeting, it can perform evasive maneuvers, like rolls, jumps, or flips.  
 When standing still, you can talk to people, read stuff, open doors, pick up 
 objects on the ground, and some other stuff...

Secondary Action Button (R): When standing still, this button makes Link 
 crouch.  Holding it down and moving will make him crawl, which can allow him 
 to fit into tight spaces.  When L-Targeting, Link will pull out his Shield 
 to defend himself.  It's also used for a couple other actions when multiple 
 actions can be performed with an object.  For example, R will allow you to 
 grab a nearby block, as opposed to A being used to climb it.

L-Targeting (L): Any object you can L-Target will have a red arrow above it 
 when you get close.  Holding L (or just pressing it, depending on how you set 
 up the options) will let you focus on your target.  Using the Control Stick 
 will move you in relation to the target.  Use this for combat, and you will 
 find it a lot easier.

Combat: When in combat, you'll mainly use B for attacking.  While not 
 L-Targeting, your attack will be a standard horizontal slash.  When 
 L-Targeting, you can direct your sword based on how you hold the Control Stick, 
 to the side for slashing, and up for thrusting.  Also, while L-Targeting, 
 press A with the sword out to perform a jumping slash that does double 
 damage.  Also, like past Zelda games, hold down B and release to perform a 
 spinning slash.  Finally, there's a special move, called "Parry", which can 
 be done in certain situations.  While in combat, you may see and hear a 
 flashing green "A".  Hit A at that point to counter your enemy's attack with 
 one of your own automatically.

Ropes: A new aspect of Zelda introduced in this game is the art of rope-
 swinging.  To grab onto a rope, simply leap out over a gap at it and you'll 
 grab it.  Pushing Up and Down on the Control Stick will make you swing back 
 and forth, and pressing A will let go of the rope.  If you want to stop 
 swinging, hold R.  While holding R, pressing Up and Down will make you climb 
 the rope in that direction, and pressing Left and Right will rotate you on 
 the rope.  Also, when you get the Grappling Hook, using it will cause it to 
 act like any other rope.

====================
3B. Menus/Displays =
====================

Main Menu: Press START on the Title Screen to access the Main Menu.  From 
 there, pick a Quest Log, then choose to Start, Copy the file to another, 
 Erase the file, 

Main Display: 
- Upper Left Corner: Displays your Hearts and Magic Power
- Upper Right Corner: Displays your various buttons and what each one would do 
  if you pushed them.
- Lower Left Corner: Displays the Area Map if on dry land or the Compass and 
  Clock if you're sailing.
- Lower Right Corner: Displays the number of Rupees you have.

Subscreens: Pressing START during gameplay will allow you to access these 
screens.  Use L or R to flip between them.
- Items: Allows you to view the XYZ items you have.  Press A to see short 
  descriptions of the items.  Press X, Y, or Z to assign the item to that 
  particular button.
- Quest Status: This screen shows more or less every other kind of item etc. 
  you've obtained.  You can't manipulate these items, but you can view 
  descriptions.  Also on this menu, you can access Options, whereby you can 
  change your Targeting Style, Rumble, and Sound...
On both subscreens you can save your game.  It's suggested that you do this 
as often as possible.  

=========================
3C. The Sea and Sailing =
=========================

An integral part of the game is in getting around in your fancy boat, the 
King of Red Lions.  After you give it a Sail, the open seas are available to 
you.

Boat Controls:

Pressing the A Button while the boat is stopped will make you get in and out 
of it.  You have very limited swimming capabilities, so if there's anything 
involving water, make sure you use the boat.  With no sail up, hold down R and 
you can cruise the boat VERY slowly.  It's good for precise positioning of the 
boat, but not much for anything else.

Sail: Set the sail using whatever item button you set it for.  Once it's up, 
the wind will become a factor.  A yellow arrow points in the direction that 
the wind's blowing.  You get the most speed by going with the wind, naturally.  
Going against the wind, you can barely reach cruising speed.  Use the Control 
Stick to move the rudder while sailing.  At top speed, you can get about a 
kilometer a minute, which is an entire square, straight across, in one minute.
Naturally, if you want to go a different direction at a good speed, it's best 
to use the Wind Waker to change the wind's direction.  You can only do this 
after you learn the Wind Requiem on Dragon Roost Island.  Press R while 
sailing to leap in your boat.  It's really cool...

Crane: Once you obtain the Grappling Hook, you also, technically, have a crane 
you can use on the boat.  Equip it to an item button and use it to drop the 
crane to the sea depths.  If there's anything to find, you'll go into a 
cutscene as it's pulled up.

The Sea: The Great Sea is split up into a 7X7 large grid.  Each square is more 
or less its own "area".  The Sea Chart shows each square as "1000 X 1000", 
which could more or less be termed a square kilometer.

Islands: Most squares in the game have an island or some sort of, well, 
anything to land on.  In the case of major islands, keep a lookout for fish 
hopping around near the shore of the island.  Spread some All-Purpose Bait 
near these fish and they will offer to draw you a chart of the square you're 
currently at.  They'll only include major islands on that chart, but they'll 
also give you information on them.

Treasure: If you're near treasure, you'll hear a chorus that gets louder as 
you get closer.  Of course, to even hear the chorus, you have to be within 
about five meters of the treasure.  It helps to know where it is, of course.  
Once you find the treasure and the chorus is at its loudest, use the crane to 
pull it up.

Treasure Charts: This is the real way to find treasure.  Once you find these 
charts, which are scattered all over the land, bring them up and you'll see a 
100 X 100 view of an island or system of islands.  X marks the spot.  It's up 
to you, of course, to actually find said island or system of islands, but once 
you do, you can use the Treasure Chart to follow yourself to the X.

Tingle: If you have Tingle activated, he can also find and mark treasure for 
you.  You'll find that there are a LOT more sunken chests than you have 
Charts for.  Fortunately, you'll also find that there's nothing truly good in 
those chests that you can't find by chart.

Compass: The compass in the lower left corner of the screen points where north 
is.  If it's pointing up, you're heading north.  If it's pointing to the left, 
that means north is to your left and you're heading east.

Clock: Time only flows on squares that aren't major islands.  If there's a 
half-sun, half-moon, time is flowing.  If there's just a sun or moon, time is 
standing still.  Some islands (particularly inhabited ones) are different at 
night and day.

Etc.: Barrels, platforms, watchtowers, and buoys are scattered all over the 
sea.  Most of these are relatively useless to you, except for maybe some quick 
cash.

===================
3D. Miscellaneous =
===================

Rupees - 

As always, Rupees are the currency of this Zelda game.  Rupees are worth more 
depending on their color:

Green: 1 Rupee
Blue: 5 Rupees
Yellow: 10 Rupees
Red: 20 Rupees
Purple: 50 Rupees
Orange: 100 Rupees
Silver: 200 Rupees

You'll start by only be able to carry 200.  Opportunities may arise for 
increasing your wallet size.

Enemy Drops -

When you destroy enemies, they can drop items to replenish you.  Here's 
what they can drop.

Rupees: Green, Blue, Yellow, and Red, depending on the enemy.
A Heart: Replenishes one heart
Magic Jars: The small kind will refill your magic gauge by 1/4 and the large 
 one will refill half your magic.  If your magic is doubled, it'll only be 
 1/8 and 1/4, respectively.
Bombs: 5 each pickup
Arrows: 10 for a "single", 30 for a "triple"
Vortex Balls: Large enemies can drop these multi-colored swirly balls.  Hit 
 them with a weapon and they'll explode into a bunch of drops.

Dungeon Items - 

Most of the dungeons of this game have a set of items to help you get 
around in it.

Dungeon Map: By pressing Up on the Control Pad, you can view a full map of 
the dungeon.  Areas you haven't visited yet are black.  Areas you have 
visited are green.  The flashing room is your current position.

Compass: When you view your map, you can see the locations of chests and 
the boss of the dungeon.  Also, on the main game screen's minimap, you can 
see yourself move around and where you entered the room (in case you get 
turned around).  Also, if you have a friend helping you in the dungeon, 
they'll appear as a purple dot on the map.

Small Key: When you get one of these keys, simply use them on a locked door.  
The key will disappear once used.

Big Key: This is found in a pretty blue and gold chest.   With it, you can 
enter the final room of the dungeon and face off against its evil master.

******************************************************************************
4. WALKTHROUGH
******************************************************************************

BIG NOTE: This walkthrough will only cover important and story-specific 
 stuff.  If you want the side-questy stuff, head to the sections further on 
 that makes the most sense about what you want.

==============================================================
4A. Outset from Outset (Outset Island and Forsaken Fortress) =
==============================================================

Outset Island -

After enjoying the recap at the opening, you'll find we begin with Link 
asleep (seems to be a pattern in Zelda games).  Little sis Aryll wakes him 
up and tells him that Grandma is looking for him.

You can explore Outset Island for a bit and talk to various people.  Poke 
around in some houses if you wish or in the field, as there are Rupees to be 
found.  If you wish, grab three pigs and carry them up to the pen for more 
Rupees (to grab them, crawl up to them slowly, then stand up and pick them 
up).  Now, to spend some of your new-found Rupees.  Head to the shore.  Note 
the weird-looking ship in the water.  Swim inside.  This is Beedle's Shop 
Ship.  Something you should really get your hands on in there is a BAIT BAG.  
Also, buy a serving of All-Purpose Bait and a Hyoi Pear.

After you're done goofing around, go and talk to Grandma and she'll give you 
the outfit all boys your age receive when they come of age.  After you're done 
your little chat, head out.  If you haven't already, go to the two floor 
house and speak to each of the brothers.  One has several tips for the game 
on the walls, and the other will teach you basic sword practice.

Now, go and speak to Aryll and she'll give you the TELESCOPE as your birthday 
present.  Use it as she instructs and you'll see a postman dropping letters 
off at the postbox.  Then, she'll instruct you to look up, so do so, and 
you'll see a real big bird carrying a girl in its claws.  The two are being 
pursued by a ship firing cannon shot.  The bird takes a hit and ends up 
dropping the girl in the nearby mountain summit.  Being the helpful type you 
are, you'll want to go and see what the commotion is about.  Aryll will 
mention defense.

Head to Orca the trainer, and he'll teach you all the sword techniques you'll 
need for now.  Once that's done, he'll let you keep the HERO SWORD, feeling 
you've earned it.  Now, you can fool around chopping grass, small trees, and 
bushes, or you head up the mountain path on the left side of the island.  
Climb up, chopping down anything in your way, then hop across the gap in the 
suspension bridge, and head into the Faerie Forest.

Fairy Forest -

This is rather basic.  Head straight through the brush and circle around the 
back.  Note the weird-looking rock sitting in this area.  Anyway, you'll also 
want to note the Bokoblin opposite you.  Show him you've been practicing your 
sword skills.  Once he's kaput, climb up the stump to the higher ground and 
you'll eventually reach the girl, who turns out to be the leader of a group of 
pirates.  Her name is Tetra, and she doesn't seem to think much of you.

Anyway, one of her cronies will show up to escort the both of you out.  As you 
leave, you'll find Aryll on the opposite side of the bridge waiting for you.  
Then, things get pear-shaped.  Aryll gets carted off by that big bird thing.  
You and the pirates regroup down by their ship and you'll meet that weird 
postman you saw earlier.  He'll explain that several girls with pointed ears 
have been kidnapped recently, and that it would behoove you to head to the 
Forsaken Fortress to find your sister, and Tetra will begrudgingly agree to 
take you on as a swabbie...

You need to say goodbye to Grandma now.  Head up the ladder to find the family 
shield is missing.  Head back down and you'll say your farewells to Grandma 
and she'll give you the HERO SHIELD.  Now, talk to Tetra to get movin'.

Tetra's Ship - 

So, you can converse with the scurvy dogs, but to get ahead, head below decks 
and speak with Niko, who's quite relieved to no longer be the bottom of the 
pirate food chain.  Niko will present you with a little challenge.  Here's the 
basic gist: Step on the switch and some platforms will pop up.  You have to 
swing from rope to platform and so on to reach the other side.  Use this time 
to get a feel of ropes.  The platforms aren't very big, so make sure you're 
facing the proper direction, and press A to let go at the height of your 
swing, NOT at the bottom, because if you do, your momentum will carry you over 
the platform.

Once you make it to the other side, Niko will let you have the SPOILS BAG.  
Nifty.  Now, head back above deck and speak to Tetra, who's in the crow's 
nest.  She'll point out Forsaken Fortress, and you'll be just about on your 
way there, in a rather unorthodox manner...

Forsaken Fortress - 

You'll find yourself smack in the middle of the fortress.  You'll soon find 
that Tetra can speak to you through a charm you're now carrying.  This area 
isn't a true "dungeon" of sorts, but there is a Map and Compass to find, as 
well as a Piece of Heart...

Oh, and you lost your sword.  Smooth...

So, I can't really give a standard "walkthrough" of this area, because it's 
quite open-ended.  You can get around in several ways.  I will, however, lay 
down some key points.

Here's the lowdown.  You'll notice outside are several searchlights scouting 
around.  Avoid those if you don't want to be thrown in a cell.  Those are the 
only problems outside, except for the problems of actually getting around and 
stuff.

Inside, things are a little more complicated.  There are two basic floors to 
this area.  The lower floor has multiple Moblins patrolling.  Unfortunately, 
without a sword, you cannot fight these guys at all.  If they see you, they'll 
toss you in the cell.  To avoid them, pick up a barrel and you'll drop it over 
yourself.  Move slowly behind the patrolling Moblins to get past them.  If 
they "notice" a moving barrel, stop moving immediately and they'll soon lose 
interest.

Now, in the odd chance you get thrown behind bars, it's not hard to get out, 
just a bit time-consuming.  Climb up on the table and hop onto the shelves.  
Pick up the pot to reveal a little passage.  Crawl into it (use R to crouch) 
and pop out the other side.

Now, there is a Map and a Compass on the upper floor in the two sections in 
the southeast.  They're not terribly important, but there they are.

What IS rather important is the PIECE OF HEART.  It's in the southwestern 
room on the first floor, which is just below the room with your cell.  If you 
get there, you'll have to sneak behind Moblins to get out.  The room has a 
cell, which you can open by a nearby switch hidden behind some pots.  You'll 
find the PoH in the chest inside.

Now, about those searchlights.  Making your way around the upper floor, you 
can find ladders that lead up to the three searchlight stations in three 
locations, which are the southernmost outside path, then the ones directly 
east and west of them.  Although you have no weapon, you can take out the 
operators.  With no sword, you'll need to use their own weapons against them.  
Either block their attacks until you knock the weapon out of their hands, or 
toss and break the nearby pot.  Either way, press A to grab a Boko Stick 
weapon.  Pretty cheap model, really.  Use B to swing and A to toss it.  Knock 
out the bad guy to stop the searchlight for good.  The one you really want to 
stop you can only access from the west side, because it turns off the 
searchlight which looks at the upper ledges.  The others just monitor the 
plaza.

Anyway, another key point to remember is on the north side.  You'll find a box 
sitting on an upper ledge.  Push it down to the plaza and you have a quick way 
up to the upper floor.  Handy.

The big important room is to the west of the aforementioned box.  You'll find 
Moblins wandering around on the upper floor here.  Now you know it's 
important.  Get in a barrel and sneak over to the far double door.  Open it 
up to get on the upper ledges.  Sneak past the Moblin up here and continue 
climbing.  You'll eventually reach an area with a largely missing floor.  
To get across the broken floor, you have to push yourself up against the wall 
and press to sidle along it.  Once you reach the end, keep moving up the wall, 
sidling a little more, and you'll finally reach the top, where you'll find 
your sword (go you), as well as a peeved Bokoblin.  Teach him the meaning of 
pain and you'll be able to enter the room where Aryll is kept captive, along 
with several other girls...

Of course, things won't go as planned, thanks, once again, to the big bird.  
He'll take you before a large and mysterious-looking man.  This man will point 
out to sea, and the bird will give you a nice toss.  As you lie on the open 
sea, you'll be picked up by a strange boat...

============================================================ 
4B. Setting Sail (Windfall Island and Dragon Roost Island) =
============================================================

You'll eventually regain consciousness, and you'll find that it's the boat 
itself that saved you.  It calls itself the King of Red Lions, and it offers 
its services to you.  Unfortunately, it doesn't have a sail, so you'll need to 
find one on the island.

Windfall Island -

This island has quite a few people on it, and several shops, too.  There's a 
Bomb Shop near the water, but the prices are rather outrageous.  Go into the 
town itself and you'll find several buildings.  There's a potion shop that you 
can't buy anything from because you don't have a bottle.  Bummer.  There's a 
rather extravagant-looking red door which leads to a fancy house, where some 
guy will get very huffy if you bust his vases.  There's also a cafe, where you 
can get a bit of info.  There's a school, where the teacher wants you to go 
find a group of kids who goof off.  There's also a peddler who has your 
awesome sail for sale!  Only 80 Rupees!  If you don't have enough, poke 
around for pots hiding in bushes to find more Rupees.  Buy the SAIL.

Now, you could set sail, but there's one more thing to do here (or two).  Go 
around the south side of the island.  There's a little path near the beach 
leading up to a gravestone.  Sure, you can talk to Tott, who's hanging out 
there.  You can also go into a nearby door.  You'll find the jail, and who 
would be inside, but good ol' Tingle.  Find the switch to open the door behind 
some pots and he'll be so glad he's out that he'll give you the TINGLE TUNER.  
Check his section to find out what to do with Tingle.

But wait, there's more!  Pull the box in the back of Tingle's cell.  Enter 
the narrow passage.  Ready?  Turn right, left, go straight to the far wall, 
right, left, left, right, right, right.  You'll end up in a grotto with the 
PICTO BOX in it.  There's a big sidequest involving the Picto Box, so head to 
the section in "Sea-Wide Sidequests" for more information.

There's more stuff to do on Windfall, and if you want to learn about it, go 
to Windfall Island's section in "The Islands of the Great Sea".

You're all set here for now.  Go back to your boat and you'll set sail for 
Dragon Roost Island.  Set up your sail using the item button and just point 
yourself in the direction of the island (east), and get movin'!  Wheeee!
On the way, you may find some stopping points, with barrels and such, and some 
Bokoblins.  They're not big cash spots, so don't go nuts looking for them.

Once you're about halfway there, veer south towards a island dotted with palm 
trees.  You'll notice another boat here.  Talk to the divers, and you'll get 
yourself a TREASURE CHART.

Once you sail far enough east, you'll reach the shores of Dragon Roost.

Dragon Roost Island - 

Land and the King of Red Lions will give you "THE WIND WAKER", a baton which 
gives one the power of the gods, or so they say.  You'll practice with it for 
a bit, then you can head inland.  Head through the tunnel near the beach and 
you'll see a monument out in the distance.  Swim out to it and you'll see a 
stone with writing.  Oooo...  Pull out your Wind Waker in front of the stone 
and you'll pull up your first tune.  Once you finish, the Wind God, Zephos, 
will have a bit of chat with you.  He'll tell you about his brother Cyclos, 
and how the smashed stone was once his.  You now know the Wind Requiem, which 
you can use to change the wind's direction.

If you neglected to buy a Bait Bag on Outset, Beedle's Shop Ship is here.  
He also shows up in many other places, too...

Note the large number of Bomb Flowers dotting the landscape.  How curious.  
Take this opportunity to be a demolitionist and clear out some of those pesky 
big rocks by throwing Bomb Flowers at them.  Climb up the hillside and find a 
ledge that you can sidle across.  Bust up a rock that has blocks sitting on 
top of it so they'll fill the gap and you'll be able to proceed through 
another cave after speaking with the postman from before.

Now, you'll find that you've entered the realm of the Rito bird people.  These 
folks specialize in flying and delivery.  They even have a post office right 
in their cave.  But first, you'll talk to their chieftain, in the middle of 
the room, who tells you about two problems: the dragon Valoo becoming very 
upset recently, and Prince Komali, who is reluctant to perform his "rite of 
passage" and get his wings.  You'll also be given a DELIVERY BAG.

First, head up to the upper floor and enter the first room to speak with Medli, 
and she'll give you the FATHER'S LETTER, which will be put in your Delivery 
BAG.  Go visit the Prince now.  He's on the first floor in the back.  Give the 
Prince the Letter from your bag and he'll explain that he doesn't want to go 
to the rite of passage.  Talk to him some more and he'll talk about his ball, 
the Din's Pearl.  There's nothing more you can do for him here, so head back to 
the main cave.

If you're strapped for Rupees, head up to the second floor and talk to the 
guy at the post office desk.  You can sort letters for him for Rupees.  The 
first time you do it, if you break 10 letters, you'll get a Rupee for every 
two letters.  The second time, if you pass 20 letters, you'll get a Rupee for 
every letter.  The third time, if you pass 25 letters, you'll get three Rupees 
for every letter.  It's fun, and a good test of your reflexes.

So, now that all the extra stuff is done, head down to the lower floor, and 
leave by the passage that the Rito guard is standing next to and you'll end 
up in front of Dragon Roost Cavern.  Drop down the hole and talk to Medli and 
she'll ask you to toss her up.  Pick her up, climb on the nearby stone, and 
wait until the wind is blowing towards the far end.  Toss her then and she'll 
give you your first EMPTY BOTTLE.  Fill it with water from the nearby spring, 
then climb up the broken bridge and dump the water on the dried-up plants and 
they'll grow into Bomb Flowers.  Pluck one and wait until its about to explode 
before tossing it on the big rock below (you don't want it fizzing out in the 
water).  Once the rock blows up, the pond will fill up again and you can 
swim across.  Now, there's a small pool of lava ahead of you.  Pick the nearby 
Bomb Flowers and toss them into the green pots on the statues so that they 
blow up on them.  Once both statues are knocked into the lava, cross them and 
enter your first dungeon.

*** LEVEL 1 *** Dragon Roost Cavern -

Entrance Room: Pull the blue statues out of the way to the next room.  Defeat 
 the two Bokoblins.  To leave the room, take one of their sticks, light it on 
 the torch, if it's not already lit, and use it to light the other torches.  
 You'll earn a Small Key and you can open the door.  That pot with mist in the 
 room is a Magic Pot which you can use to warp once you find others.
Lava Pit: Toss a rock at the boarded-up door, then head left.  Drop off the 
 planks to a ledge, and pull a block out.  Climb on it, then continue on the 
 wood planks.  Head across the suspension bridge and try to ignore the Keeses, 
 because you're not exactly on stable ground.  Toss a Bomb Flower at the rock 
 to head to the next room.
Watering Hole: To cross the little pit here, toss a water jar into the lava 
 to harden it.  Hop over to the left side to get the DUNGEON MAP.  After that, 
 you can cross over to the far end.  Climb up the ladder and watch out for the 
 Red ChuChu.  Defeat him and proceed up to the next room.
Boarded Room: Head over to the far wall and defeat the Bokoblin.  Use his 
 sword to start hacking down the boarded walls.  Behind the second wall, 
 you'll find a Small Key.  Watch out for Red ChuChus.  Exit by the other door.
Lava Pit: Toss a pot at the Bomb Flowers on the wall to blow the rock, then 
 cross over to the locked door.
West Room 1F: Head towards the boards on the left to fight a Bokoblin.  Defeat 
 him, and use his stick to light the other boards on fire.  Step on the 
 switch and head through the door.
Western Cliff: Cross the suspension bridge and quickly deal with the Bokoblin 
 so the bridge doesn't get cut.  Climb the ladder and take out the Kargaroc to 
 get a Golden Feather.  Now, carefully sidle past the gap, avoiding the fire 
 jet.  Next, hang onto the wooden ledge and edge across it.  Climb up the 
 rocks and toss the Bomb Flower up here on the big rock to open the way to the 
 next room.
Stacked Block Room: Pull on the middle block so that the stack drops, then 
 pull it left.  Then, pull on the middle block again so that the stack drops 
 once more.  Climb up on the stacks to the doorway.  Watch out for Rats.  
 You'll get a call from the pirates, so answer it.  Pull out the block and 
 hop up to the treasure chest to get the COMPASS.  Break the nearby pot with 
 sticks in it.  Grab one, light it on the torch, and throw it at the far 
 boards to burn them.  Get the Small Key in the chest.  Unlock the door and 
 leave.
Northern Cliff: Climb the stairs.  Take out the Karbaroo and take the Small 
 Key in its nest.  Unlock the door.
Dark Room: First, take out the Keeses a ways into the room.  Then, smash one 
 of the pots with sticks.  Light the stick, then start lighting torches and 
 burning down boards.  Once you light them all, the door at the far end will 
 open.  Oh, and there's a Joy Pendant in a treasure chest nearby.
Lava Pit: You can bomb the rock off this pot.  Climb in and you'll warp back 
 to the green pot at the entrance.  Cross the bridge to the next room.
Table Room: Defeat the Bokoblin.  Climb up to the wooden ledge.  Get the 
 sticks from the pot up here and use them to light the other torch and find a 
 TREASURE CHART.  There's also a Joy Pendant in the pot on the shelf.  Roll 
 into the wall to knock it down.  To leave this room, you have to defeat two 
 more Bokoblins, and they're sleeping in pots.  One on a shelf on the lower 
 floor, and one in the series of pots on low table along the wall.  Defeating 
 them will open the doors.
Magtail Room: That little worm across the way is the eponymous Magtail.  Toss 
 a water jar at it to cause it to roll up in a ball.  Hop across to the 
 platform and give it heck while it's curled up.  After it's toast, toss 
 another water jar onto the flame jet nearby.  Hop onto the platform created 
 and you'll get carried up to the next floor.
Boss Door Room: Yeah, but it's across a big pool of lava, so you're not 
 getting there yet.  Use the Bomb Flower to blow both rocks.  One has another 
 Magic Pot, and the other has the door to the next area.
Southern Cliff: You'll get a shot of Valoo from here, looking rather miffed.  
 Climb up the disentegrating steps along the outside and enter the door.  
 Defeat the two Bokoblins, and then the big Moblin (which has your first 
 Skull Necklace), to free Medli.  She'll give you the GRAPPLING HOOK as a 
 reward.  Use it as she describes to escape this cage area, then swing across 
 to the boards, which you can chop down with your sword.  Drop down back to the 
 entry point and face left to find more points where you can grapple.  Cross 
 all these points and you'll reach the next door.
Bridge Room: Cross the bridge and defeat the two Bokoblin to make a chest with 
 a Joy Pendant appear at the bottom of the room.  To get to the bottom safely, 
 take the stick lying nearby, light it, then burn all the ropes on the bridge.  
 Stand in the middle and you'll drop down to the path below.  Leave by the door 
 down here.
Lava Pit: We're back here again.  Climb up the steps and into the cage.  Stand 
 in the center and use a spin attack (charge up B) to cut all three ropes at 
 once so the platform drops onto the lava below.  Head through the passage and 
 jump across the platforms and climb up the ladder.  To open this door, look 
 up and find a hanging switch.  Use your Hook to hang from it and the door will 
 open.  Hop back and enter.
Lava Passage: If you have Tingle, use the Tingle Bomb on the far side of the 
 room to uncover the DRAGON TINGLE STATUE.  Latch to the hook above and grab 
 it, and then turn on the hook to drop to the other passage.  Cross to the 
 other side.
Big Key Room: There's a Magtail here, and no water.  To stun it, it's best to 
 use your Grappling Hook on its face just as its jaws open.  It'll curl up and 
 you can pick it up and drop it on the switch, which needs constant weight.  
 Open the chest and take the BIG KEY.  Leave and head back to the Lava Pit.  
 You may want to go after the boss now, but let's take a little side trip, 
 first.  From the first floor Lava Pit area, go to the West Room 1F, which 
 had Red ChuChus and a Bokoblin.
West Room 1F: Take out the Bokoblin and grab his stick again.  Burn the stick, 
 and this time, throw it at the boards across the lava pit.  Use the Hook to 
 get across and take the TREASURE CHART.  Now, make your way, using Magic Pots 
 back up to the Boss Door Room.
Boss Door Room: Cross the room with the Hook, defeat the Magtail.  Open the 
 chests to receive Rupees and a Knight's Crest.  Enter the Boss Door.
*GOHMA*: This is what's been giving Valoo such a pain the rear.  The Gohma can 
 attack you with its claws or with fire breath.  You'd be wise to act before 
 he can unleash these attacks.  This fight takes place in two stages.  In the 
 first stage, use your Hook to latch onto Valoo's tail.  Let go as soon as 
 you find safe ground.  Valoo will knock down the ceiling onto Gohma, who's 
 armor will crack.  Do this three more times to completely destroy the armor.  
 At this point, just use the Hook on Gohma's eye (L-Target it).  Once he's 
 pulled to you, slash with the sword.  Repeat until Gohma blows up.

Take the Heart Container and step into the wind funnel.  You'll find yourself 
at the foot of the mountain.  Medli and Komali will congratulate you and 
Komali will give you Din's Pearl.  Now, your destination is south.  If you've 
already earned the Wind Requiem, use it to point the wind south, otherwise 
head to the monument that the two Rito point out to get it.

On your way out, you'll find a fish, and he'll offer to draw you a map of the 
island on your chart, and he'll tell you about his friends, too, who will do 
the same.  Just find them splashing near major islands and spread some All-
Purpose Bait in the area.

While we're in the area, let's head back to Windfall Island (use the Wind 
Requiem to point west).  Once you're back there, show your Wind Waker to the 
guy dancing out in front of the grave and he'll show you the Song of Passing, 
which you can use to change day into night into day.  Sounds just like the 
old Sun Song, too.  Also, you can return some Red Chu Jellies for a free Red 
Potion, if you wish, but there's not much else to do.

If you're up to it, head back to Dragon Roost Island and south to the Forest 
Haven.  On your way, it'd be a good idea to mark Pawprint Island, which is 
between Windfall and Dragon Roost, and the three islands between Dragon Roost 
and Forest Haven: Fire Mountain, East Triangle Island, and Bomb Island.

In the same square as Bomb Island, look for something near the western part 
of the square.  It's a submarine.  Destroy its occupants (mostly Bokoblins) 
and you'll earn your second EMPTY BOTTLE.

==============================================================
4C. Familiar Forest Faces (Forest Haven and Forbidden Woods) =
==============================================================

Forest Haven Island -

Now, head south all the way and you'll find Forest Haven.  The KoRL will 
drop you off near the shore.  So, start climbing up the hillside.  Take out 
the Boku Babas and you'll earn some Boku Baba Seeds.  When you reach the end 
of the path, use a branch to swing across, and make sure you land on solid 
ground, as the water will sweep you away.  There are Octoroks up here, which 
you can defeat by blocking their shots back at them.  Hop from land spot to 
land spot to reach another branch.  Swing across it to a pool and enter the 
Forest Haven.

Forest Haven -

Head up and around the back of the massive tree in this area, and you'll find 
that it's, in fact, the Deku Tree, with a whole bunch of Chuchus on its face.  
Take this opportunity to get some Green Chu Jelly.  Roll into the Deku Tree 
to knock them off and clean house.  You'll then have a long dialog with the 
Deku Tree, which culminates in the task to find Makar, a Korok, and with 
retrieving a leaf from the Deku Tree's branches.

So, run around the left side and hop into a Baba Bud.  They send you flying.  
Push forward to move forward as you fly.  Hop from one Bud to the next.  After 
the fourth bud, hop onto a set of upper branches.  Use the Hook to hop to the 
next set of Buds.  Fly up to the DEKU LEAF and claim it for your own.  Use it 
to float across to where one of the Koroks point you.  Once you reach the 
ledge, head out the door.  

You'll need to point the wind to the SW to coast over to the platform sticking 
out of the water to the left.  After that, point the wind to the NW.  To get 
over to the Forbidden Woods, you'll have to get caught in the updraft circling 
the platform.  It's actually pretty far out, so coast out a good distance 
before it gets between you and the Forbidden Woods, let it catch you and float 
towards the tree.  Watch out for the Peahats and enter the dungeon.

*** LEVEL 2 *** Forbidden Woods -

Entry Room: Deal with all the Green ChuChus in the area.  Head to the right 
 side of the room to take the DUNGEON MAP.  Head to the left side and grab 
 the Boko Nut.  Toss it at the plant covering the door to destroy it.  Open 
 the door.
Tendril Room: Down in the basement is a Knight's Crest.  Bash up the Boku 
 Babas to take their sticks, then throw them at the plant on the chest.  To 
 get back out, and to the other side, you'll need to use both the Baba Buds 
 and the Deku Leaf.  As you get boosted up, float over to the next highest 
 Baba Bud.  Try to avoid the swinging tendrils so you don't get busted up.  
 Find a way to the highest point in the northeast to find a Joy Pendant in a 
 pot.  Note that there's a chest to the southwest.  Unfortunately, you have 
 nothing to remove the plant on it with.  Head through the exit to the north.
Gondola Room: Flap the Deku Leaf at the switch on your left to get the 
 gondola over to your side, then flap in the opposite direction to move it 
 back to the other side.  Exit by the north door.
Buds'N'Gondola Room: Take out the Peahats by flapping at them with the Leaf, 
 then slashing them, and take out the Boku Babas.  One Baba leaves behind a 
 Bud.  Hop in and leap up next to the door.  Alternatively, you can hop up to 
 a nearby hole in the tree for a chest with 20 Rupees.  Call the gondola with 
 the swtich and head over to the other side.  Break the boards with your sword 
 and grab the Boku Nut.  DROP it on the Gondola (using R) and head back to the
 other side.  Toss the nut at the plant on the door to get to the next room.
Surprise Room: Don't get too close to the Boku Nut, because tendrils burst 
 out of the floor.  Use the Deku Leaf to flap the Nut off its plant, then use 
 it on the plant on the door.
Korok House Room: Walk around the east side.  Hook across the gap over the 
 tendril.  Cross to the north side on the moving vines.  Take the Boku Nut 
 and walk over to the west door.  Toss the Nut on the door to open it.  Also, 
 keep climbing up using moving vines and you'll reach your second Magic 
 Pot.
3F West Passage: There are Morths across the gap in this room.  Use Spin 
 Attacks to dust them off quickly.  The chest below contains 10 Rupees.  
 Leave by the west exit.
Tendril Maze Room: As the name suggests, tendrils burst out of the ground to 
 form a psuedo-maze.  Make your way over to the left (south) side.  Use the 
 Bomb Flower to blow both the nearby boards, and the one in the far corner 
 (toss it over the tendrils).  The chest next to you has the COMPASS.  Make 
 your way around the maze to the other corner to get a Small Key.  You can 
 use the Baba Bud to get up to the platforms, one of which has a Joy Pendant.  
 Leave this room and head back to the...
Korok House Room: Head to the north part and open the locked door.
North Passage: Flap the Gondola over to your side, and cross.  Avoid the 
 Peahat, as it'll be tough to kill with water all over the floor.
Hanging Pod Room: Take out the Mothula, Peahat, and Boku Babas.  You can use 
 the sticks to break up the hanging pods for some items.  Use the Baba Bud to 
 float up one level of trees, then another.  There's a chest high above you.  
 To get there, use the Hook on the nearby stick, then climb all the way up 
 the Hook and onto the stick.  Hook to the next stick and drop onto the 
 platform.  Ride the moving vines up to the top and grab the Joy Pendant in 
 the chest.  Watch out for Peahats, and leave by the north door.
Mothula Room: Mini boss time in this room, in the form of a full-grown Mothula.  
 You can either swat it with the sword when it gets low enough, or flap it 
 with the Leaf to stun it and then swat it.  Each swat removes one of its four 
 wings.  Watch out for its diving attack and Morth deployment.  When you clip 
 all its wings, it switches to ground mode, where it's basically a normal 
 Mothula that can take quite a few more hits.  Eventually, it'll go down and 
 the north door will open.  Open the chest and claim the BOOMERANG.  Look 
 above the south door and target both switches.  Toss it and the door will 
 open.
Hanging Pod Room: Use the Boomerang on the two plants on the door and pass 
 through.
North Passage: Use the Boomerang to remove all the pods in your way, then use 
 the Deku Leaf to cross the pit.  Take the Joy Pendant and leave through the 
 south door.
Korok House Room: Use the Boomerang on the five cables holding up the house 
 and it will make a nice big hole in the floor.  You can follow it down, or 
 you can take this opportunity to go back to...
Tendril Room: The second room of the dungeon.  Float all the way up the chest 
 in the southwest corner.  Boomerang the plant and take the TREASURE CHART.
Korok House Room: Drop down into the basement.  Enter the door down here.
Basement Passage: Boomerang the Peahat and the Morths.  Hop over to the right.  
 Take out the Green ChuChus and avoid the grabbing vines and head to the 
 next room.
Big Flower Room: Cross the flower and grab the 10 Rupees in the chest.  Cut 
 the flower's four strands with the Boomerang and drop down.  Grab the Bomb 
 Flower down here and blow open the boards.
Treasure Room: To the right, in the corner, is Tingle's second statue, the 
 FORBIDDEN TINGLE STATUE.  Have him set a bomb to make it appear.  Now, start 
 crossing the platforms to the center.  Kill all the Boku Baba until one 
 becomes a Baba Bud.  Hop in and drift over to the upper platform.  Fan the 
 gondola switch to bring it over, then ride it to the other side.  Once there, 
 grab the Bomb Flower and toss it down the hole in the ceiling.  It'll blow 
 the plant on the chest and you're free to drop down and collect the 
 TREASURE CHART. Head back to the Big Flower Room.
Big Flower Room: Drop the flower again, and this time we're going to ride it 
 down the river.  Use the Deku Leaf to fan yourself in the opposite direction.  
 Use your Shield to bounce back the Octorok attack and climb up to the 
 opposite side.  Enter the door.
Big Key Room: Climb up the slope to the top.  Use the Boomerang to hit all 
 five switches.  To do this, start with one of the switches next to the tree 
 and work your way around.  If you don't, you might not get them all.  Get the 
 BIG KEY and prepare for attack by Moblins.  Take out the two Moblins.  To 
 leave this room, use the Hook to attach to the branch above and swing up to 
 the door.
Basement Passage: Proceed back to the...
Korok House Room: Fan the rotating switch to start an updraft.  Hop in the 
 Baba Bud and ride the updraft with the Deku Leaf.  Use the Boomerang on the 
 two plants on the door down here and head through.
2F Passage: Take out the two Mothulas in this room.  Take the Joy Pendant 
 in the chest and press on east.
Boss Door Room: You're best just leaving all these pods alone, as they have 
 Green ChuChus.  You can use the sticks in the pot to light the covering of 
 the Magic Pot on fire to open it up, or you could just head through the Boss 
 Door.
*KALLE DEMOS*: This mutated plant has Makar captive.  It has two main 
 attacks, slamming its tendrils on the ground and burrowing them under the 
 ground to come up and attack from underneath.  What you need to do is cut 
 down all the tendrils attached the ceiling with the Boomerang.  As you can 
 only target five at a time, this isn't going to be easy.  Keep targeting and 
 throwing the Rang.  Once all tendrils are down, the plant will fall, 
 exposing the puny little central plant.  You have two options.  Either 
 whack it repeatedly nonstop and take some damage when the plant closes, or 
 hit a couple of times and retreat.  The option is yours.  Hit the central 
 plant enough times and you'll have successfully committed herbicide.

The Great Deku Tree will thank you for your efforts and give you Farore's 
 Pearl.  You can now leave the Forest Haven island system.

=================================================================
4D. The Hero's Trial (The Last Pearl and the Tower of the Gods) =
=================================================================

All righty!  Now, nearly the entirety of the Great Sea is open to you.  
Hooray!  You can take this time to explore EVERYWHERE and mark the entirety 
of the map using the fishees.  Check Section 5: The Islands of the Great Sea, 
to find out what you can get at each of the islands.  I won't bring up all 
that stuff here...

However, I will mention stuff to get on the sea that will be indispensible.

For instance, head to coordinates A3, the Northern Fairy Island.  Speak to the 
fairy and your wallet size will be increased so you can hold 1000 Rupees.

Next, go to coordinates G4 (yeah, I know it's a long way).  At the south end, 
you'll see some seagulls in the middle of the water.  Float towards them and 
a Big Octo will leap out.  To defeat it, target its eyes with the Boomerang.  
Several hits on all of them will remove the threat and release a Great Fairy 
who will double your Magic Meter.

Also, look for some wiggling postboxes.  The first one you find will have a 
PIECE OF HEART in it.  Keep checking postboxes in other locations, and you 
may get more mail.

Okay, head for Greatfish Isle, where the King of Red Lions points you.  Once 
you get there, you'll find it's a complete mess.  The water spirit, Jabun, 
has fled from his home.  The Rito postman will come and explain about the 
pirates that were here recently.  You'll have to head back to Windfall Island 
to find them.

Now, with the storminess that just set in, it'll be perpetually night until 
you do something about it.  Sail back to Windfall Island you'll find Tetra's 
ship has docked.  The KoRL will suggest looking for them quietly.

Windfall Island - 

Get onshore.  Notice that there's a light on in the Bomb Shop.  It's locked, 
though.  Sneak around the back by sidling along the wall and climbing up the 
vines.  Once you enter the shop, you'll see Tetra and her crew stealing bombs 
from the owner.  Tetra will notice you, but won't say anything.  The crew 
will take off, but not before you hear the password for sneaking into the 
ship.  It changes every game, but if you forget, just ask your boat.  

Hop on the ship and say the password for Niko.  Once you get into the hold, 
he'll have another rope course for you.  This one's tougher.  Stepping on the 
switch gives you roughly two minutes to make it to the other side.  Make sure 
you aim your jumps for the center of the swinging ropes.  In the case of the 
moving ropes, it's advisable to wait until they stop moving to jump.  It's 
quite difficult, but that's about all the help I can give.  Once you reach 
the other side, Niko will let you take the BOMBS.  Tetra will tell you that 
she's gonna head for the island the next morning.  Fortunately, time's 
stopped, so you don't have to worry about that.  Your mission is now to head 
back to Outset Island so you can find Jabun, so set sail.

Outset Island - 

Have chats with everyone on the island.  You'll notice that poor Grandma has 
taken ill...  If you want, you can train in combat with Orca.  Getting lots of 
hits will get you prizes, such as a PIECE OF HEART.

Also, head up to the summit of the island.  Turn the wind west, hop up on the 
very top of the broken bridge, and float over to the other side using the 
Deku Leaf.  Now, enter the Fairy Forest again.  Use a Bomb on the big rock 
and drop into the Fairy Fountain.  Speak to the Great Fairy to get the 
second Wallet upgrade, which can hold 5000 Rupees.

Also, grab a Fairy while you're here.  Go to your house and give it to your 
poor sick grandma.  She'll be all cured and give you Elixir Soup, which is a 
super potion...

Your objective here, though, is to head around the back of the island.  You'll 
get swept up in a big whirlpool.  Don't panic.  Take out your Bombs and you'll 
pull out the ship's cannon.  Start firing away at that big stone door.  First, 
bust up the top part, then the middle part, then the bottom part, and you'll 
be able to enter.

Jabun and the KoRL will chat for a bit, and then you'll get the Nayru's Pearl.  
The KoRL will now tell you to place the pearls on the Triangle Islands.  There 
are three of them, and their coordinates are marked on the Sea Chart.  Go to 
each island and walk up to the small statue there.  Once all three are in 
place, a big familiar shape will appear in the sea and a really big tower will 
rise up out of the sea.  That's the Tower of the Gods, and you gotta go in.

Now, I suggest a few things before heading in there.  Obviously, you may want 
to look for some more Pieces of Heart, but there are a few real important 
things, too.

Go to Eastern Fairy Island (C5) and Southern Fairy Island (F4).  Use Bombs to 
blow open their doors.  At each of these locations, you'll find a Bomb 
carrying upgrade, which will increase your stockpile to 60, then 99.

Go to Rock Spire Isle (C2) and you'll find a special Shop Ship.  This one has 
an EMPTY BOTTLE, a TREASURE CHART, and a PIECE OF HEART for sale.  They're all 
quite expensive, but worth it.

All right, once you feel you're decked out, head into the Tower of the Gods 
for some destiny-related action!

*** LEVEL 3 *** Tower of the Gods - 

Key point about the Tower: There's a rising and falling tide throughout the 
place.  Every twenty seconds or so, the water changes levels, from high to 
low.  This will make for some tricky puzzling and getting around.

Main Lobby: Drift the KoRL over to the southeast corner, and hop off near the 
 submerged platform.  When the tide's up, swim under the canopy and head 
 through the door.
SE Room 1F: Take out the Yellow ChuChu using the Boomerang to stun it.  There 
 are three bombable walls here on the high wall.  When the tide rises, climb 
 up to the middle walls and drop Bombs next to the cracked walls.  One has the 
 DUNGEON MAP behind it.  Getting the third wall's a bit trickier.  When the 
 tide's down, push a box near (but not quite next to) the wall and let the 
 tide rise up.  Toss a Bomb just as it's about to explode at the wall and you 
 can get the Joy Pendant behind it.
Main Lobby: Go to the west side of the room and fire Bombs at the wall.  Cross 
 the wall when the tide's up.  Break open the pot of sticks and light one.  
 Wait until the tide goes down and light the two torches by the lower door.  
 This makes a chest with a Joy Pendant appear.  Now, head through the 
 northwest door.
NW Room 1F: Defeat the Red Bubble by fanning it with the Deku Leaf, then 
 slashing it.  Take the COMPASS.
Main Lobby: Now, head to the northeast corner of the lobby.  Climb up to 
 the platform and place either a pot or a statue on the lit button to enter 
 the next room.
NE Room 1F: Wait until the tide is low and drop down to the pit.  Pick up 
 the box and drop it on the button.  Ride the tide up and climb out.  While 
 the tide's low and the box is on the button, there's a light bridge.  Cross 
 and pick up the statue.  Cross the bridge back and exit the door.
Main Lobby: Place the statue on the cross indent outside and the gate nearby 
 will open.  Ride the KoRL through the gate and to the door.  Place both 
 statues on both buttons.
SE Room 1F: Wait unti lthe tide lowers and drop down to the floor.  Push one 
 of the blocks so that it fits in the line with the others all the way to the 
 unlit torches.  Now, climb up, break the pot with the sticks, light one, and 
 hop across as the tide goes up.  Light both torches and you'll get a Small 
 Key.  Avoid the Yellow ChuChus on your way out.
Main Lobby: Head for the southwest corner of the lobby and unlock the door.
SW Room 1F: Take out all Yellow ChuChus in this room to make a staircase 
 appear.  Walk up and pick up the statue.  Leave the room with it in tow.
Main Lobby: Walk up the stairs to the indent and place the statue.  The water 
 will now recede and you can go through the door in the center.
North Room 1F: There's a Beamos in the center of this room.  For now, avoid 
 its roving eye so you don't get zapped.  Carry each of the statues on this 
 side across to the buttons on the far side.  Once both are placed, the 
 elevators start moving.  Jump from one to the next.  Once you reach the 
 top, if you have Tingle, make him bomb the platform behind you and you can 
 get the GODDESS TINGLE STATUE.  Head through the north door.
2F Lobby: Not much to do here except head east.
East Passage 2F: Mind the Yellow ChuChus.  Hop onto the moving platform and 
 continue east.
East Statue Room: Climb the staircase and drop off the other side.  Read the 
 little message.  Press R to call the statue.  It will follow you close 
 behind.  Lead him around the twisty path.  When you reach the end, pick him 
 up and jump the gap.
East Passage 2F: Continue carrying the statue across the moving platform.
2F Lobby: The statue will hop over to a platform of its own accord.  Climb 
 the steps to the center dais and pull out your Wind Waker.  Pull left on the 
 stick to change to 4/4 rhythm and conduct left, middle, right, middle to 
 learn the Command Melody.  Now, the door to the west is open.
West Passage 2F: Use the Grappling Hook to cross the pit and head through the 
 door.
West Statue Room: Use the Hook to cross.  Call the statue to get it active.  
 Now, stand on the button.  A bridge!  But how to cross with the statue?  
 Play the Command Melody and the answer will become clear.  Hop the statue 
 across the bridge, then break control (R Button) and swing across yourself.  
 Pick up the statue and head through the door.
West Passage 2F: Drop the statue on the button.  Either use the Grappling Hook 
 or the Deku Leaf to swing across to the right side (south room).
Darknut Room: Aw yeah!  Time for some smackdown!  The way to beat Darknuts is 
 to use the Parry counter move just as it's about to swing.  That way, you'll 
 knock off its armor.  Once it's off, it's best to keep Parrying, because 
 Darknuts are quite good combatants otherwise.  Once it's dead, open the 
 treasure chest and claim the HERO'S BOW.  Leave the room.
West Passage 2F: Shoot the eye across the way to start some platforms.  Get 
 rid of the Red Bubbles again.  Use the Deku Leaf to get back over to where 
 you left the statue.  Hop across the platforms with it.
2F Lobby: The statue will return to its pedestal and open the gate to the 
 north.  Before we do that, though, let's go back to.
East Passage 2F: Take out the Red Wizzrobe with arrows, then hop on the 
 platform.  Shoot the eye and ride the new platform up to the next room.
Armos Knight Room: To beat an Armos Knight, shoot an arrow in its eye, then 
 drop a Bomb in its mouth.  Watch out for the results.  Beat both and you'll 
 find a Joy Pendant here.  Now, head back to the 2F Lobby, then to the Main 
 Lobby.
Main Lobby: Head to the northwest room.
NW Room 1F: Shoot the eye on the wall and collect the TREASURE CHART.  Now, 
 head back to the second floor.
2F Lobby: Leave by the north door.
North Room 2F: Take out the Keeses near the platforms if you wish.  Jump on 
 the left platform to drop down to the water.  Pull out a Bomb and toss it at 
 the wall just as it's about to explode.  Head through the door.
Wind Room 2F: Play the Wind's Requiem on the platform.  Take out the two 
 Armos Knights and open the chest to get a TREASURE CHART.
North Room 2F: Head through the door to the east.
Big Pit Room: There are several moving platforms here.  Jump on the one 
 before you, then on the one across from that.  Shoot an arrow at the eye 
 nearby to start that platform moving, and hop on.  Ride up and take the 
 Small Key.  If you're in the mood for a Joy Pendant, look across from you and 
 shoot the eye up there.  Another platform on your right rides up, and you 
 can hop to another platform, from which you can get to the eye platform.  
 Now, look out over to the door and fire an arrow at the eye above it.  The 
 chest with the Joy Pendant will appear.  Make your way back to the entrance 
 of the room.
North Room 2F: To cross to the north side of this room, take two of the 
 statues and toss them one of the platforms.  Hop onto the other one yourself, 
 and unlock the door at the end.
North Statue Room: Nasty laser beams.  First, hop on top of the block.  Jump 
 and float over the beams using your Deku Leaf.  Call the statue with the R 
 button.  Now, take control of him with the Command Melody and have him hold 
 on the button (he can hop right through the beams).  Once through, pick him 
 up and leave.
North Room 2F: Toss your statue on one of the platforms.  Now, hop over to 
 the other side.  Grab three of the statues and toss them on the other 
 platform to raise it up and keep it raised while you go jump back and grab 
 the blue statue.  Carry it to the next room.
2F Lobby: The statue will hop to its pedestal and the three will activate a 
 beam of light.  Not scared, are ya?  Hop in.
3F Laser Room: Now, you have to grab pots sitting next to the Beamos'.  Get 
 close and quickly fire an arrow at the Beamos as soon as it starts firing 
 it laser to defeat it.  Once the three are in place on the buttons, take the 
 BIG KEY.  Now, shoot the Armoses in the eye with arrows and slash their bums 
 to baleet them.  Pass through the door to the north.
Outer Terrace: Destroy both the Beamos' and Kargarocs with arrows, and make 
 your way to the Boss Door.
*GOHDAN*: This boss consists of a giant head and two hands.  The hands 
 will attempt to interfere with your life with punches, swipes, and grabs.  
 The head will breathe a series of fireballs at you which you should roll to 
 avoid.  The outer ring of the arena is electrified, so stay off it.  Shoot 
 the hands a couple of times to fend them off.  After that, his eyes will 
 open and you need to shoot those.  Two arrows each.  Once both eyes are 
 closed, the head will drop to the ground.  Toss a Bomb into it mouth.  Three 
 Bombs will defeat the Gohdan.  If you run out of arrows, the head will 
 snort out some extras.  Once the rock is down, take the Heart Container and 
 step into the column of light.

Now, climb up and use the Grappling Hook on the bell...

???? Castle -

You're now in a very monochrome castle...  Enter, and you'll see the forms of 
many Moblins and Darknuts frozen in time.  As you walk in front of the statue 
of that familiar-looking fellow, the KoRL will call you through your charm 
and tell you about the seal on the special item you need to find.  To solve 
this puzzle, walk in front of the statue.  See those blocks?  You need to 
place them on the three triangles in the middle of floor.  To move the blocks, 
you need to pull and push them by their corners so they rotate.  Once all three 
are set, they sink into the ground and the statue moves.  Enter the basement.  
Take the blade.

Congratulations, you've earned the MASTER SWORD, the blade of evil's bane!

Color and time now return to Hyrule Castle.  Look around this little area to 
see some familiar faces rendered in stained glass.  Head back to the main 
castle hall.  Test out your new blade on the many Moblins and Darknuts that 
have just awakened.  Be sure to collect as many Knight's Crests from Darknuts 
as you can.  If you knock off both pieces of their armor, use the Grappling 
Hook to grab it.  Anyway, once you've made a gruesome example of this place.  
Leave the way you came in (you can leave by the other door if you want a 
glimpse at the land of Hyrule).  The KoRL will tell you that it's time to 
return to the Forsaken Fortress and rescue your sister.

===============================================
4E. Return to the Forsaken (Forsaken Fortress =
===============================================

First thing's first.  Now that you have a Bow, head to Shark Island (F3).  
You should see a mad spinning cyclone.  Get close to it and Zephos' brother, 
Cyclos, will pop out.  Shoot him with arrows as he tries to suck you in.  
Once you hit him three times, he'll calm down and teach you the BALLAD OF 
GALES.  Now, you can warp around the Great Sea without having to sail the 
whole way!

Now, sail to the Forsaken Fortress.  You have to Bomb open the gate to get 
inside.  If you feel it makes it easier, you can also try to take out some of 
the cannons that are firing on you.  Once inside, the KoRL will drop you off.

Head to the main door and you'll be greeted by an evil laugh.

*PHANTOM GANON* - This spirit floats around and flings energy balls at you.  
 Once he throws one, use the Master Sword to reflect it back.  The two of you  
 will knock the ball back and forth for a bit until one of you goofs.  If he 
 gets it, rush up and start slashing him.  Unlike previous incarnations of 
 this kind of boss, this one can also appear right next to you and slash with 
 his sword, so be alert.  Enough slashes will cause the ghost to retreat.

Open the chest that appeared to get the SKULL HAMMER.  Now, it's time to 
proceed to the top of the fortress again.  You should know how.  There are 
less ways to get up now, though.  The eastern room, while having a lot of 
Miniblins, also has a ladder you can climb to get up.  There's nothing new 
down here, so there's no need to dawdle.  There are no more ropes, either, so 
use the Deku Leaf to cross gaps, and use the Skull Hammer to pound down stakes.  
Climb to the very top of the fortress and slam the stake with the Hammer.  
Enter the door.

You'll have a reunion with Aryll.  Soon, Tetra and her crew show up.  Tetra 
takes particular note of the Master Sword, and promises to get all the girls 
back to their homes.  Now, it's time for you to deal with some super bad guys.

That giant bird will fly back into the room and the tower will start filling 
with water.  Now, it's a race to the top.  Run up the ramps quickly.  Don't 
stop to fight any Bokoblins.  Often, the bird will peck away at a ledge to 
remove it, but you're usually far enough across that you can jump the last 
few feet.  If you do miss, there are grappling points around most of these to 
get you across.  Once you make it to the top, the bird will slam its head in 
your path to block you.  Whip out your Hammer and smack him one.  He'll fall 
back into the water, and you can proceed to the top.  The hatch at the top 
will close, and the bird will make it through at the last second.  Looks like 
he wants a rematch...

*HELMAROC KING* - The bird will go for a long flight, then come in and land.  
 He'll shuffle up close to you and slam his beak into the ground.  At that 
 point, whack him with the Hammer.  You need to do that five times to remove 
 his head-covering.  He has other attack besides the peck.  Sometimes he'll 
 dive and rake his talons across the floor of the tower, and sometimes he'll 
 attempt to flap you into the spikes encircling the platform.  Once you hit 
 him five times, the head-covering will break and he'll be vulnerable to the 
 sword.  Hit him about ten or so times with the Master Sword and he'll be 
 roast turkey...

Take the Heart Container.  Climb up the stairs and enter the door.  Let this 
little scene play out, where some interesting facts are revealed...

You'll be back underwater.  Bring your guest to the basement of the castle.  

So, now you basically get the gist of the entire story.  You have to save 
Hyrule, or what's left of it.  To do this, you need to power up the Master 
Sword.  This is done by awakening two Sages and finding the eight pieces of 
the Triforce of Courage.

==================================================
4F. Gearing Up (Fire Mountain and Ice Ring Isle) =
==================================================

Okay, first thing to do is to get the Ballad of the Gales if you haven't 
already (go to Shark Island, get close to the cyclone, and shoot Cyclos 
three times).  Use it to teleport to Mother & Child Isles.  You'll land in 
the middle of the Mother island and meet the Queen of Faires.  She'll give 
you FIRE ARROWS and ICE ARROWS.

Now, we'll go to four locations, which can be done in any order...

Ice Ring Isle (F5) -

Aim a Fire Arrow at the ice-breathing dragon statue on the top to shut down 
the island for five minutes.  On the east side of the island is a TREASURE 
CHART if you're interested.  Disembark on the west side of the island and 
climb up to the upper ice ring.  Watch your step here.  Make your way counter-
clockwise around the island until you reach some floating platforms.  Hop 
onto the first one, then onto the moving one, then hop off onto the last 
one, then to the dragon mouth.  Enter.

In this cave, make your way across the narrow ice slides.  Watch out for 
Keeses, and follow the path all the way around to the chest.  Open it to 
receive the IRON BOOTS.  The island's now permanently "off".  Put the Boots 
on and walk past the wind blast to the exit.

NOTE: If you fall, use the Grappling Hook on the two pegs to climb up (climb 
to the top of the hook to get on them).

Fire Mountain (C6) - 

Aim an Ice Arrow at the flaming fire coming out the mountain to freeze it for 
five minutes.  From the north side, start climbing the mountain.  There's a 
point about halfway up where the path splits.  Take the right path and keep 
climbing.  Eventually, you'll reach a jump you can only make with the Deku 
Leaf (and favorable winds).  You'll soon be at the summit.

Inside the mountain, you'll find Fire Keeses and Magtails.  Hop across all 
the platforms quickly so they don't sink.  Destroy all the enemies to make a 
chest appear.  Open it to own the POWER BRACELET.  Lift the rock head and 
leave the mountain.

Western and Thorned Fairy Islands (C1, D7) - 

Both of these Fairy Islands have Arrow upgrades for you.  Land on them and 
use the Skull Hammer to remove the obstacles in the way and enter for your 
quiver-enlarging.

======================================
4G. Power of the Stone (Earth Temple =
======================================

All right.  Now that we're decked out with awesome stuff, let's go east from 
Outset Island to Headstone Island.  Enter on the south side and lift up the 
rock head.  Enter.  You'll see some marks on the stone.  Play those marks 
with the Wind Waker (hold the Control Stick to the right for 6/4 time).  
You've now learned the EARTH GOD'S LYRIC.  Suddenly, a ghost appears, a Zora 
Sage named Laruto.  She tells you that Ganondorf destroyed the sages upon 
his return, and that another must be found to take the reins of Sage of Earth.  
You need to find the person who plays the harp.  If you've been paying 
attention, that's young Medli of the Rito people.

Go to Dragon Roost Island and find Medli.  She's outside on the cliffs high 
up.  Enter the post office and leave by the second floor exit.  To the right, 
hook over to where she's playing.  Play the Earth God's Lyric for her and 
she'll remember.  Head back to Headstone Island.  Play the Earth God's Lyric 
once more in front of the stone and Medli will play along.  The door to the 
Earth Temple will open.

*** LEVEL 4 *** The Earth Temple -

Controlling Medli - If you pick up Medli and throw her, she'll fly a short 
 distance.  If you pick her up and jump with her, she'll carry you (farther 
 as she gets deeper into the dungeon).  Use the Command Melody to take 
 control of her.  While in control of her, press A to start flying (a little 
 meter will tell you how much you can do it).  If standing under a beam of 
 light, press A and she'll use her harp, which can reflect.  You can even 
 break control while holding the harp and it will stay in its current 
 position.  Otherwise, Medli cannot defend herself.  If you lose her somehow, 
 she'll end up in a cage in the statue room on the first floor, which she can 
 just fly out of.

Entry Room: Pick up Medli and jump across the gap.  Pick her up again and 
 carry her through the door (you must carry her through doors).  NOTE: If 
 you leave Medli in another room, you can still get across this with the 
 Deku Leaf.
First Hall: Leave Medli and take out the three Moblins in the area.  Call her
 and head up the stairs and ask to try flying.  Use the Command Melody to 
 take control of her and fly around for a bit.  Break contact and she'll 
 tell you that she can carry you further now.  Pick her up and jump across to 
 the pillar.  Drop her (not throw) and step on the switch.  Now, take 
 control of Medli again and fly over to the other switch.  The door will 
 open.
Ante Hall: Take care of all the ChuChus here.  The Dark ChuChus cannot be 
 harmed by any of your weapons.  Lure them into the beam of light and they'll 
 turn into stone and you can throw them.  Now, take control of Medli and put 
 her in the beam of light.  Press A and she'll pull out her shiny harp.  Use 
 it to reflect on the invisible chest and you can get the DUNGEON MAP.  Also, 
 use a Bomb on the Magic Pot nearby to open it.  Leave by the east door.
Grinning Statue Room: The gas down below will jinx you if you enter it (you 
 can walk, but can't use any items).  To get rid of its effects, get some 
 light on you.  There's a hammer switch down there.  Put Medli in the light 
 and have her point her harp at the switch.  Return to Link while still 
 pointing the harp and hit the switch.  Leave by the south door.
South Room 1F: Take out the two Red Bubbles here.  Climb up the ladder on the 
 left and pull the block to expose a light shaft.  Have Medli light up the 
 chest and take the Small Key.  Watch out for the Floor Masters and return 
 to...
Grinning Statue Room: Unlock the north door.
North Room 1F: Use a Fire Arrow on the tapestry to your left that has light 
 shining through.  Defeat all the regular ChuChus and lure the Dark ChuChus 
 to the light beam.  Once they become stone, place them on the buttons.  
 Climb the newly-formed stairs with Medli, then push the large block off the 
 ledge to open the door.
Northeast Room 1F: First, push the only movable block onto the marking to 
 open a light.  Now, take Medli and have her shine light on all the markings 
 on the walls, and the statue on the other block.  This breaks them all down 
 and you can access two more blocks and another Magic Pot.  Push the other 
 two blocks onto their markings to get the COMPASS.  Throw Medli up on the 
 ledge and exit the room by the south door.
Poe Room 1F: Take out the Moblins, then head back to the entrance.  Take 
 control of Medli and have her fly up to the ledge with the beam of light.  
 Use the beam from her harp on the two Poes to make them visible.  Now, use 
 Link to take out the Poes with the sword, which will lower a set of stairs.  
 If you want it, have Medli light up the statues to remove them and take a 
 Joy Pendant.  Leave by the southeast door.
Coffin Room 1F: Drop down and walk near the coffins to open them.  Don't get 
 crushed.  Three of them have ReDeads.  One has ten Rupees, and the last has 
 a Small Key.  Once all are open, a ladder drops, and you can leave.
Poe Room 1F: Unlock the south door.
Stalfos Room 1F: You are challenged by a Stalfos.  Defeat him to face two 
 others at once.  Take them out and you'll get the MIRROR SHIELD.  Now, pull 
 out your sword so you're holding your shield.  Use it to light up the sun 
 above the door to open it.
Poe Room 1F: Get rid of all the bad guys, then position Medli on the light 
 beam.  Have her shine her light on the floor below.  Now, stop her there and 
 take Link and have him shine the light beam she directs on the mark to open 
 it.  Proceed through the wall.  In this little passage, you can shine and 
 redirect light on the statue and mark on the wall to get some Rupees.  Leave 
 by the door in this passage.
Grinning Statue Room: Position Medli on one beam of light and shine her on the 
 eye.  Shine yourself on the other eye to open the staircase below.  If you 
 want a Joy Pendant, go back to...
South Room 1F: Drop Medli on the switch near the other door.  Enter.
Southwest Room 1F: Shine light on the two marks to get the Joy Pendant.
Grinning Statue Room: Head down the stairs.
Misty Room B1: Don't drop down, because there's lots of jinxing mist down 
 there, as well as two Floor Masters.  To take out the Blue Bubbles, fan 
 them with the Deku Leaf, then whack them.  If you have Tingle, have Medli 
 fly you over to the hanging platform, then jump to the end.  Have Tingle 
 bomb the area with skulls and pots.  Take the EARTH TINGLE STATUE.  Now, 
 take Medli to the monument and play the Earth God's Lyric with her nearby 
 and she'll open the monument.  Head through the door.
Crossroads Room B1: Take out the two ReDeads (you can stun them with light).  
 Use the light on the statue on the block, then on the two mirrors to get rid 
 of the bigger statues.  Take the west door.
Floor Master Room B1: Okay, walk across the mist on the floor, trying to 
 avoid the many Floor Masters.  If you reach the far end, you'll find a Small 
 Key, and the mist will disappear.  Defeat all the Floor Masters in this room 
 and you'll get a TREASURE CHART.
Crossroads Room B1: Take the east door with Medli.
Mirror Room B1: Take Medli and fly over the mist, past the Floor Masters.  
 On the other side, push the mirror statue into place, then use the Hammer on 
 the peg to start shining light.  Head back to the...
Crossroads Room B1: Push the block to the wall.  Toss Medli up.  Unlock the 
 south door.
Mirror Room B1: Take out all the enemies, then stand Medli in the beam of 
 light, pointing her harp back in the opposite direction.  Use the Shield 
 to aim the light at the three statues.  The one on the west wall has the 
 exit.
Coffin Corridor B1: In the coffins, you'll find Rupees, other things, 
 two ReDeads, and a Stalfos.  Take all the bad guys out, and take the 20 
 Rupees in the chest if you wish, and play the Earth God's Lyric to open 
 the monument.
Boss Door Room: Take Medli down the stairs to the door down here.
Big Mirror Room B2: Control Medli and fly her to the button.  It drops a ray 
 of light.  Have Link move the mirror statue near it.  Now, stand on the 
 pedestal it shines on and remove the statue nearby.  Pull out that mirror 
 statue.  Now, have Medli stand on the pedestal and shine her light in a 
 southeasternly direction, onto the small pedestal with the harp marking.  
 Stand Link on that and burn down the markings to get another Mirror Statue.  
 Pull that out and you'll get the "chime".  Also, shine light on the 
 translucent chest for 50 Rupees.  Now, go to the southwest corner of the 
 room and pull that mirror statue.  Get on the pedestal and shine light on 
 both the statue and the chest.  Open the chest for a Joy Pendant.  Now, 
 pull on the mirror statue that was behind the big statue.  Put Medli on the 
 pedestal and have her shine her harp on the harp pedestal.  Put Link on it 
 and have him take down the four markings on the northwest wall, and one on 
 the west wall.  Pull out the last mirror statue and you'll get a "chime" 
 again.  Head through the west door you just uncovered.
Coffin Room B2: Shine light on the coffins to release Stalfoses.  You can 
 fight them one at a time, or all at once if you're feeling daring.  Take 
 them all out and take the TREASURE CHART that appears.
Big Mirror Room B2: Have Medli stand on one of the pedestals near the statue 
 and shine light on it, then have Link do the same on the other one.  Once 
 it opens, proceed through (you don't need Medli).
Big Key Room: First, take out the Blue Bubbles hidden nearby so they don't 
 curse you (use the Deku Leaf to put them out).  Now, take out the Darknut 
 and you can take the BIG KEY.  Head all the way back to...
Boss Door Room: You don't need Medli, so just leave her.  Climb up to top of 
 stairs and use the Deku Leaf to float over to the Boss Door.
*** JALHALLA *** - This big puffy bad guy is composed of several Poes.  He 
 can try to blow you into the spikes or fling fire on you from his lantern.  
 To beat him, stand in one of the beams of light and shine on his lard butt.  
 He'll become corporeal, after which you can pick him up and toss him into 
 one of the big spike barriers along the wall.  He'll split into his many 
 myriad Poe underlings.  Take them all out as fast as you can.  If you have 
 the Hurricane Spin, here's the time for it to shine.  After a short while, 
 they'll reform into Jalhalla.  Repeat.  As you deplete his Poe supply, there 
 will be fewer lights to use for your Mirror Shield and they'll disappear at 
 random.  Once you defeat all the Poes, his mask will get a little worried 
 and run off into a beam of light.

Take the Heart Container and step into the light.  Medli will assume her 
position as the Sage of Earth and power up the Master Sword.

=====================================
4H. Fury of the Gales (Wind Temple) =
=====================================

Hope you have double magic for this part.  If you don't, get it now (check 
the Upgrades section).

Now, for the next Sage, head north from Windfall Island to Gale Isle.  Hop off 
at the shore and put on the Iron Boots.  Trudge up to the statue shooting out 
wind and bash it with the Hammer.  Enter.

Note the marks on the stone.  Play those marks on the Wind Waker (hold the 
Control Stick to the right for 6/4 time).  You've now learned the WIND GOD'S 
ARIA.  Fado, the ghost of a Kokiri sage, will tell you to find the sage that 
plays the same instrument as him.  A leaf cello/violin?  That would be Makar, 
the Korok from Forest Haven.  Head back there.

NOTE: Although it would seem like you can do these in either order, you have 
to do the Earth Temple first.  The new Wind Sage cannot be found until then.

At the Forest Haven, you should see notes coming out of a waterfall.  Attach 
the Grappling Hook to the branch above and swing towards that waterfall.  
Let go and you'll fly through it and find Makar.  Play the Wind God's Aria 
for him and he'll remember.  It's time to sail to the Wind Temple.

Head back to Gale Isle.  Enter and play the Wind God's Aria for Makar.

*** LEVEL 5 *** The Wind Temple -

Controlling Makar - If you pick up Makar and throw him, he'll glide for a 
distance, just like Medli.  If you take control of Makar, he can fly by using 
the A Button repeatedly.  If you find a patch of dirt, have Makar press A on 
it to plant a seed, which will cause a tree to sprout.

Entry Room: Exit through the north door.
First Wind Room 1F: Take control of Makar and have him plant seeds on the 
 patches of earth to make trees and a chest with 100 Rupees appear.  Now, 
 float over to the far ledge and stand on the switch to remove the wind blast.  
 Now, for Link.  Put on the Iron Boots and cllmb up on the spring.  While on 
 the spring, take off the boots and you'll get shot into the air.  Pull out 
 the Deku Leaf and glide over to the other side.  Carry Makar into the next 
 room.
Gate Room 1F: Take out the Armoses and flap the rotating switch with the Deku 
 Leaf.  Have Makar plant seeds in both patches of dirt to open the door.
Ledge Room 1F: Have Makar fly up and plant seeds in all the patches.  After 
 he does so, he'll be captured by Floor Masters (jerks).  If you have Tingle, 
 drop down to the lowest floor and use a Tingle Bomb in the center of the 
 low ground to get the WIND TINGLE STATUE.  Leave by the east door.
Central Gate Room: You'll see Makar behind a cage.  Poor little guy.  There's 
 nothing you can do for him right now, so head east and take out the Armos 
 Knights and Peahats, then go through the door.
Gate Corridor 1F: Take out the two Peahats, then either drop down the hole in 
 the floor, or just use the Iron Boots on the other one to crash through.  
 Flap the switch to raise the gate, then head to the other side and flap it 
 back down.  Leap off the spring with the Boots and land on the upper ledge.  
 Flap the gate back up using the switch up here.  Take the Joy Pendant in 
 the chest nearby.  Head out by the south door.
Updraft Room 1F: Use your Deku Leaf to coast over to the button on the ledge.  
 Hit it and the gate on the wall will fall.  Cross over to it.  Now, use the 
 updrafts to make your way further south to a chest with the DUNGEON MAP in 
 it.  Now, ride the updrafts to the west all the way, watching out for 
 Peahats and Red Wizzrobes, and you'll reach the far door.
Central Gate Room: Use the Iron Boots to slam on the switch, which will open 
 up the gate to the basement.  While you're up here, toss a Bomb on the Magic 
 Pot to open it.  Drop down to the basement and exit by the south door.
Spiky Room B1: Use the Iron Boots to drop down one of the cracked floors.  
 Push the spring block to the mark at the far end of the room, and the other 
 block next to it.  Spring up to the upper floor and grab the Small Key.  
 Don't leave just yet.  Now, go back down to the lower floor through each of 
 the other four cracked floors.  You'll face bad guys once you drop, such as 
 Floor Masters, Armoses, Red and Green ChuChus.  Once all five holes have 
 been made, a chest with a TREASURE CHART will appear.
Central Gate Room: Unlock the north door.
Wizzrobe Room: You've got a nasty Wizzrobe battle here.  This Wizzrobe can 
 summon enemies, in addition to the usual fireball attacks.  Just take him 
 out like any other Wizzrobe, slash or arrow, and you'll receive the 
 HOOKSHOT.  Use it on the north wall and use the Hammer on the peg up here.  
 Exit the room.
Central Gate Room: Use the Hookshot to start climbing out the pit.  About 
 halfway up, float over to the other side with the Deku Leaf and get the 
 COMPASS.  Hookshot the rest of the way up, and over to where Makar is stuck.  
 Stand to the side of the statue, pull out your Hookshot, put on your Iron 
 Boots, and use it on the statue to pull it down and free Makar.  Take the 
 Joy Pendant in the chest, as well.  Now, make Makar fall down to the B1 and 
 plant two seeds in the dirt patches, and the giant fan starts up.  Float to 
 the east door with the Deku Leaf and have Makar float over, as well.
Gate Corridor 1F: Do the same method as before to get to the other side, 
 then take Makar over.  Play the Wind God's Aria for him and the stone will 
 be busted.  Head through the door.
Darknut Room 1F: Defeat all three Darknuts here to open the gate to the BIG 
 KEY.
Gate Corridor 1F: Flap the switch and head back to...
Central Gate Room: Cross to the west side using the Deku Leaf and Hookshot 
 with Link, and Makar's little propellor thing.
Ledge Room 1F: First, take out the Yellow Wizzrobe in this area.
Pillar Stairway: Take out all the Blue Bubbles up here by using the Hookshot 
 to drag them to you, and then slashing them.  Next, have Makar plant seeds 
 on all the pillars and the top.  Now, Hookshot up and take out the Floor 
 Master up here.
Central Gate Room: Now, have both Makar and yourself step on the two switches 
 and the fan will be exposed.  Ride the fan over to the chest on the left for 
 a Joy Pendant, and ride to the door on the south.  Enter the room.
South Room 2F: Defeat the seven Armoses and take the Small Key here.
Central Gate Room: Drop down to the bottom of the room and past the fan.  
 Unlock the door down here.
Face Room B1: This is a tough fight room.  Take out the two Stalfoses and 
 the Yellow Wizzrobe.  After the messing, you need to pull down four stone 
 faces off the wall.  Use the Hookshot to get up there using the targets, and 
 use the Iron Boots to anchor yourself so you can pull the faces down.  Some 
 faces have Bokobilns in them.  Once the Bokoblins are down, a chest with a 
 TREASURE CHART will appear.  To leave this room, float over to the highest 
 point and Iron Boot the switch.  Leave by the east door.
Wind Wall Room B1: Defeat the three Bokoblins and the two Armos Knights.  
 Take Makar and have him float over the wind wall and have him plant a seed 
 in the patch.  Now, use the Hookshot to attach to the tree and defeat the 
 Floor Master and Peahats.  Leave by the door.
Boss Door Room: There are three blocks here, and you need them to prevent 
 yourself for getting sliced.  Put your Iron Boots on so you can stand against 
 the wind.  Push the first block so that it blocks the first blade, then 
 likewise for the second.  The third block will be dropped into a little 
 ditch before it can get to the third blade, so go back and get the second 
 block, and pull/push it over the third block and in front of the third 
 blade.  Now you're across.  To get Makar across, have him fly up as high as
 he can, over the wind gusts, and all the way to the end in the center, and 
 he'll drop right onto the threshold and not get blown back.  Take him to the 
 stone and play the Wind God's Aria and you'll be able to access the last 
 Magic Pot and enter the Boss Door.
*MOLGERA* - This is a very cool boss.  When the sand turns dark around you, 
 MOVE, because he's gonna pop up right there.  His tongue will stick out, 
 so Hookshot it.  When you drag it to you, slash the tongue repeatedly.  When 
 he pulls back, he'll spit out some young.  You can slash them, or tug on 
 them with the Hookshot to stun them, and then slash them.  Continue hooking 
 and slashing the tongue.  Eventually, it'll start leaping out of the sand 
 to attack you.  Keep on with the tongue-lashing and he'll give in.

Take the Heart Container and step into the light on the Triforce mark.  Makar 
will power up the Master Sword to its true power.

=============================================
4I. Shards of Courage (The Triforce Pieces) =
=============================================

Now that your sword is maxed out, it's time to find the eight pieces of the 
Triforce of Courage.  You should have the IN-credible Chart by now from a 
postbox (if not, visit one and it should be there), which points out the 
locations of all the Triforce Charts in the game.  Finding the charts is all 
well and good, but then you need to bring them to Tingle so he can decipher 
them (for a rather hefty fee).  Once that's done, just go to the marked place 
on the chart and pull up the piece, just like you would any treasure.

Triforce Chart #1 -

Take a trip to the Islet of Steel (E2).  Note the several Cannon Ship 
patrolling the area.  Use the Bomb Cannon to bust them all up and enter the 
Islet.  The Chart is just inside.  Play the Wind Requiem on the wind spot.

Take the chart to Tingle.  The location of the piece is on Greatfish 
Isle (B4).

Triforce Chart #2 -

If you haven't already, give 21 Joy Pendants to Miss Marie on Windfall Island 
and you'll get the Cabana Deed.  Go to the Private Oasis (E5) and enter the 
building.   Use the Grappling Hook on the structure in the ceiling of the 
cabana to open a mini-dungeon.  

Inside this mini-dungeon, make your way around the walls to the right and 
drop down the hole (or climb down the ladder).  There's a small crawling maze 
here.  If you want to head straight for the next area, enter the left hole, 
turn right, and follow the path all the way to the end, and turn right.  
However, you can take some side paths to get Rupees.  Once you reach the 
second ladder, climb up.  There are two hammer pegs here.  Pound the right 
one to open a gate back to the exit.  Pound the left one to continue on.  
Drop down this hole.  The left crawl-hole leads to 100 Rupees, and the right 
hole leads on to another ladder.  Climb up.  Pound the hammer peg up here to 
open another gate leading back to the exit.  Drop down the hole with no 
ladder.  Defeat the two ReDeads.  Behind the pots is another crawl-hole.  
Crawl to the end and climb out the ladder.  You'll find the wind and Triforce 
platforms here.  Play the Wind's Requiem to reveal the chart.  Now, pound 
the hammer peg, and you can leave without doing any crawling.

Take the chart to Tingle.  The location of this piece is Gale Isle (A4).

Triforce Chart #3 -

Sail to Bird's Peak Rock (E7).  On this island, shoot down as many Kargarocs 
as you can with the Bow, then use a Hyoi Pear (which you can buy from Beedle 
the Shop Ship guy).  Once you use it, you'll attract a seagull.  Use it to 
fly around and hit all six switches on the nests on the pointy rocks, which 
will open the cave nearby.  Play the Wind's Requiem on the wind platform.

Take the chart to Tingle.  The location of this piece is Stone Watcher 
Island (E3).

Triforce Chart #4 -

One of the few complicated charts to find.  First, go to Diamond Steppe 
Island (F1) and use the Hookshot on the lowest palm tree (from the boat).  
Hookshot from tree to tree up the island.  Drop in the hole at the top.  In 
this area, enter the pot ahead of you.  Use sticks to burn the tops of the 
pots in the next room.  Enter the pot that's on the wall opposite the pot you 
entered.  In the third area, burn the covers with sticks, then look for two 
pots close to each other and enter the one on the right.  In the fourth area, 
look for two pots close to each other and enter the one on the right.  Take 
the GHOST SHIP CHART.  Looking at this chart, you can see where the Ghost 
Ship will appear on nights of a particular phase of the moon.  You cannot 
enter the Ghost Ship until you find this.  Also, the Ghost Ship will appear 
on your Sea Chart when you open it at night.

Now, at any night, open the chart and warp/sail to the spot where the ship is.  
Sail into it to enter it.  Inside, you'll find a Yellow Wizzrobe and some 
Poes, as well as (I believe) a Stalfos.  Defeat them all and take the Triforce 
Chart.

Take the chart to Tingle.  The location for this piece is Outset Island (G2).

Triforce Chart #5 -

Sail to Needle Rock Isle (E1).  Just west of the island are two Cannon Ships, 
and one's colored gold.  Blast that one and take the treasure it leaves 
behind on the ocean floor.

Take the chart to Tingle.  The location for this piece is Cliff Plateau 
Isles (F7).

Triforce Chart #6 -

Sail to Outset Island.  Climb up the eastern hill.  Point the wind west, then 
float over from the east hill over to the stone head on right side of the west 
hill to enter the Savage Labyrinth.  Now, THIS is a fight.  In the Savage 
Labyrinth, you'll face a new set of enemies on each of its floors.  Nearly 
every minor enemy you've fought will represent here.  Oh, and the enemies 
don't drop anything after you've beat them, so you're only chance for 
"replenishment" is anything you bring in Bottles as well as the tenth and 
twentieth floor, which will give you a few hearts and some arrows or bombs.  
The thirtieth and fortieth floors only have Rupees (albeit a LOT).

Here's how the floors break down:

Floor 1: 10 or so Keeses
Floor 2: 6 Miniblins
Floor 3: 4 Bokoblins w/ Boko Sticks
Floor 4: 6 Red ChuChus
Floor 5: 4 Magtails
Floor 6: 4 Keeses, 4 Miniblins
Floor 7: 4 Fire Keeses, 2 Magtails
Floor 8: 2 Fire Keeses, 4 Bokoblins w/ Burning Boko Sticks
Floor 9: 2 Moblins
Floor 10: An exit and some pots
Floor 11: 6 Peahats
Floor 12: 4 Green ChuChus
Floor 13: 5 Boko Babas
Floor 14: 4 Bokoblins w/ Burning Boko Sticks and shields
Floor 15: 5 Mothulas
Floor 16: 3 Peahats, 3 Boko Babas
Floor 17: 4 Green ChuChus, 4 Bokoblins w/ swords (in the pots)
Floor 18: 3 Mothulas, 2 Bokoblins w/ swords and shields
Floor 19: 2 Mothulas (flying)
Floor 20: An exit and some pots
Floor 21: 3 Red Wizzrobes
Floor 22: 4 Armoses
Floor 23: 2 Armos Knights
Floor 24: 6 Yellow ChuChus (in the pots)
Floor 25: 4 Red Bubbles
Floor 26: 2 Bokoblins w/ swords and shields, 1 Darknut
Floor 27: 3 Armoses, 1 Red Wizzrobe
Floor 28: 2 Red Bubbles, 2 Armos Knights
Floor 29: 2 Darknuts
Floor 30: Exit, pots, and the TRIFORCE CHART #6 .  At this point, you don't 
 HAVE to continue, but you can use the Mirror Shield under the beam of light 
 to crumble the statue and continue on.
Floor 31: 6 ReDeads (beam of light)
Floor 32: 5 Blue Bubbles
Floor 33: 6 Dark ChuChus (beam of light)
Floor 34: 5 Poes (beam of light)
Floor 35: 3 Mothulas (flying)
Floor 36: 3 ReDeads, 2 Moblins (beam of light)
Floor 37: 5 Dark ChuChus (beam of light), 1 Mothula (flying) 
Floor 38: 5 Poes w/ lanterns, 2 Moblins w/ lanterns
Floor 39: 4 Blue Bubbles, 2 Stalfoses
Floor 40: An exit and some pots (just Rupees)
Floor 41: 25 Miniblins
Floor 42: 10 Red ChuChus, 10 Green ChuChus, 10 Yellow ChuChus, all in a circle
Floor 43: Hit the peg with the Hammer, 5 Red Wizzrobes
Floor 44: Dark room, 15 Bokoblins w/ various weapons
Floor 45: 4 ReDeads, 2 Stalfoses (no light beam) 
Floor 46: 3 Moblins, 2 Darknuts
Floor 47: 2 Darknuts, 3 Red Wizzrobes, and electric barriers on the walls
Floor 48: 3 Stalfoses and lots of Bomb Flowers (use them)
Floor 49: 4 Darknuts and flame-shooting statues on the walls
Floor 50: PIECE OF HEART

So, you survive thirty floors and you get the chart.  Fifty gets you the PoH.  
You can re-enter this area any time to reclaim the Piece of Heart at your 
leisure.

Take the chart to Tingle.  The location of this piece is at Southern Triangle 
Island (E4).

Triforce Chart #7 -

Sail to Stone Watcher Island (E3).  You need the Power Bracelet.  Lift up the 
stone on this island and enter the hole.  Enter each of the four doors and 
defeat the enemies (Bokoblins, Wizzrobes, Armoses, Moblins).  After that's 
done, defeat the two Darknuts in the center room to open the barred door to 
the chart.

Take the chart to Tingle.  The location of this piece is the Seven-Star 
Isles (A6).

Triforce Chart #8 -

Sail to Overlook Island (A7). You'll need the Hookshot.  Use it from the boat 
to attach to the lowest tree (it helps if there are waves in the sea), then 
continue using the Hookshot to climb up.  Enter the hole.  In this cave, 
enter each of the four rooms and defeat the enemies: Armos Knights, 
Stalfoses, Bokoblins, and Yellow Wizzrobes.  Then, defeat the four Darknuts 
in the center room to open the barred door.

Take the chart to Tingle.  The location of this piece is Two-Eye Reef (G4).

Good job.  You've assembled the Triforce of Courage.  Now would be a good 
time to complete any remaining sidequests you've been putting off.  Head to 
the Tower of the Gods and you'll be transported to Hyrule.

============================================
4J. The Return of the Hero (Ganon's Tower) =
============================================

Head to the basement of the castle and you'll find Zelda kidnapped.  Defeat 
the two Mighty Darknuts that challenge you.  Head back to the main hall and 
leave by the main exit.  Strike the magical barrier that separates the castle 
from the rest of Hyrule.  Make your way along the path and use the Hookshot 
to cross the broken bridge to Ganon's Tower.

Ganon's Tower -

Enter and be awed.  Cross over to the center of the room.  Note the huge 
door ahead of you, and how it has inscriptions of four beasts on it.  You 
must defeat four beasts from your past once again.  You can take these in 
any order.

Southwest Path: Enter the southwest door.  Don't worry about the water 
 bottles.  Just use the Grappling Hook to swing across to the platforms in 
 the lava.  Once you reach the third hook, climb up to the top and float 
 over with the Deku Leaf.  Pass through the door and your inventory will we 
 reduced.  Defeat Gohma again.

Northwest Path: Enter the northwest door.  Fan the switch with your Deku 
 Leaf to get the gondola over, then jump onto it.  Float onto the moving 
 vine, then fan the switch when the vine reaches its lower position to get 
 the second gondola over.  Float over to it and move the gondola.  Float over 
 to the lower moving vine, then jump to the upper one, then over to the 
 ledge and enter the door.  Defeat Kalle Demos again.

Northeast Path: Enter the northeast door.  You have a gauntlet of coffins 
 before you.  Two have ReDeads and two have Red Bubbles.  In the next 
 gauntlet, there are four Dark ChuChus and two Poes.  You need to freeze one 
 of the Dark ChuChus with light and drop him on the button to keep the stairs 
 down on the other end.  Head up to the next gauntlet.  There are six Dark 
 ChuChus and a Stalfos at the end.  Take out the Stalfos, then use the 
 light beam next to these stairs to freeze a Dark ChuChu.  Carry him all the 
 way back to the switch at the beginning and drop him there, then run like 
 mad back to the staircase to enter the door.  Defeat Jalhalla again.
 NOTE: An easier way to weigh down the switches is with the pots at the 
 beginning of the area.

Southeast Path: Enter the southeast door.  There's a Wizzrobe here that 
 will make life annoying for you if you give him the chance, so take him 
 out with whatever you wish to use.  Hop on the spring and spring off it 
 using your Iron Boots, and float past the spikes.  Spring off the next  
 spring, only this time, float around to the left or the right of the two 
 wind jets (you can try the middle if you're bold).  After that, dispatch 
 the two Bokoblins and Hookshot up to the door and enter.  Defeat Molgera 
 again.

Now, the door to the next area will collapse.  Enter.

In this hallway, you have two choices, left and right.  Head right and make 
note of the torches on the walls above.  Note the number of flames on each 
wall-hanging.  Go back and take the left door now.  Use your Boomerang on 
the switches 1, 2, 3, 4, the same order that the torches were in.  Doing 
that will create a portal back to the Great Sea, the one that Ganon 
originally used.  You can use this to return and get anything you want.  

But, what you have to do is drop down the hole in the room on the right.  
You'll fight Phantom Ganon in this area again.  Once you strike him once, 
he'll disappear, leaving his sword behind, which will fall to the ground.  
The sword's hilt is pointing towards a door.  Enter that door.  Do the same 
thing several more times.  If the Phantom starts using giant purple balls 
against you, you have to hit all the parts it splits into to avoid damage 
and send it back at him.  At the end of this maze, you'll be granted the 
LIGHT ARROWS.

You'll be transported back to the main room of this area, and Phantom Ganon 
will be here.  Show him your new Light Arrows and he'll be erased for good, 
leaving his sword behind.  Use it on the wall on the north end and you'll be 
granted access to the final stairway.  Begin your climb.  Take out the 
Moblin, then the Darknut, then the two Moblins, then the two Mighty Darknuts, 
and the final door will open.

You will enter a watery room, and will find Zelda on a bed, and Ganondorf 
next to her.  He will spin a rather believable tale about what really 
happened to Hyrule.  He'll turn into (can you believe it) a giant blue pig 
monster.

*PUPPET GANON* - A giant blue pig monster, with strings!  For his first form, 
use the Boomerang to cut down the five blue strings supporting him.  The 
hardest one to get is the tail, which stinks because that's the one you want.  
Shoot his glowing blue tail with a Light Arrow whenever you get an opening.  
Hit it with three and it'll be down.

*PUPPET GANON: SPIDER* - Now he's a spider thing.  You, again, have to hit 
him in the shining blue tail.  This form's probably the easiest.  The trick 
is to pan the camera up as high as possible, which will allow you to see his 
reflection from the ceiling.  When he drops down, he'll release Keeses, but 
if you've been watching, you'd know to go over to where his tail is and to 
shoot it with a Light Arrow.  Three arrows beat this form.

*PUPPET GANON: SNAKE* - Form #3 is arguably the most difficult.  It'll slither 
around very fast and drop Morths, which you can use for powerups.  Hitting 
it with the sword or a Light Arrow in the face will stun it, but only very 
briefly.  There are two good ways to stun it.  One way is to use a simple Spin 
Attack, which will freeze it for a good three seconds.  Also, try blasting a 
Bomb in its face.  At that opening, fire a Light Arrow to the tail.  Also, 
it's harder, but where the head goes, the tail must follow, so just aim for 
the head and the tail will be in that same spot seconds later.  It's tough, 
but three Light Arrows will destroy the puppet.

Ganondorf will applaud your efforts and beckon you follow him to the roof.  
Hop on the rope and climb up.  Once you reach the top, find a grappling point 
and use your Grappling Hook.  Climb on top of it, then keep climbing using 
the Hook, stopping for pots if you need them.  If you're afraid you'll fall, 
bomb open the Magic Pot, which connects to the bottom, so you have a route 
back.  Hookshot over to the door and exit into the blue.

Ganondorf reflects on his homeland, then decides to remove your Triforce from 
you.  Some other stuff happens, which I won't spoil for you.  Bottom line, 
Ganondorf wants a piece of you...

*GANONDORF* - The King of Evil will draw his two swords and attack.  He's by 
far the finest combatant in the game.  Simple strikes will just be blocked 
by his superior technique.  The only way you'll get a decent shot on him is 
to Parry one of his movements.  Zelda says she'll cover you with the bow, so 
keep him busy so she can get a clean shot.  After a few of those, Ganondorf 
will get miffed and swat her to the ground.  Keep your match up with him.  
Parry his attacks then repeatedly slash him while he's stunned.  Eventually, 
Zelda will get back up.  Speak to her and she'll get the idea of reflecting 
the Light Arrow off your shield.  Put up your shield when she fires and 
Ganondorf will take some serious damage and stum him greatly.  Take advantage 
of this and press A and you'll score a Parry attack that will put your enemy 
out of his misery.

Congratulations!  You've completed The Wind Waker!  Now, start a new file and 
play the Second Quest!

And now, some white space...
































This white space was brought to you by a grant from the Not-Spoiling Last 
Boss Foundation.  Now, you're quite free to read these info sections ahead.

******************************************************************************
5. THE ISLANDS OF THE GREAT SEA
******************************************************************************

So, here's an island by island lowdown on the locations in the game.  
Naturally, there will be no walkthroughs here, just basic info, unless there's 
secret stuff to find.

=============
5A. The Map =
=============

The sea is a 7X7 square grid.  Each square is an area with one island or 
point of interest.

    1   2   3   4   5   6   7
   --- --- --- --- --- --- --- 
A |   |   |   |   |   |   |   |
   --- --- --- --- --- --- --- 
B |   |   |   |   |   |   |   |
   --- --- --- --- --- --- --- 
C |   |   |   |   |   |   |   |
   --- --- --- --- --- --- --- 
D |   |   |   |   |   |   |   |
   --- --- --- --- --- --- --- 
E |   |   |   |   |   |   |   |
   --- --- --- --- --- --- --- 
F |   |   |   |   |   |   |   |
   --- --- --- --- --- --- --- 
G |   |   |   |   |   |   |   |
   --- --- --- --- --- --- --- 

Here are all the points of interest, by list of coordinate:

NOTE: Places marked with a "*" are places where time doesn't pass as normal.
      Places marked with a "$" have Beedle's Shop Ship floating around.
      Places marked with a "%" have an enemy submarine at that location that 
       may have something good.
      Places marked with a "P" followed by a number have that many enemy 
       platforms, which may have good stuff.
      Places marked with a "F" have a Great Fairy, or the Queen of Fairies.
      Places marked with a "O" have a Big Octo, with a number following 
       dictating the # of eyes on the Octo
      Places marked with a "C" have a Secret Cave, or two, in the case of 
       Pawprint Island.

A1 - Forsaken Fortress         *. . .  . .   .
A2 - Star Island                . . .P1. .   .C
A3 - Northern Fairy Island      . .%.  .F.   .
A4 - Gale Isle                 *. . .  . .   .
A5 - Crescent Moon Island       . .%.  . .   .
A6 - Seven-Star Isles           . . .P3. .O12.
A7 - Overlook Island            . . .  . .   .C

B1 - Four-Eye Reef              . . .  . .   .
B2 - Mother & Child Isles       . . .  .F.   .
B3 - Spectacle Island           .$. .  . .   .
B4 - Windfall Island           *.$. .  . .   .
B5 - Pawprint Isle              .$. .P1. .   .Cx2
B6 - Dragon Roost Island       *.$. .  . .   .C
B7 - Flight Control Platform    . .%.  . .   .

C1 - Western Fairy Island       . . .P1.F.   .
C2 - Rock Spire Isle            .$. .P3. .   .C
C3 - Tingle Island              . . .  . .O12.
C4 - Northern Triangle Isle     . . .  . .   .
C5 - Eastern Fairy Island       . . .P1.F.   .
C6 - Fire Mountain              . . .P1. .O-8.C
C7 - Star Belt Archipelago      . . .P1. .   .

D1 - Three-Eye Reef             . . .  . .   .
D2 - Greatfish Isle            *.$. .  . .   .
D3 - Cyclops Reef               . . .P1. .   .
D4 - Six-Eye Reef               . .%.P1. .   .
D5 - Tower of the Gods         *.$. .  . .   .
D6 - Eastern Triangle Island    .$. .  . .   .
D7 - Thorned Fairy Island       . . .  .F.   .

E1 - Needle Rock Isle           . . .  . .   .C
E2 - Islet of Steel             . . .P1. .   .
E3 - Stone Watcher Island       . . .P1. .   .C
E4 - Southern Triangle Island   .$. .  . .   .
E5 - Private Oasis              . . .  . .O-8.C
E6 - Bomb Island                . .%.P1. .   .C
E7 - Bird's Peak Rock           . . .  . .   .C

F1 - Diamond Steppe Island      . . .  . .O-8.C
F2 - Five-Eye Reef              . . .P1. .   .
F3 - Shark Island               .$. .  . .   .C
F4 - Southern Fairy Island      . . .P3.F.   .
F5 - Ice Ring Isle              . . .  . .   .C
F6 - Forest Haven              *.$. .  . .   .
F7 - Cliff Plateau Isles        . . .P1. .   .C

G1 - Horseshoe Island           . . .P2. .   .C
G2 - Outset Island             *.$. .  .F.   .C
G3 - Headstone Island          *. .%.  . .   .
G4 - Two-Eye Reef               . . .P1.F.O-4.
G5 - Angular Isles              . . .  . .   .C
G6 - Boating Course             . . .  . .   .C
G7 - Five-Star Isles            . .%.P1. .   .

===================
5B. Outset Island =
===================

Home sweet home.  This is where the game starts.  Not a heckuva lot happens 
here that's not absolutely required to happen in the game.  There are a few 
things, though, to keep you interested.

Orca's Dojo - After leaving the island and coming back on the King of Red 
 Lions, you can go up against Orca for some serious sparring.  He's actually 
 rather predictable.  You have some open time to get several hits in.  After 
 which he'll take a shot.  He'll automatically take a shot if he blocks one 
 of your swings.  You have the option of parrying his swing, but it's risky, 
 because it needs to be timed well.  You're better off just defending when 
 he attacks.  If you take three hits, Orca will call a stop to the session.  
 Hit him 100 times or 300 times to get Rupee prizes.  Hit him 500 times to 
 get a PIECE OF HEART.  Hit him 1000 times and he'll call the session off 
 (and give you the PoH if you didn't get it already).
 
 Thing #2 to do with Orca is find and bring him Knight's Crests.  You get 
 them from Darknuts.  Give Orca ten of them and he'll teach you the awesome 
 Hurricane Spin technique.

Lost Fairy Fountain - Not really lost, just unclaimed, or something.  After 
 returning to the island with Bombs, climb up to the summit.  The bridge is 
 out, but climb up to the very top of the bridge support and point the wind 
 west.  Float over with the Deku Leaf and enter the Fairy Forest.  Blast the 
 rock with a Bomb and enter the Fairy Fountain to get a Wallet Upgrade.

Poor Sick Grandma - Take a Fairy (like, from the aforementioned fountain) 
 over to Grandma.  She's been feeling ill ever since you left.  Use the Fairy 
 near here and she'll heal right up.  She'll also give you the Elixir Soup, a 
 super potion that restores, hearts and magic, doubles attack power until you 
 take damage, and comes in two doses.  Just return whenever you use up what 
 you have.

Link the Big Pig - Toss any pig into Rose's pen and you'll come back to 
 later to find it enormous.  If you have the Power Bracelets, pick up the 
 pig and start carrying him around the island.  Tossing All-Purpose Bait near 
 gray patches of earth will make him dig in them.  It's mostly Rupees, except 
 for the patch just across the water, near Mesa's house.  It has a PIECE OF 
 HEART.

The Savage Labyrinth - Once you get the Power Bracelet (and preferably the 
 Mirror Shield as well), go to the top of the east hill, point the wind west, 
 and float over to the right side (from your point of view) of the west hill.  
 Pick up the stone head and enter.  This labryinth consists of fifty floors, 
 each having their own monsters.  It's a tough endurance match.  Survive 
 thirty floors for a TRIFORCE CHART and survive all fifty for a PIECE OF 
 HEART.

=====================
5C. Windfall Island =
=====================

This is where the action is on the Great Sea.  Most of the human population 
lives here.

The Bomb Shop - Early in the game, this guy will be very miserly and won't 
 want to sell you anything, except at seriously blown prices.  After the 
 pirates come for a visit, he'll be much more accommodating, selling Bombs 
 at far more reasonable prices.

The Chu Jelly Juice Shop - This guys starts out selling just Red Potions.  
 Give him Chu Jelly of different colors (15 of them, specifically) and he'll 
 have Green and Blue Potions later on.

The House of Wealth - At night, you can go to this house (it has a red door) 
 and speak to Zunari, and he'll start up an auction.  Here's how the auction 
 works.  The auction lasts a minute (a timer which stops when people speak).  
 During this minute, people will throw out bids on the item.  To bid yourself, 
 push A repeatedly until your gauge at the bottom fills.  Make your bid.  
 The secret to success is to increase the bid by a LOT when you get your 
 turn, as it will completely faze the rest of the group.  Depending on how 
 much you overbid, the crowd will be fazed for longer.  Learning when and how 
 much to overbid is the trick to smart bidding.  Here are the prizes.  They 
 come up in a random order.  If you lose an auction, the same item will be up 
 the next night.  TREASURE CHART, Joy Pendant, PIECE OF HEART, TREASURE CHART

Zunari's Stand - Zunari's a parka-wearing entrepenuer from far off lands.  
 He'll start off with nothing but a Sail to sell (80 Rupees).  After you get a 
 Delivery Bag, come back to him and he'll start you on a mad trading side 
 quest (See the Sea-Wide Sidequests section of the guide).  Once you start 
 delivering items for him, they'll be on sale at his stand.  If you deliver 
 enough items for him, he'll give you the MAGIC ARMOR.

The Cafe - This is a hangout and a place to get information.  Not much more 
 (that I've seen).

The Game Room - This is the lower floor of the Ferris Wheel/Windmill building.  
 Play the Squid game for fab prizes and overracting from the proprietor!  The 
 game is all luck, so DON'T ASK ME HOW TO WIN!  If you've ever played 
 Battleship, you should have no problem figuring out the rules.  For the rest 
 of you poor saps, what you have to do is pick a spot to fire on.  If you hit 
 part of a squid, you'll know the rest of the squid is in a line.  There's a 
 two-square-long squid, a three, and a four.  Hit them all to win!  The first 
 time you win, you'll get a PIECE OF HEART.  The second time you win, you'll 
 get a TREASURE CHART.  If you break the record of 20 Cannonballs, you'll get 
 50 Rupees and another TREASURE CHART.  After that, winning will just give you 
 50 Rupees.

The Picto Shop - Lenzo runs this place.  Before he'll even speak to you, 
 though, you'll have to bring him a Picto Box.  For information on how to find 
 the Picto Box, and what to do with Lenzo after you show it to him, go to the 
 section "Sea-Wide Sidequests".

Miss Marie's School - Miss Marie is just obsessed with teaching children, and 
 jewelry.  There's not much to do with here except give her Joy Pendants.  
 Giving her one will get you twenty Rupees.  Give her twenty-one, and she'll 
 give you the deed to her cabana way down south.  Give her forty-one, and 
 she'll give you the HERO'S CHARM, which you can use to see enemy life meters.

Dancing Tott - He's spends night and day out dancing by a gravestone.  Show 
 him the Wind Waker and he'll teach you the Song of Passing.

Town Jail - This is on the west edge of town, set into the stone.  Enter it to 
 find everyone's wannabe fairy, Tingle.  Push the button hidden behind the 
 nearby pots to release him and he'll give you the Tingle Tuner.  After you 
 do that, pull on the box and navigate the maze behind.  Turn right, left, go 
 straight to the far wall, right, left, left, right, right, right.  You'll end 
 up in a grotto with the Picto Box in it.  See "Sea-Wide Sidequests" for more 
 info on using the Picto Box.

The Killer Bees - These four guys wander around outside the school in town, 
 looking all cool.  If you've found the Picto Box (or before learning about 
 it), they'll challenge you to a hide and seek game.  They'll hide in town and 
 you have to find them.  One is behind the grave out by the jail.  One is 
 behind the Bomb Shop.  One is in a tree near the town gate (roll into it), and 
 the last is behind a bush near the top of the town gate.  Find them all to 
 earn a PIECE OF HEART.

Shop Ship - The SS only comes by Windfall at night.  Beedle sells arrows and 
 bait at this location.

Despondent Kamo - On the steps outside the House of Wealth is a young man 
 not looking happy.  He'll tell you he wants something perfectly round and 
 pale.  Use the Deluxe Picto Box to take a color pic of the moon when it's 
 full (use the Song of Passing until you get to a full moon night), and give 
 the pic to him and you'll get a TREASURE CHART.

Vain Minenco - Take a picture of the lady who stands outside the Chu Jelly 
 Juice Shop and show it to her.  She'll give you a TREASURE CHART.

Spreading the Joy - This can be done after doing some trading with the 
 Travelling Salesmen in the Great Sea (see the Merchant Oaths sidequest in 
 "Sea-Wide Sidequests".  Joy Pedestals will appear all over the island.  Buy 
 those little stand items from Zunari's stand and you can place them on the 
 Pedestals.  There are pedestals in the Chu Jelly Juice Shop, the House of 
 Wealth (both upstairs and down), the Game Room, Miss Marie's classroom, the 
 Picto Shop, as well as outside in front of Zunari's Stand, near the bench 
 looking at the sea, between the Potion Shop and House of Wealth, on a little 
 ledge across from the House of Wealth, and on top of the town gate.  Once you 
 place thing-a-ma-bobs in all of those pedestals, talk to the guy on the 
 bench for a PIECE OF HEART.

The Happy Couple - The first thing you have to do for this little quest is 
 to complete Lenzo's Pictography challenges (see the Pictography section in 
 "Sea-Wide Sidequests").  Once you do that, Anton and Linda will start 
 talking about the other.  Go back and forth talking to these two for a bit, 
 and eventually, Linda will mention taking a picture of her for Anton.  Get 
 a good one of her and give it to Anton.  He'll be overjoyed and will decide 
 to ask Linda out.  Go ahead a day and go to the cafe the next day.  The 
 two will be at the cafe.  Talk to them to get a PIECE OF HEART.

Poor Little Rich Girl - You can only do this after rescuing the girls from 
 Forsaken Fortress.  At night, you'll see Mila standing outside the House of 
 Wealth.  Talk to her and she'll shoo you away.  She'll now begin a course 
 which will take her around to Zunari's Stand.  Stay out of sight, or she'll 
 call off the "job" for the night.  It's best to just hide behind the tree she 
 was originally standing near.  Keep an eye on the road behind the windmill 
 for her to show up.  Once you moves from there, break cover and tail her to 
 Zunari's Stand.  She'll rush to his safe and spend about five seconds 
 trying to open it.  Talk to her while she has that little balloon above 
 her head and she'll begin a dialog.  Pick the top answer all six times and 
 she'll give you an EMPTY BOTTLE.

A Moblin's Love - You can only do this after rescuing the girls from Forsaken 
 Fortress.  Go to the House of Wealth to find Maggie fawning about her 
 sweetie, Moe.  She'll give you MAGGIE'S LETTER.  Mail it.  Come back later 
 to find her father arguing with a postman.  He'll tell the postman to 
 leave, so follow the Rito to the cafe.  He'll give you the letter if you 
 agree to give it to Maggie.  Do so, and you'll get a PIECE OF HEART.

The Windfall Lighthouse - You can only do this after getting Fire Arrows, 
 which is after the second trip to the Forsaken Fortress.  Make it nighttime.
 Climb up the back of the windmill and step on the switch to turn on 
 the ferris wheel.  Enter the Game Room and leave out the upper door.  Hop 
 on the ferris wheel car and ride up.  If it's night, the lighthouse will be 
 spinning.  Fire a Fire Arrow into its torch in the middle and the lighthouse 
 will be activated, and a chest will appear off on a little plot of land.  
 You need to use the Deku Leaf and favorable winds to get there.  Inside the 
 chest is a PIECE OF HEART.  Oh, and while you're at it, speak to the fellow 
 in the hat near the ferris wheel cars and he'll give you a PIECE OF HEART 
 as well.

=========================
5D. The Dungeon Islands =
=========================

The only islands that REALLY have anything going on are Dragon Roost and 
Forest Haven.  Most of the rest have little things or just quest-related 
stuff.

Dragon Roost Island - There's a mail-sorting game to get involved in for 
 Rupees up in the Rito caves.  It's basically a matter of being fast on the 
 draw and matching up the pictures.  After becoming the champion by sorting 
 25 letters, come back later to find a part-timer.  Show him how it's done and 
 you'll get a LETTER TO MOM.  Mail it in any postbox and you'll get a reply 
 soon.

 There's a guard outside the Chieftain's room who's looking for Golden 
 Feathers for his girlfriend.  Take out Kargarocs (the flying evil birds) to 
 get them.  Give 20 of them to him for 100 Rupees.  After that, you'll have 
 mail in a postbox, which is from his girlfriend, which will have a PIECE OF 
 HEART in it.

 There's a respectable treasure to be had once you return here with Bombs.  
 Near the wind shrine is a rock on the beach.  Bust it open, then enter the 
 cave.  Head through each of the four doors and take out all the enemies to 
 earn a prize of 50 Rupees.

 Once you have the Deku Leaf, head to the platforms outside the second floor 
 of the cave.  Point the wind east and hop towards the rock platform in the 
 distance.  Then, point the wind north and do the same to the next one.  
 Finally, point the wind west and hop into a cave where you can get 100 
 Rupees.

 There's also a nice fancy treasure here once you get the Bow.  On the 
 northwestern wall is a rock high up near a chain of Bomb Flowers.  Shoot an 
 arrow at one of the Bomb Flower to set them all off, which will drop a 
 chest with 200 Rupees.  Alternatively, this can also be done by using a Hyoi 
 Pear and flying a seagull into the Bomb Flower chain.  Also, it's a tough 
 shot, but the Bomb Cannon can also hit it.

Forest Haven - After getting the Deku Leaf, and after purhcasing a Myoi Pear, 
 go the Forest Haven and use the Baba Buds to fly up to the top.  Instead of 
 going the way to Forbidden Woods, keep riding a Baba Bud up another exit.  
 From there, change the wind, and float all the way to a strange island with a 
 hatch.  Use the Myoi Pear to grab a seagull and flap him all the way over to 
 the switch on the Forest Haven structure.  After that, you'll have access to 
 the Nintendo Gallery (see the Pictography section in "Sea-Wide Sidequests".

 Also, if you have any Boko Baba Seeds, give four to Hollo the potion Korok 
 and he'll give you a free Blue Potion.

 There's a TREASURE CHART to be had.  Exit the Forest Haven the way you 
 normally would to go to the Forbidden Woods.  After that, point the wind 
 southeast and float to the island in the direction.  Your prize is there.


==================
5E. And THE REST =
==================

Okay, here's some stuff that can be done at all the remaining islands.  If I 
haven't found anything to do here yet, I haven't listed the island.  Remember 
that you won't have full access to all the islands until after beating the 
second major dungeon.

Star Island